Upgrades Or Lifeforms First?

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Comments

  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    for lerk i do this

    1. start out as skulk
    2. save
    3. lerk
    4. adrenaline
    5. umbra
    6. primal scream
    7. celerity
    8. focus or SoF
    9. regen
    10. carapace

    this way you can use primal scream for 1 hit kills with focus or 2 hit kills without focus. I am usually in first on my team after level 6, because of primal scream.
  • AbsintheAbsinthe Join Date: 2004-03-15 Member: 27350Members
    As much as I hate Combat maps, I used them as much as possible to learn how to abuse each ability.

    My first ability is ALWAYS a toss-up between leap and focus. Leap is one of those abilities that increases your usefulness exponentially as you get better with it. It's a waste until you truly know how to use it and master the leap/bite combination. I suggest you practice this because most times it's the difference between a win/loss vs marine teams with good aim.

    I've found that focus is almost always a given unless you're going Onos. The only reason you don't use it for Onos is because of your limited remaining abilities if you use a point for it. As much as most people on marines want their teammates to get armor first.. most never do (myself included.) I rely on my aim first as most people do and if/when it fails I'll take my chances with the one bite kill. Positioning is the most important thing with marines and most times you can aviod being hit if you learn the maps and common choke points. Focus is helpful in slowing down the marine spawn rate period. If nothing else it keeps pressure off your team by minimizing the numbers of guns shooting you/teammates.

    Leap leaves you with many options for your second ability if chosen first. The most useful being xenocide. Unfortunately you become a burden to your team mates late game because of the respawn rate, early game its the most devastating thing to a marine team and should be upgraded by at least 10-15% of your team to keep big groups of marines punished.

    Here's some of my builds:

    Super Skulk:
    1. Focus
    2. Leap
    3. Critical decision here.. if you are manhandling the marines, go for celerity. If not get xeno.
    4. Carapace (critical around now because of shotties/dmg upgrades)
    5. Everything after this is pretty much the same.. Things I don't suggest you ever get are Cloak (the most useless ability if you're a good player) and redemption for the obvious reasons. Everything else will come in handy. If you are a really good player silence/regen can really abuse a team.

    Lerk:
    One thing to note here is that if you ever go lerk or gorge, you shouldn't be an offensive unit. You are much more useful as a supporting unit and your abilities/upgrades should reflect that. The lerk's 3 abilities are what make it the most supporting unit in the game.

    Spores: Used to gas a place out not for massive kills, also helps to strip armor so your teammates can clean up with 1 hit focus kills.
    Umbra: Turn fades/onos into tanks.. buy skulks extra time to get damage in.
    PrimalScream: This speaks for itself, if you can get into a base with a few fades / onos all hell breaks loose. You can take down a CC in like 10 seconds if you alternate between umbra / scream since noone will be shooting you. Most people don't realize that the lerk's most useful ability is umbra. Combined with adrenaline you can help your team own a marine base with little effort.

    I usually go focus, celerity, save 2, go lerk. Don't get adrenaline before you go lerk, don't get regen either. It slows you down. You also don't need umbra early in the game so don't waste a point on that either unless you are really good with skulk and use it to level quickly.

    Fade:
    I'd honestly say meta/acid rockets are useless. Meta heals much too slow and acid rockets are like gorge spit with splash.. that's two useless abilities. I end up having meta usually because of skulks leap but if I could remove the ability I probably would at that point. Try to skip it and go this path:

    1. Focus
    2. Celerity
    3. Carapace
    Save 3 for Fade
    7. Adrenaline
    8. Regen (its better than meta since its automatic)

    Your last ability is a toss up between SOF, Silence and Cloaking. For good fades I say silence is a must, fades breath too heavily so you need more stealth. SOF is fun if you want to pick off small groups and cloaking is great if you like to ambush.

    Onos:
    You don't get many options here :\. I hate going onos personally I find it boring in CO. Most maps they maneuver terrible due to tight spaces so aren't worth saving for. If you must go Onos, this path should help.

    1. Leap (for stomp later on)
    2. Celerity
    3. Carapace
    Save for fade (3 points), once you have fade its much easier to leech the last two points for the onos and the earlier you get it the better.
    Save for Onos (2 points)
    Now you have only 1 points left.. which sucks.. but hey, you're an Onos!
    If I like to be in the mix a lot, I'll get regen which isn't that useful but lets you play longer. Adren is probably the best decision for now, and if you know how to use charge, it's REALLY fun..

    Gorge: Get all abilities, focus is useless. The sooner you get web, the better you help your team.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    This topic is suppose to be higher lifeform or abilities first. I can get xp fast so going fade is what I do. With that even if a marine gets a shotty and level 1 armor I can kill him and blink back to hive. It just makes it harder for marines to kill you meaning they get less xp. Also going fade is like getting blink and cara for free.
  • Agent111Agent111 Join Date: 2004-03-15 Member: 27344Members
    I get all of the upgrades.

    I like playing Super Skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
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