General Formula For All Kharaa Games
Standard operating proceduresAfter playing hundreds of Kharaa games, I want to make sure it's obvious how exactly every kharaa game should be played. When you get down to it there is very little room for flexibility:
1. 2 or 3 skulks should gorge, cap nozzles, and then skulk back. Of course, cap the nozzles closest to your hive. If you try and cap anymore than this you're wasting your res, since capable marine teams will knife them down. 3 or 4 nozzles at the beginning isn't bad at all. You'll expand later.
The other skulks should either be: Saving for DCs, saving for fade, or saving for the hive.
2. The skulks now have 3 objectives: Protecting their nozzles, destroying marine nozzles, and ensuring that their 2nd hive doesn't get locked down. This will get increasingly hard as marines start getting their upgrades going. This is one of the crucial points in the game: The early resource battle.
The best start location is the "middle" hive, since you have a choice of either of the fringe hives. However if you get stuck with a fringe hive, you will almost definitely want the middle hive, as the other fringe hive will be hard as hell to hold when it goes up.
3. By now you should have DCs up. BEFORE you plant the 2nd hive, make SURE you have at least one, preferably 2 fades circulating the map. I can't count the times a hive was placed too soon and it was ninja'ed because there weren't any fades to stop the PG-building marines. Other skulks can either fade, put up OCs, or even lerk (very helpful against an early seige).
The primary goal of the fades should be to protect their nozzles, and most importantly Protect the building hive. DO NOT go hunting their nozzles at this point, it's far too dangerous and takes too long. Let the skulks do it. Always be on the look out for desparate marines trying to seige your building-hive down from critical locations like keyhole, shipping tunnel, processing, etc.
Games are typically lost at this point because of an organized shotgun push to the building hive that wipes out the fades
4. When the hive is up, you're pretty much in good shape. Marines lose most games where aliens successfully get a hive up. However, make sure movement chambers are placed in both hives asap. I have lost games because skulks couldn't get to our hive that was getting seiged. If they do try and seige a hive it will be almost impossible. Bilebomb, gas, and leaping skulks rip 2nd-hive seige attempts apart. Unless your team is simply oblivious to your hive getting seiged you shouldn't have any trouble.
Also cap one or two more nozzles close to this 2nd hive.
5. At this point the marines have a few scattered nozzles, and the 3rd hive locked down. The only real threat at this point are heavies. One or two skulks should be saving for onos when the hive goes up. A cara-adren onos is a heavy's worst nightmare, and they'll have a very hard time seiging the hive.
6. Once you crack open the third hive marine mobility will be nill, and now it just comes down to the painfully-long marine start takedown. If it sounds like most games revolve around getting the second hive up, you're right. As long as you have a few nozzles and a second hive, you're in good shape. Just watch for heavies.
Major causes of alien death, in order of frequency
Failure to protect the building-hive
Failure to protect starting nozzles
No one saving for hive
Failure to prevent 2 hive lockdown
Failure to take down marine nozzles
Heavy train with no onos
No movement when a hive is getting seiged
Thou shalt hoist oneself upon thy ship of good sportsman, For thy days of "GG" and "NICE Shot" hath past, "GG" shalt be "BS" thy "Nice Shot" shalt be "AIMBOT!!1!1". - Teh Book of Noob Chapter 8:12