What Is Your Usual Combat Config?
SuperTeflon
Join Date: 2003-12-31 Member: 24893Banned
Well I really only play marines for combat. Reason being, I don't like the feel of fast paced aliens, it just doesn't work for me. As a marine, it's more 'natural', plus it helps me improve my aim.
My usual cookie-cutter config:
1) Damage 1
2) Shotgun
3) HMG - <span style='font-size:8pt;line-height:100%'>Reason I get HMG so early is because I am a god with the HMG... the other team best learn to fear me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--></span>
4) Armor 1
5) Armor 2
6) Heavy Armor - <span style='font-size:8pt;line-height:100%'>Reason I get Heavy Armor instead of the jetpack is because for one, I think the jetpack is overpowered lame. Secondly, I'm rather poor with it, and finally, heavy armor's easier to target profile means easier alien kills for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--></span>
7) Resupply
8) Damage 2
9.5) Motion Tracking
9.5) Armor 3
9.5 meaning either or. Lots of skulk, MT definately.
Sometimes, if we're getting beaten by focus/cloak skulks, I'll do observatory scan instead of a shotgun. Usually that'll gimp the aliens enough that I'll recieve easy kills against them enough to compensate. Also, occasionally I'll chose motion tracking early on to help against skulks, but not usually.
My usual cookie-cutter config:
1) Damage 1
2) Shotgun
3) HMG - <span style='font-size:8pt;line-height:100%'>Reason I get HMG so early is because I am a god with the HMG... the other team best learn to fear me <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--></span>
4) Armor 1
5) Armor 2
6) Heavy Armor - <span style='font-size:8pt;line-height:100%'>Reason I get Heavy Armor instead of the jetpack is because for one, I think the jetpack is overpowered lame. Secondly, I'm rather poor with it, and finally, heavy armor's easier to target profile means easier alien kills for me <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--></span>
7) Resupply
8) Damage 2
9.5) Motion Tracking
9.5) Armor 3
9.5 meaning either or. Lots of skulk, MT definately.
Sometimes, if we're getting beaten by focus/cloak skulks, I'll do observatory scan instead of a shotgun. Usually that'll gimp the aliens enough that I'll recieve easy kills against them enough to compensate. Also, occasionally I'll chose motion tracking early on to help against skulks, but not usually.
Comments
3. Dam 1
4. Dam 2
5. Shotgun
6. Dam 3
7. Arm 1
8. Arm 2
9. HA
10. Motion
Mine is usually something like this.
1. Welder
2. Armor 1
3. Weapons 1
4. Shotgun
5. Armor 2
6. Heavy Armor
7. Grenade Launcher/HMG
8. Weapon 2
9. Weapons 3 (or Resupply if we lost the armory)
Sometimes I'll get different things depending. Like I'll get personal scanner if the aliens are **** us off by cloak killing. That way I'm using a level, but I'm making their cloaking useless so, it evens out.
<b>Armour 1</b>, just to live that little bit longer...
<b>Weapons 1</b>
<b>Shotgun</b>
I then ignore the next two points for faster spawn times.
<b>armour 2</b>, <b>jetpack</b>. Both together, I don't find much use for armour 2 generally, it's just a step towards the jetpack.
Then a few really simple shotty hive rushes or base defence, upgrading <b>weapons to three</b> at max level. I find little use for armour three at all because it's gone extremely quickly, I'm not getting welded and resupply keeps me alive forever.
I've not yet decided on setups for the aliens yet, except maybe my lerk one...
1- <b>wait</b>
2- <b>wait</b>
3- <b>upgrade next ability</b> (leap for skulk)
4 - <b>Lerk</b>, <b>upgrade next ability</b> (all attacks for lerk)
Then I proceed to take many marines down with primal scream bites, HA's go down extremely fast.
5 - <b>Adrenaline</b>, Primal biting and such takes up a lot of energy and I often find myself having difficulty flying away after an attack.
6- <b>Celerity</b> to get in and out quicker.
7- <b>Carapace</b>
8- <b>Regen</b>
9- <b>Silence</b>
and that's about it.
Skulk I tend to not bother with upgrades ever... maybe leap every few games... I prefer the quick spawning and the other upgrades don't give me enough advantages to take them... though I may add in celerity in future.
<!--QuoteBegin-SuperTeflon+Jan 29 2004, 08:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperTeflon @ Jan 29 2004, 08:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->BTW you missed level 1 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
There is no level one. You start at level one, but don't get an upgrade point until level two.
1. Damage 1
2. Shotgun
3. Damage 2
4. Damage 3
5. Armor 1
6. Resupply
7. Armor 2
8. Save
9. Jetpack
Getting damage 3 lets me get more kills and thus more experience than I would with just armor upgrades. Sometimes I get catpacks instead of damage 3, because catpacks are for the win.
My usual alien config :
1. Focus
2. Celerity
3. Regeneration
4. Save
5. Save
6. Fade
7. Adrenaline
8. Carapace
9. Silence
On some of the smaller maps (pulse, angst) I will just stay skulk the whole game, which is just entirely too easy.
1 - Next Ability (Leap)
2 - Next Ability (Xenospam!)
3 - Celerity
4 - Save
5 - Lerk
6 - Carapace
7 - Fade
8 - Regen
9 - Save
10 - Onos
Then it was RAWR time! <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Being a Superskulk is pretty damned fun though. Or even a Fade with a couple abilities. I like Regen/Cara/Celer/Adren/SoF - Fade myself. Can kick some butt like that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Anyways.
If a jp hive map (i.e. core, pulse, rebirth, etc.) or if I join late and just want to live:
1 - armor 1
2 - resupply
3 - save
4 - save
5 - armor 2 and jp (armor 2 by itself doesn't do much so I wait to get it)
6 - Weap 1
7 - Shotgun
8 - Weap 2
9 - either Weap 3 or a gl
If we're getting beat on or my ping is sucking:
1 - armor 1
2 - resupply
3 - weap 1
4 - shotgun
5 - gl
6 - save
7 - save or ha
8 - jp/welder/weap2
9 - welder/weap2
Going onos:
1 - celerity
2 - carapace
3 - regen
...
8 - onos
9 - next ability
Other than onos I just play aliens by ear and do whatever the team needs, which usually ends up being a lerk with both abilities, regen, cara, adren, cel, and Sof/focus
Damage 1
Damage 2
Resupply
Shotgun
Grenade Launcher
Usually after I get either HA, Jetpack, something along those lines. Never tried Motion Tracking, scan, mines, welder... too risky <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
For Aliens, I use 2. One, the super Skulk, and 2, thanks to a civilian, the Fade (I'm h4x0r now!11one)
For 1 - Focus, Next Ability, Celerity, Carapace, Regeneration... after that, whatever... sometimes xenocide
For 2 - Celerity, Next Ability, Carapace, save 3 exp points and go straight to Fade (Lerk is really difficult for me), and then Acid Rocket or something. I haven't been able to do much damage with AR, though.
Damage 1
Shotgun
Resupply
Armor 1
Armor 2
HA
MT
Next two, I just experiment with.
Aliens:
Regen
Save
Save
Lerk
Adren
Save
Save
Save
Onos
Weapon 2
Celerity
Needs refining, but I like 'em.
2) Shottie (My favorite 1st-slot weapon <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->)
3) Resupply (never run out of ammo again!)
4) Armor 1
5) Armor 2
6) Heavy Armor
7) Weapon 2
8) Weapon 3
9) Armor 3
10) Welder if we need it. (can come earlier, if needed)
1) Resupply (no armory humping, annoying xeno skulks)
2) Damage 1
3) Shotgun
4) Motion Tracking
5) Armor 1
6) Armor 2
7) Heavy Armor
8) Welder
9) Damage 2
thats usually it ... except for co_deimos, welder is first, open phasgates, win before even getting to level 10.
For Aliens its still kinda Random... still looking for a nice config....
1) No upgrades.
Spawn time is <5 seconds. I die, and I spawn. The only counter is focus, and once the aliens buy focus, you know that you should buy the counter to focus, and go mop them up. Also, this leaves you able to level up to 10, and be able to spend all your points by seeing what the aliens have, and picking a counter.
2) Resupply only.
Same as above, but I can take a regular hit from almost any lifeform, get a med, and continue emptying my LMG clip. Spawn time is <10. [EDIT] Also, resupply means that you are essentially a Heavy Armor for purposes of Spore. You lose all your 25 points of armor, but meds will keep you alive and let you literally stand in the middle of a spore cloud and draw a bead on the lerk sporing you, while taunting. Classy.
3) Mine only.
Place mine. Rambo. Die/Jump off a cliff. Respawn in <10. Place mine. Repeat. Valid counters include xeno, acid rocket, dedicated fade minesweepers who blink into the mines, then blink away to heal, and of course, being that crazy LA LMG that none of the aliens will intentionally kill when they see him exit base, because they know there will be another mine by the chair in ten seconds after they kill him. All of which you will see AFTER you select the mine upgrade. Again, like #1, this allows you to watch the aliens and pick your upgrades appropriately. [EDIT] Also allows you to make mine ladders very easily and in very little time.
These three methods of play allow me the greatest versatility, which allows me to largely and effortlessly counter any alien strategy when it presents itself.
As Alien:
1) No upgrades.
See #1 for marines. This method of play is effortless, and since most marines are still too nub to be able to track skulks moving up walls and roofs and in midair dropping, I get enough kills so that I don't need upgrades. I spawn in <5 seconds, and I'm back for more.
2) Leap/Xeno only
Xeno spam eliminates marine armor, which allows my buddies with Focus to circumvent armor upgrades. Leap allows me to trigger Xeno while still around the corner from marines, then round the corner with Leap and maybe a bunny hop or two, and explode. Best of all, my spawn time is <15, so I'm back in there xenoing in no time at all. Counters include nadespam and getting shot before reaching any marines to xeno. By that time though, you should know that the marines are going nade launcher heavy, and you should counter with larger lifeforms, preferably fade, since you will already have acid rocket. THIS WORKS EXTREMELY WELL IF YOUR WHOLE TEAM DOES IT IN THE FIRST TWO MINUTES, with maybe an Onos to walk in and mop up, since Xeno will not kill the CC.
Spawn time > upgrades.
1. Resupply (Spores immunity + much longer lifetime + infinite ammo = da roxor)
2. Damage 1
3. Shottie
4. Either HMG or GL depending on what i feel is needed more. Sometimes i remain Shottie just for the fun of the gun or because i need to have a level for motion tracking if there are a lot of ambushes or scanner sweep if there are a lot of backstabber aliens. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
5. Save
6. Save
7. HA With the long spawn times at lvl 10 JP isnt really a good choice in my eyes(especially if your defending your CC) since you die so fast and it costs whooping 2 lvls. I think LA marines should spawn faster.
8. Damage 2
9. Either Welder, Damage 3, Motion or Scan depending on the situation.
If i play Aliens:
1. Celerity
2. Save
3. Save
4. Save
5. Save
6. Onos
7. Carpace
From here on it depends on what i think fits the game. Sometimes i unlock stomp, somethimes i go for some upgrades. I change it a bit so that it doesn?t get boring. The important thing is that i can devour the entire rine team so that my mates can make short work of the CC while the rines have to wait forever and a day to respawn. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Thank you, on what servers do you play?
Edit: ok, flaming off:
As marine:
I pick ARMOR first to counter focus skulks who respawn camp.
Then I go for the shotty. I get a welder as soon as the aliens damage
the CC and then I welder everyone, not only HA because a weldered
light marine can survive 1-2 more bites and that is a lot.
As alien:
Always focus first, then celerity, leap, silence or carapace, regen or adrenaline
and then I go lerk. I get many kills as skulk that's why I wait to go lerk till
I have the right upgrades.
Thank you, on what servers do you play? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I dont know where you play but i rarely have problems with focus skulks since they usually die before they come i range due to my shottie or hmg. Offense is the best defense since you live soooo much longer if they can´t bite you instead of being able to resist one more bite. Thats the reason people go for weapons first and last time i checked the rines do pretty well in combat using this approach.
1 Wep
Shotgun
2 Wep
1 Arm
3 Wep
2 Arm
HA
Resupply
Cat
Alien:
Depends if i go lerk or fade.
Fade: Celerity, Focus, Save, Save, Save, Fade, Regen, Cara, Adren, Redemption.
Lerk: Focus, Celerity, Cara, Save, Save, Lerk, Redemption, Umbra, Regen, Adren.
focus,celerity,carapace,silence,save,lerk,regen. (if really necessary will go adren, umbra at lvl 10 otherwise never spend the points)
2. Depends on the aliens. Mad dashing skulks = Shottie
Mad dashing skulks with xeno = armour 1.
3. Resuply
4. Shottie or armour 1 depending on 2.
5. Damage 2
6. Armour 2
7. Prob HA
8. Damage 3
Armour 1 makes you survive one blast from a xeno so if there is a some one using that alot I suit up. Shottie is good for the close encounters though.
If need I might stick in a welder somewhere also. Been trying to run welder train sometimes but it's hard in hives. Not sure if it makes any differnce since it's so fast any way.
1. Cara
2. Celer
3. Silence
4. Leap
5. Adren
6. Scent of fear
7. Cloak
I never change from skulk and I never use focus. Not often I use xeno either. I love being the speed freaking demon who rushes the enemy. It happens quite often that I'm allready behind the enemy when they first notice that I'm infront of them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
No target to big
No weapons to large
I attack them all <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Well there where that one time when I met three HA fresh out from spawn that I did a 180 and fled but at least I did manage to flee <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
as a marine
Lv1 weap
Lv2 Weap
Lv1 Armor
MT
Lv2 Arm
Lv3 Arm
Resupply
..random upgrade
as a alien...it wld hav to depend on my preference at times
if i intend to stay at skulk
i wld go for teh cara, sof, all 3 MC upgrades,leap, xeno
if i were to lerk...MC upgrades will be more impt for me.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Aliens :
Unlock ability 3, Celerity*, Carapace*, Regen, Adren, Focus, Lerk, SoF
That's it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
ALIENS
Stay skulk entire game
1. focus
2. celerity
3. carapace
4. regen
5. sent of fear
6. silence (depending on map)
7. ability 1 unlock
8. ability 2 unlock
I stay skulk and I still have like 90 points by the end of the game.
1. focus
2. celerity
3. regen
4. save
5. lerk
6. carapace
7. adrenaline
8. redemption
9. umbra
125 + 60 x2 = 245 hp; 245 x3 (umbra) = 735 hp
lets see how u kill 735 hp flying at light speed with the size of a chicken. i reach the lvl10 mark at about 4 minutes and 30 seconds. at least last game <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
Focus
Celerity
Carapace
Regen
-Save
-Save
Fade
Silence
Scent of Wallhack
This config hasnt let me down once since i first tried it, and its amazing if you like taking advantage of those with poor aim, but it also works against good players.
No he didnt you dont get a tech at lvl 1....
My favs are:
Marine:
2. Resuply (great!)
3. Armor1 (for some annoying focuz skulks)
4. Weap1 (better killing)
5. Shotgun
6. GL/HMG (depends on map)
7. Armor2
8. HA
9. Weap2
10. Weap3/welder (depends on team play or not)
Aliens: I find lerk the best aliens after skulks....
2. 2nd hive (leap)
3. Regen
4. Cara
5. Celerty
6. save
7. Lerk
8. Adren
9. silence
10. Cloak/3rd hive (depends on map team server)