Living as Kharaa

Mr_Radical_EdMr_Radical_Ed Join Date: 2002-09-05 Member: 1285Members
<div class="IPBDescription">Financing and furnishing your new hive</div>No I'm not going to explain what needs to be built and where, but rather put some of you that need help in a mind set for a Kharaa win.

 The Kharaa's place in the game is quite clear. Take over the map, but most importantly take over all 3 hives. Yes it might seem simple, but sometimes we get caught up in killing the marines. You need to concentrate on finding your hives, get a resource tower up for that hive, and secure it with either an alien presence or chambers. After everyone understands those fundamentals you can start worrying about protecting non hive locations, but areas that need priority could also be a double resource nodes.

 I have found that early in the game it helps to keep a presence in a particular area while a few gorges fuel up for a resource tower or new hive. Slowly as the game gets older you can have wondering gorges roam for new resource nodes and take them, speeding up growth throughout the entire map.

<span style='color:silver'>This was my take on the alien side of the game. I could be wrong, but from all the successful games I've played I picked up on a few elements that were consistant</span>

Comments

  • TacticianTactician Join Date: 2002-02-19 Member: 228Members
    I think it's best to divide the team into attackers and builders.  The builders should, as you said, build the hives and resource towers.  The attackers should be fully focused on destroying marine resource towers, and if possible taking out the command console in a moment of early game weakness.

    A third division in a larger game would be defenders, a group of skulks that can react quickly to threats against hives, builders or resource towers.
  • Mr_Radical_EdMr_Radical_Ed Join Date: 2002-09-05 Member: 1285Members
    Ah man yeah! I agree with that I just wanted to get the foundation down. Getting the whole alien side divided in to rolls is very very important, because a whole team of gorges in the beginning of the game isn't going to help any. Who will help defend, or force the marines back?

    ^_^b
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    I prefer to split the team into holders and takers.
    Note that each squad can switch back and forth as the nead arrises.  Just make sure that you keep pushing the marines, so they don't have a chance to dig in good and deap.

    <b>holders:</b> gorge to build and support hives and chambers. A couple of skulk/lerk/fade to provide firesupport and supprestion against marine attacks.  The main defence are the offence turrets supported by defence turrets, not the units themselves.  The fire support units are to make the marines life hell and overload the commander.  As the game progresses these squads add progressivly more and more Off and Def chams.  A good tactic is to have 3-5 Off chams with 2-3 def chams fairly close together so that they will heal rapidly (also handy for players to get health w/o going back to a hive)

    <b>takers:</b> gorge and fades and/or lerks (use skulk at start).  You probably want at least one fade if you can.  Get full adrenaline upgrade ASAP when you build your second hive.

    takers operate in 2 modes:
    <b>resource grab:</b>  Send the skulks to scout res nozzles, makeing sure to stay close enought to the skulk to provide backup.  Gorges build res chams and then ~3 off chams and a def cham to cover each res cham (you can hold off untill you get 2-4 res chams up unless you are near the marine base).  Some of the skulks should harass the marines at the start to slow down their expantion.  You want to get your 3 hives asap, and focus your defences on protecting them.  Make sure that you protect everywhere in seige cannon range from your hives!
    <b>assault:</b>  Fade make idea assault team members.  Use your acid cannon or bile bomb to take out sentries by creaping up to the corner and carfully shooting at the base of the sentrys.  It may take a little practice to not hit the corner.  Have the gorge heal you, if he has full adrenaline you may be able to move out to get a clearer shot at the sentrys letting the gorge heal you faster then one will hurt you for.  If the sentry is near a corner, and there is no seige cannon nearby, he can build an Off cham, 'use' it to speed building, and then heal it.  Not only will it attack the sg for 50 dam each time. but if you stand farther back it will draw all the sg's fire.
    You will want to have a 'base' with some def chams nearby so that you can get healing by retreating to them.
    If you have the bile bomb it makes the best sg remover because of the 80 damage vs structurs, the HUGE splash area and very rapid fire rate.  Make sure that you allways keep your energy mosly full if marines could showup. When they do dump all of your bile bombs at them, it should hurt them masivly.  Sent of Fear helps here since you'll see if you're hitting them.  If you're dealing with only a single marine or they are not close together, switch to acid rockets to get the extra 10 points of damage since bilebombs do only 40 vs the marines. <b>make sure to listen for the *whump* *whump* of the grenade launcher and the *clink* *clink* of the grenades.  Get away from the grens, and get healing.  Keep the marins back with splash damage from bile bombs or acid rockets and try to get them to shoot at you.  The gren launcher doesnt have alot of ammo, and it will require the commander to concentrate on them a fair bit (or spend alot of resourses).

    [b]Tips for Off cham placement:</b>
    Never use only one in normal situations.  Allways make sure that you have at least 3 (2 is ok early on) Off chams covering the same area.  Make sure that your Def chams are close enought to heal the Off chams (you can tell range by listening to the heartbeat/sloshing sound when it heals your damage).  Off chams have a fairly limited range.  Don't use a set at the end of a long corridor, put them at intersections and around corners (far enought away to make it hard to gren them though).  As the game progresses add motion and sensor chams to the main 'bases' (res chams tend to be in or near good 'rallying' spots)
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I can't believe how much you guys have learned in such a short time.
  • XipeTotecXipeTotec Join Date: 2002-11-01 Member: 2270Members
    Another use for assault teams is to resource grab the points closest to the Frontiersman base (since a lot of these have only one or two exits), and then ambush squads of marines as they come out of their base.  If you can keep the marines tied of fighting to get out of their base, you can expand all the easier, meaning you can keep them from getting to much in the way of HA/HMGs, while you can get the three hives needed to take out their machine guns and the like.
  • Mr_Radical_EdMr_Radical_Ed Join Date: 2002-09-05 Member: 1285Members
    Aw c'mon Flayra.. its not a short time.. its only been 3 days right? NS is all I play now <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->
  • TacticianTactician Join Date: 2002-02-19 Member: 228Members
    I'll take that as a hint that we're on the right track.
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