Tactics

Sub_zer0Sub_zer0 Join Date: 2004-05-09 Member: 28569Members
<div class="IPBDescription">ALIENS!!</div> Right as the post i will wrte my tactics...

First tag em send skulks in to tag all stuff and see what they do

then every one build a rt (no res whoring unless for a hive)

if theres a dbl get it build ocs guard it untill it is safe

and 1/4 of team go gorge and build dcs (for first hive) mc (for 2nd hive) sc (third)
You can mabe switch sc and mc depends on whats you need really

and good thing is build a oc or two near some of the more tacticle rts

pin in the enemy dont let them have res but do try not to get killed becuase every time you get killed they get 2 res (which also goses for you also ie if your ocs kill people you get res so you can do a bit of resorces management <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

and use your skulks to keep them back attack them run off get heal etc. or xenocide is the best if you have 3 hives just keep them deprived of res thats the key

-----------
and now misc.

only go onos to clear out a base like a seige base etc.

Use lerks they can hold rines back for a long time (spores) but remeber spores dont effect ha's

Build sc every where! (if you can afford it )

skulks are the most versatile unit use them use gorges which can also be the most powerfull <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

remeber onoses are more of a stormtrooper! they are not a one alien killing machine (well not all of the time) (they are good agains turrets though)

take down enemy rts if you ever see them

TEAM WORK TEAM WORK AND TEAM WORK thats is the ultimate weapon

parasite every thing

im wrists are hurting now so ill leave you to fill in the blanks ! (plus im not giveing you all my good tactics)

Hope this helps so all feel free to give me your comments i know some of this is not perfect but its late and im tierd*
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Comments

  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    yeah that works when none of the marines can aim.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Thats also pretty much nothing but common sense...

    But don't go promoting DMS. If you aren't surrounded by morons, SDM can work a lot better.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited May 2004
    <!--QuoteBegin-Sub_zer0+May 9 2004, 04:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sub_zer0 @ May 9 2004, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> then every one build a rt  (no res whoring unless for a hive) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That is a very bad idea if you are fighting competent marines. You cannot hope to hold more than 4, or at most 5 resource nodes in the early game, and without early Fades you will be unable to establish any map control.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    edited May 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->then every one build a rt (no res whoring unless for a hive)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If you're planning to put an rt up, its best to do so <b>immediately</b>. The faster the res node is down, the faster each person gets res, the faster you get that hive/fade/chamber.

    And also, smart reswhoring is crucial to win the game. As civilian stated, without an early lifeform (most common: fade), you cannot establish good map control.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and 1/4 of team go gorge and build dcs (for first hive) mc (for 2nd hive) sc (third)
    You can mabe switch sc and mc depends on whats you need really<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Sensories first, if used effectively, can dominate the game better than the other two chambers. Why always go for the boring old DMC. "Add some spice to your life and use your left hand for once" <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> .

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->pin in the enemy dont let them have res but do try not to get killed becuase every time you get killed they get 2 res <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Actually its randomly chosen between 1 to 3 res for res for kills. And while the whole "don't die" idea is great, skulk is your spawn lifeform, and is mostly disposable. Expect to die. Alot.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and good thing is build a oc or two near some of the more tacticle rts<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    it takes 2 - 3 ocs to cover an rt completely. Thats a large hit on one gorge's economy :/. You recieve alerts when those rts are going down...maybe you should..oh i don't know..save it? Just a hunch.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->and use your skulks to keep them back attack them run off get heal etc. or xenocide is the best if you have 3 hives just keep them deprived of res thats the key<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    i don't see why you have to worry about keeping them deprived of res when you have 3 hives. 3 hives are usually a luxury: something you get to add the extra punch to your offensive. 2 hives is really all you need to end the game. Which means that if you have 3 hives, you should have the whole map locked down.

    Any offensive will just be xenocided to hell anyways.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->only go onos to clear out a base like a seige base etc.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    a 75 res seige base hammer? a 7 hive 2 gorges could do a hell of a better job. Onos are more than just siege base killers.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Use lerks they can hold rines back for a long time (spores) but remeber spores dont effect ha's<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    While spores are effective against light armor, sooner or later they'll just smarten up and rush through the spores to kill you. Lerks are more of a support unit (unless you're pancaking, then by all means, take on that heavy train.), and thier fragileness doesn't allow them to stay in battle for long.

    However if you are planning to hold them back, then spore out thier armor, and chomp away the lone marines, but run away from groups and spore every so often to keep thier health down.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->remeber onoses are more of a stormtrooper! they are not a one alien killing machine (well not all of the time) (they are good agains turrets though)<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    A fade is more of a storm trooper. Onos work best in groups with lower lifeforms, ie skulks. A fade gets in there, dishes out the damage, then quickly gets out, while an onos can't move that quickly in and out of a battlefield due to his size, he is excellent at supporting lower lifeforms with stomp, and taking out outposts.

    <!--QuoteBegin-BOBDOLOL+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BOBDOLOL)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->yeah that works when none of the marines can aim.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Comments like these are worthless. You're not contributing to the discussion, nor are you offering any sort of constructive criticism. If a player does not know the game that well, why not teach him instead of posting comments such as these which lead nowhere?

    Sub_zer0 took the time to write a couple of tatics. A while, albiet, they are nothing new and mostly known, it is much more contructive than writing a flame post.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    go fade (or cloaked skulk) and wait in a res room near the rines base... once rines come in DONT ATTACK YET, wait for them to put down rt then wipe out rines and then rt... comm has wasted res and rines...

    and early lerk and wipe out the marine start, plus intimidate them to move because everyone is getting hurt from spores (my favourite one is on eclispe... go lerk and hide in vent directly oppasite cc in marine start)

    the rest im not giving out, but try these and ull c that they crpple rines!

    guys dont insult ppl for putting posts like this... we eed more of these posts for the so called vets out there to show there tactic (even though nowadays everyone calls themselves a vet!)
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    I usually don't mind people going Fade before a Hive is up. Of course, there are some people should should never ever ever touch a Fade. They just suck, and that's all I can say. They run into squads of six shottie marines, they beat on elec'd res nodes with elec'd turret factories next to them even though they know there is a marine behind them. They attack double, heavily turret farmed, and insist on hitting the electrified TF while all of the turrets are still up (and then they get pwned because they can't blink out / do so too late) Then they go Fade AGAIN, and usually by late game they're an Onos and they STILL DIE (maybe because we have two DCs and one hive, or maybe because they're just n00bs..) These are those little 10-year-old Brazilian / Korean boys who spam the mic with their native language and ask the Commander for a "Shot. Gun. Jet-Pack. I need.. Shot. Gun. Comm!! SHOT... GUN." in broken English. They gestate and then whine at the team to drop DCs when A) the only Gorge just dropped the hive, B) There is one res node, of course that gorge's 30 res should be spent on 3 DCs.. >_> C) The hive is Sensory.

    Of course, if you're a player who knows how to use a Skulk effectively and you've gotten most of your res from killing marines and not from the towers, by all means, go Fade and have at it. Anyone else? Drop a hive. Even complete n00blets can help out the team and seem "leet" by dropping all the junk the aliens need. Hell, it works for me. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • UnknownUnknown Join Date: 1970-01-01 Member:
    I don't see why sensory chambers are up 2nd or 3rd...sensory is at it's prime early game...
  • Sub_zer0Sub_zer0 Join Date: 2004-05-09 Member: 28569Members
    What i emant by res whgoring was dont leave one guy to put up all teh rts it is good to get fades and lerks early but you also need rts
  • kiwikiwi Join Date: 2003-09-13 Member: 20803Members
    <!--QuoteBegin-a civilian+May 9 2004, 08:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ May 9 2004, 08:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Sub_zer0+May 9 2004, 04:29 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sub_zer0 @ May 9 2004, 04:29 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> then every one build a rt  (no res whoring unless for a hive) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    That is a very bad idea if you are fighting competent marines. You cannot hope to hold more than 4, or at most 5 resource nodes in the early game, and without early Fades you will be unable to establish any map control. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    exactly. i prefer trying to get atleast 3-4 good fades up (8 v 8 or 10 v 10) asap. they simply tag team mariens back to ms while the rest of the aliens start capping the rts.
  • kiwikiwi Join Date: 2003-09-13 Member: 20803Members
    <!--QuoteBegin-ChkChkChk+May 10 2004, 12:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChkChkChk @ May 10 2004, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't see why sensory chambers are up 2nd or 3rd...sensory is at it's prime early game... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    beacuse most people use sc in the following way: holding down shift outside ms, or walking around the whole map holding shift. the result is that aliens end up not covering the map like they are meant to. instead they become focus in a certain area
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    <!--QuoteBegin-kiwi+May 10 2004, 06:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (kiwi @ May 10 2004, 06:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-ChkChkChk+May 10 2004, 12:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ChkChkChk @ May 10 2004, 12:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't see why sensory chambers are up 2nd or 3rd...sensory is at it's prime early game... <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    beacuse most people use sc in the following way: holding down shift outside ms, or walking around the whole map holding shift. the result is that aliens end up not covering the map like they are meant to. instead they become focus in a certain area <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    not particularily. Sensory alien teams love ambusing. They hide right outside marine base and tries to kill anything that comes out. If you can keep them in check there, there is no need to patrol the other areas. You should always parasite before you start killing anyways, just in case.

    oh and kiwi, the edit button is your friend...if you want to place a double quote:

    (QUOTE=Kiwi) omgWTHbbq (/Quote) will come out as:

    <!--QuoteBegin-Kiwi+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kiwi)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->omgWTHbbq<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    if you replace the circular brackets with square ones.
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    Teamwork hax cannot be over stressed. If you have two hives and your not getting whipped then getting half your team to rush at once should destroy seige outposts like paper. You may not belive it but two hives pretty much equals maxed out marines. At least on a decent pub anyway. Can i say ...BEWARE OF THE SHOTGUN RUSH... ive seen this win it for the rines when they were losing so often.
  • SLizerSLizer Join Date: 2003-11-07 Member: 22363Members, Constellation
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Has this guy read anything? that is jsu sooo commonsense with typical dms form.... (nothing personal thought)
  • UnknownUnknown Join Date: 1970-01-01 Member:
    <!--QuoteBegin-Hobojoe+May 11 2004, 03:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ May 11 2004, 03:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SC first is far too risky to be considered viable as it is currently. It simply does not allow aliens to retake land, if they lose the expansion hive the game is over. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    of course it allows to retake land, more then any other chamber!
    *cough* cloak *cough*
    you can sneak around and take out rts, set up your own with some ocs and sensory, then if they start getting hit then you sneak up on them and kill...
    Sensory IS the best starting chamber because it is most usefull early game when they DONT haev mt right away and then DONT have upgrades, dont you see??? the only good counter to Sensory first is MT>A1.

    the reason why pubs are lost lots of the time is because it's not a planed out strat to use it and some oaf drops it w/o asking any team members. I can see how this can be frustrating...
  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    edited May 2004
    quoted frm person aboveme
    "the only good counter to Sensory first is MT>A1."
    ------------------------------------------------------------
    i guess you dont realize how quick you can get MT and armour 1
  • v4rAv4rA Join Date: 2003-11-28 Member: 23672Members, Constellation
    Nice tactic against completely incompetent marine teams.

    Against a normal one, 4 or the 5 gorges are going to get killed at the earli game, then you wont have fades neither second hive early so you will have 3 marines or 4 spawncamping at hive and the other building rts, and then they will get pgs and shotys and you will lose ^^ gg marines, im sure they wont have play such an easy game in their lifes
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Sensory doesn't help you against electrification or turret farms...
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
    In any game, at least 2-3 marines out of 8-10 are going to be moving out ASAP at the start of the game. If the comm is even half competent, he'll realise that electrifying every single node those 2-3 rines capture outside the sensory network kill zone, which in your example, is outside MS, then what happens is that until 6 minutes, or teamwork happens on the kharaa side (2 skulks + 1 gorge), the marines have untouchable RTs.

    They can tech freely to A1 / MT / HA / JP in that period of time. If you can somehow prevent ANY marines from getting out of MS, then maintaining the skulk - gorge siege at the usually 2-entrance MS until sensories are up, you can pull the containment off. But it takes at least 1 minute for gorges to gestate and build sensories to completion. How are you gonna lock marines in?
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    <!--QuoteBegin-|ds|meatshield+May 14 2004, 11:23 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ May 14 2004, 11:23 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensory doesn't help you against electrification or turret farms... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The purpose of sensory is to prevent marines from being able to scamper over the map. So if you build sensories and then treat them like DCs (3 under the hive!) then of course you will lose.

    Besides which, sensory chambers also prevent marines from being able to sneak ANYWHERE and also give Lerks <b>scent of fear</b>.
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    And just to add something else...

    <span style='font-size:21pt;line-height:100%'>Motion tracking is not the counter to sensory chambers. Sensory chambers are the counter to motion tracking. They block all tracking in their radius.</span>
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    just remember ppl. ANY chamber works. its just how to deal with it.

    DMS is most know.
    DSM is for that little variation.
    MDS is my fave. (pure gorge rushes on small teams)
    MSD is great for even worse ambushes
    SDM is usually used to fix "n00bgorges" while infact its a strong tactic. Early mapcontrol.
    SMD is also good for ambushes and for map control anytime. (we got hives for healing ppl)
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    Sensories suck. They were good when people didn't know how to counter them but now they are god awful. It's entirely too easy for marines to just get a PG in the 2nd hive and spam a million mines... and you're screwed. Absolutely nothing you can do. Aliens without 2nd hive are just waiting to die. *EVERY* *TIME*. Something needs to be done about this right now IMO.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    I think if your team let the marines lock down the other hives so you couldn't get the second one is more their fault than the Sensory Chamber's.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    edited May 2004
    How do you propose stopping a team of damn good shots (you'd call them aimbotters) with just skulks? Besides, it takes about 5-10 seconds for 2 marines to build a PG and you can't be everywhere at once. Once the PG is up, the hive (location) is pretty much lost. They can just put down like 5 million mines and you're screwed...

    With DCs and Fades you actually have a CHANCE of breaking the lockdown...
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-e.Nadagast+May 14 2004, 04:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ May 14 2004, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Sensories suck. They were good when people didn't know how to counter them but now they are god awful. It's entirely too easy for marines to just get a PG in the 2nd hive and spam a million mines... and you're screwed. Absolutely nothing you can do. Aliens without 2nd hive are just waiting to die. *EVERY* *TIME*. Something needs to be done about this right now IMO. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Right, but its just as bad with Ds. They offer no way to hold that ground any better. To the contrary, both SC and MC give you better options at preventing just that - and hence are the stronger chambers.

    Plus, good Fades can use SC or MC juuuust fiiiine.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    here you are talking bout locks. But.. WHAT ARE YOU DOING IN THE FIRST PLACE?

    you can start with DC, MC and SC and BE FINE. Jsut make sure that they do NOT lockdown both hives. Its not that hard:

    DCs= push power
    MC = speed to be so fast on the scene again that rines have 0 chance to take it. Go for the hiev furthest from MS to make there timelack worse.
    SC = cloak and SOF and focus all 3 are VERY good 5 min upgrades. Whats a point of a rine entering a hive if YOU know he is coming? Or if HE does not know YOU are there? take him out.

    serious. If you can not keep a hive clear on any upgrade I suggest to go to combat. Cause you are then worthless and need brainless shooting to improve.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    Oh is it that easy? I just don't let them get into the 2nd hive! DUH! How easy! Again how do you propose doing this with just skulks vs marines you would call aimbotters?

    Saltz, with Ds you can use your fades to attempt to take back the 2nd hive.. and you can at LEAST last a lot longer than with SCs.
  • SkySky Join Date: 2004-04-23 Member: 28131Members
    You talk as if you can't get a fade with sc first. I don't care how magically mystically accurate a marine is, that early in the game a fade is NOT dying to lvl 0 lmgs. And if they upgrade the lmgs, the fade can get focus, and now every rine is just one blink away from death. And if enough rines are in one place that the concentrated fire would kill a fade, he would know it cause SOMEONE would get sof and tell him. It's called teamwork. Even a cloaked skulk who knows when to parasite without being seen would work wonders in letting his team know exactly where the rines are.

    If you're assuming the marines have perfect "aimbotters" you can at least assume the aliens have decent team players, and a few people who know how to blink-swipe. Otherwise, your situation is just a worst case scenario, and guess what, that doesn't prove your point.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    guys this aint a topic about weather to put up sc or dc or mc first... pls get bak to topic at hand...

    anyways,

    a assasin fade is a gud way for l8 noob fades with 2-3 hives up... get regen or cara, silence and cloaking... wait in any marine active area and wait for rine/s to walk past u... and silently take them/him out... with regen ull regenrate if u get hit without making a sound whole u are cloaked, with cara u can use metabolize, but ur cloak will dissapear, but u can hear marines coming if u listen carefully, and silence is the most important... u wouldnt belieave how helpful silence is to a skulk... if uv ever seen the sps clan ns frag movie, remember that skulk then plus X2 more kills to it... sound is ur enemys first danger sense, as it is in real life... u hear a car brakeing hard behind u, u jump around or run (its not like ur gona stand still and wait for car to come into ur sight until u react...)

    now about the car above... think of it now as a skulk without silence in a group of noob marines... they are approaching hive and expect all resistence from one location, but u can pick all of them off with silence as a skulk...

    all in all what have i been saying if u cant be bothered to read? fades with regen,silence and cloaking are marine killers and not rt killers... skulks with silence are marine killers too...
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited May 2004
    <!--QuoteBegin-e.Nadagast+May 16 2004, 05:54 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ May 16 2004, 05:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Saltz, with Ds you can use your fades to attempt to take back the 2nd hive.. and you can at LEAST last a lot longer than with SCs. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Which they have an easier time delaying, because holding your RTs in the first place with Ds is a pain. Its easier to stay aware with the fairly strong response you can provide to any movement with MC Skulks, than it is to hope you can hold onto your ground long enough with DC Skulks.
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