An Old Player Returning

XachariahXachariah Join Date: 2003-01-02 Member: 11718Members
<div class="IPBDescription">I would like to know the changes . . .</div> Okay, I come from an older version of NS. I used to play back when the game was very, very different from now. I have just gotten back into the game after a long haitus, and I am having trouble adjusting to all these crazy changes.
In an effort to understand how things are different, I am making this post. I am going to first describe what I remember of the game (in <i>italics</i>, so you can just skip over my fluff if you want), then I am going to ask a question about how the game has changed. Thanks in advance for the answers.



<i>--Well, back when I played, superfades ruled the game, dominating everything with acid rocket. And blink was never used, for it's tendancy to put you in walls. Getting a fast second hive + fades meant assured victory for any alien team.</i>

How do you utilize fades well, now that they don't have rocket (till 3 hives)?
What sort of conflicts and roles do they excell at? What types of battles should I be engaging in now with these fades?
Is it still a good strategy to save up for fade, then switch as soon as you have the res?
Are fades still (mostly) invulnerable in vents? Are they still (mostly) invulnerable while ducked?
How do you best use this new blink (and will it ever get you stuck in walls)?
Is acid rocket any good anymore?



<i>--An Onos would be a rare occurance. Not only because they needed 3 hive, but also because games usually ended once aliens got the second hive. A single one of those hell demons could singlehandedly takle a HA/HMG train and win. Nowadays, you see them a lot more often, but they just seem a lot weaker (although they are still plenty frightening).</i>

What changed that made them so killable?
Do you have anything to fear about getting stuck anymore?
How, exactly, does stomp work?
What else should I know about properly using Oni?



<i>--Lerks used to be quite rare, but mostly due to fade dominance and not because of lack of abilities. Spikes were awesome, and spores (if you had the hives), were the best ability in the game.</i>

It seems with the elimination of spikes, and the dropping of spores to a 1-hive ability, the lerk game is tottally different. How do you use them effectively?
Is early lerk harrassment still effective?
Also, it seems like I am always hitting the ground. How are you supposed to fly?



<i>--Gorges were still prettymuch the same, but used to do a lot more offensive towering. A single gorge would usually offensive tower (wall of lame) one of the walkways in eclipse early on, and make it hell for the marines to expand anywhere. They also used to get about 3x the res that normal aliens got. Babblers were fantastic, and healing spray was a deadly attack, especially with web as a 2-hive ability.</i>

So, what happened to Babblers, they were awesome!
And, I haven't seen any healspray kills, is it still usefull as an attack?
(I read about the new resource model on the alien forum) Do gorges really only get the same amount of res as everyone else on the team?
Is offensive towering still good? Is it still effective to go around putting walls of lame up everywhere?
Also, it seems like Defense towers were changed somehow; they seem to heal... differently. Somehow, they seem less effective, what about them changed?
Can you still F4 then regoin to give your gorges more res?
Does overflowing res still go back into your gorges' res pool?
Can you still build structure ladders/on top of other structures?
How good are walls-of-lame nowadays?



<i>--Skulks are just as I remember them! I love you skulks!</i>
Sometimes, I will bite a marine and instead of dying, they vault into the air. WTH is happening?

Can you still leap onto a marines face (and get leap kills)?
Xeno used to do double damage to structures and HA, is this still true?
What else should I know about them that changed?



<i>--Okay, now onto defense chambers.</i>

How much armor/health does carapace give you for each alien lifeform?
How, exactly, does Redemption work? And how long does it take to 'kick in' depending on your health level?
Does redemption work on Oni nowadays?
Is redemption usefull for all the lifeforms?
What is the best defense chamber upgrade to get for a skulk? What about fade? What about the other lifeforms?
Can a bunch of DCs still block off an elavator?



<i>--Movement Chambers.</i>

Now, it seems like they add to my adderniline when I get near them. How much of a % bonus do they give?
Are they useful to drop for anything other than moving from hive to hive?
What is the best movement chamber upgrade for a skulk/gorge/lerk/fade/onos?



<i>--Sensory chambers. Wow, these guys are real different!</i>

Okay, now they cloak anything in their radius, wheather moving or not, right? Wow! This seems like they should be really usefull for a forward base, or as a means to attack enemy fortifications. How do you pull this off?
I thought that each llevel of cloak made you more cloaked, but things are different now. What does each level of cloaking do?
Scent of fear used to only show you wounded marines, but now it seems like I can see everybody! Whats going on?
What happened to pheramones?
WTH is focus, and how does it work?
Is focus useful for all lifeforms? How does armor effect focus' usefullness?
What is the best sensory chamber upgrade for skulk/gorge/etc. ?





<i>--Commanding used to be a fairly straightforward thing to do. You would just rush every hive, and do your best to take those hives that weren't the enemy spawn. If you let them get either of the hives, then it was best to just recycle everthing. Nowadays, everything is more centered on res nodes and pushing back and forth. Also, it seems like relocations are the rule, rather than the exception.</i>

Should you usually relocate in maps with a double res (or cargo)?
Is it better to take lots of RTs, or lock down hives?
How good are mines/shotties/welders/HMG/Grenlaunchers?
Would you rate getting weapons as more of a priority than getting upgrades, or less of a priority?
How good are HA/JPs?
Are shotty/IP rushes as effective as before?
Are mine rushes as effective?



<i>--Marines, playing them seems very much like before.</i>

What should you do if you see a skulk/gorge/etc.?
What has the game done to discourage ramboing?
Can you still do fun things with mines? IE. Stack them to kill Oni, make ladders, make anti-onos nests on the walls...
Does the weilder do damage anymore? Is it still more than the knife? Can it still drop hives?
Have there been any major changes to the weapons I should know about?
How much do weapons/ammo weigh? I remember that I used to be able to drop my rifle and pistol, then I could easily outrun any skulk on the map. Is this still true?
How does gun weight effect JPing?

Finally, what are Catalyst Packs, and what do they do? Why don't I ever see them?
What is electrification exactly, and how do I use it effectively?

Comments

  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--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-->How do you utilize fades well, now that they don't have rocket (till 3 hives)?
    What sort of conflicts and roles do they excell at? What types of battles should I be engaging in now with these fades?
    How do you best use this new blink (and will it ever get you stuck in walls)?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Blink is the Fade's defining ability. Without the speed provided by blink, it dies very quickly. The new blink simply propels the Fade forward. It consumes energy rapidly, so it is best to tap the attack button when using it. It will never get you stuck.

    The Fade now excels at hit-and-run tactics, using blink to close the distance quickly and then to escape.

    <!--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-->Is it still a good strategy to save up for fade, then switch as soon as you have the res?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yes, but not every player on the team should do this. A large portion of the team must build nodes, upgrade chambers, and a second hive. This will be explained further in the Gorge section.

    <!--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-->Are fades still (mostly) invulnerable in vents? Are they still (mostly) invulnerable while ducked?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->A crouched Fade's hitbox is much smaller than when standing, but it is nowhere near invulnerable.

    <!--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-->Is acid rocket any good anymore?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Acid rocket is rather weak now, and is mainly used to wear down the armor of enemy players.

    <!--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-->What changed that made them so killable?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Weapon hits can now be registered on their entire model, rather than just the hull. This means that they are now a much larger target.

    <!--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-->Do you have anything to fear about getting stuck anymore?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->No.

    <!--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-->How, exactly, does stomp work?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->It launches a shockwave forward that 'stuns' enemy players, preventing them from moving or firing.

    <!--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-->It seems with the elimination of spikes, and the dropping of spores to a 1-hive ability, the lerk game is tottally different. How do you use them effectively?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Harass the marines with spores to weaken them and discourage them from entering areas.

    <!--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-->Is early lerk harrassment still effective?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yes, see above.

    <!--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-->Also, it seems like I am always hitting the ground. How are you supposed to fly?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Press space to flap, and hold it to glide. You now have full control while gliding.

    <!--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, I haven't seen any healspray kills, is it still usefull as an attack?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Was it ever? Healspray does 16 damage; I don't recall it ever doing more.

    <!--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-->(I read about the new resource model on the alien forum) Do gorges really only get the same amount of res as everyone else on the team?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yes, Gorges no longer get larger shares than other lifeforms. This means that instead of having just one permanent Gorge, numerous temporary Gorges are needed to build structures, as a single Gorge does not get enough resources to build much, and it is a waste to have many Gorges doing nothing while waiting for resources.

    <!--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-->Is offensive towering still good? Is it still effective to go around putting walls of lame up everywhere?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, it is not. Gorges no longer get more resources than other lifeforms, so they can't go around putting up walls everywhere. And the resources they do get could be far better spent on a higher lifeform. The occasional offense chamber can be useful, however, as a deterrent and early warning.

    <!--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-->Also, it seems like Defense towers were changed somehow; they seem to heal... differently. Somehow, they seem less effective, what about them changed?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Defense chambers heal 10 per 2 seconds. Whether they healed a different amount in 1.04 I do not know.

    <!--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-->Can you still F4 then regoin to give your gorges more res?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->No. The resources of a player who leaves the team are lost. However, if that player rejoins the team he will get his resources back.

    <!--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-->Does overflowing res still go back into your gorges' res pool?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Overflowing resources are distributed evenly among the team.

    <!--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-->Can you still build structure ladders/on top of other structures?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yes.

    <!--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-->How good are walls-of-lame nowadays?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->For the cost of a Fade or Onos, they are much less effective.

    <!--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-->Sometimes, I will bite a marine and instead of dying, they vault into the air. WTH is happening?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Biting a player tends to knock them back, and can knock them very far if they are in the air and moving in the right direction. However, this knockback effect is supposedly being reduced greatly in the next update.

    <!--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-->Can you still leap onto a marines face (and get leap kills)?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Not really. You can, but it is much less effective than it was in 1.04, and you are better off using bite.

    <!--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-->Xeno used to do double damage to structures and HA, is this still true?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->No.

    <!--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-->How much armor/health does carapace give you for each alien lifeform?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Level 3 carapace gives 20 armor to a Skulk, 50 to a Gorge, 30 to a Lerk, 100 to a Fade, and 150 to an Onos. Armor is worth 2*health at 1 hive, 2.5*health at 2 hives, and 3*health at 3 hives.

    <!--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-->How, exactly, does Redemption work? And how long does it take to 'kick in' depending on your health level?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I'm not sure how it works, but it works the same way it did in 1.04, except now it's less reliable. I'm guessing this is because of the new armor system, where you now lose your armor before you lose much health.

    <!--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-->Does redemption work on Oni nowadays?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Redemption works on all lifeforms.

    <!--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-->Is redemption usefull for all the lifeforms?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Some others might disagree, but I would say it is useful for none of them.

    <!--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-->What is the best defense chamber upgrade to get for a skulk? What about fade? What about the other lifeforms?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->For a Skulk, carapace, unless you're running around parasiting marines and chewing nodes, avoiding confrontation. In that case, regeneration. However, if you are saving for something, you should probably not get upgrades, as Skulks die easily. For a Lerk or Fade, carapace or regeneration depending on preference. For an Onos, regeneration.

    <!--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-->Can a bunch of DCs still block off an elavator?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yes.

    <!--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-->Now, it seems like they add to my adderniline when I get near them. How much of a % bonus do they give?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->I believe it's 10%. From Balance.txt (found in the nsp folder): #define kMovementChamberEnergyAmount 0.10

    <!--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-->Are they useful to drop for anything other than moving from hive to hive?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Not really. Their energy boosting effect isn't that useful because it has a very short range, and aliens must keep moving to survive. It can, however, be useful in supporting a hit-and-run Fade, or an Onos with charge. It can also be useful to aid in destroying a structure with bile bomb, or to provide an easy escape route for the Gorge and other aliens.

    <!--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-->What is the best movement chamber upgrade for a skulk/gorge/lerk/fade/onos?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    For a Skulk, all upgrades are useful, though adrenaline isn't until two hives or unless you intend to be attacking a lot of structures. For a Gorge, adrenaline if you're supporting with heal spray or bile bomb, celerity if you're not. For a Lerk, adrenaline for spores or umbra, celerity for bite. For a Fade, celerity is the typical upgrade, but all are viable. (Although adrenaline isn't useful at two hives because metabolize gives energy.) For an Onos, celerity typically, but adrenaline to provide stomp support.

    <!--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-->Okay, now they cloak anything in their radius, wheather moving or not, right? Wow! This seems like they should be really usefull for a forward base, or as a means to attack enemy fortifications. How do you pull this off?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I'm not sure what you're trying to ask here. Yes, sensory chambers now cloak everything within their radius. However, the observatory uncloaks everything within its radius, as does the scanner sweep. These will be used often if the aliens have sensory chambers.

    <!--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-->I thought that each llevel of cloak made you more cloaked, but things are different now. What does each level of cloaking do?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Each level of cloaking decreases the amount of time you have to be moving slowly or standing still before you are cloaked.

    <!--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-->Scent of fear used to only show you wounded marines, but now it seems like I can see everybody! Whats going on?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Yes, scent of fear now shows all marines within a certain radius. This radius depends on upgrade level.

    <!--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-->What happened to pheramones?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Replaced with focus, as it was overshadowed by scent of fear.

    <!--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-->WTH is focus, and how does it work?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Focus doubles the damage of your slot 1 weapon, but halves its rate of fire.

    <!--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-->Is focus useful for all lifeforms? How does armor effect focus' usefullness?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Focus is extremely useful for the Skulk, Fade, and Onos if the marines have no armor upgrades. It will allow them to kill a marine in one hit. It can also be useful when the marines have armor upgrades if their armor is being worn down by spores. However, welders prevent this. Other than that, it isn't very useful except on a Fade. It is useful on a Fade because the Fade can just blink in, swipe, and blink out, and focus doubles the damage it will deal in this kind of attack. Also, lower levels of focus can be useful agaist armor upgrades. Level 1 focus allows a Skulk to kill a marine with level 1 armor in 2 bites with only a slightly reduced attack rate. Same with level 2 focus against level 2 armor.

    <!--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-->What is the best sensory chamber upgrade for skulk/gorge/etc. ?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    For the Skulk, focus is useful if you have level 3 and the marines have level 0 armor, if your level of focus matches their level of armor, or if their armor is being worn down. For the Lerk and Fade, focus is useful for hit-and-run tactics. Cloaking can be useful for the Skulk or Gorge, to hide. It should be noted that you can now remain cloaked while 'walking' (holding the walk key to move slowly). For all lifeforms, scent of fear is useful to scout.

    <!--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-->Should you usually relocate in maps with a double res (or cargo)?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->There is no 'should'. Relocations have their advantages and their disadvantages.

    <!--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-->Is it better to take lots of RTs, or lock down hives?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Hives are not as important as they once were. You can lock them down, but you shouldn't spend too much resources on it. Resource towers are important as always, as is destroying alien resource chambers.

    <!--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-->How good are mines/shotties/welders/HMG/Grenlaunchers?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Mines are a useful defense with support, as aliens will be distracted and step on them or will concentrate too much on avoiding them. Shotguns and HMGs are pretty much necessary to kill Fades and Onos, and they are also highly effective against other lifeforms. Shotguns are very effective against structures too, but HMGs now do half damage to structures. Grenade launchers are useful against structures and aliens in vents.

    <!--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-->Would you rate getting weapons as more of a priority than getting upgrades, or less of a priority?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->You usually want to get upgrades as fast as possible, as they are global and permanent. Shotguns and/or HMGs are needed to fight Fades and Onos. Shotguns can be useful in the early game too, but don't overspend on them.

    <!--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-->How good are HA/JPs?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Jetpacks are less effective than they were in 1.04, but they can still be effective because of their speed, as they can easily travel the map building nodes and killing enemy nodes. They can also be used to kill hives with enough numbers. Their usefulness is largely dependant on the map, though.

    Heavy armor has been essentially unchanged through the versions.

    <!--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-->Are shotty/IP rushes as effective as before?
    Are mine rushes as effective?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Rushes such as these executed at the beginning of the game are risky and usually fail. However, shotgun/mine rushes can be useful later in the game if the aliens are distracted somewhere else.

    <!--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-->What should you do if you see a skulk/gorge/etc.?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Skulks and Gorges are easy to kill, so just shoot them. If a Lerk is sporing from a distance or a vent, you usually want to in\gnore it unless you think you can kill it. If facing a Fade or Onos with while in a group, engage it. If alone with costly equipment, you might want to try to retreat. If it hasn't seen you, hiding is a possibility.

    <!--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-->What has the game done to discourage ramboing?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->If you mean doing things alone as a marine, that is a part of the game. If marines were not allowed to be alone, they would be unable to control the map except in large games.

    <!--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-->Can you still do fun things with mines? IE. Stack them to kill Oni, make ladders, make anti-onos nests on the walls...<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->You cannot place lots of mines in one spot. Ladders are possible though.

    <!--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-->Does the weilder do damage anymore? Is it still more than the knife? Can it still drop hives?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->The welder does very little damage, much less than the knife.

    <!--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-->Have there been any major changes to the weapons I should know about?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Let's see... The HMG does half damage to structures, the shotgun has a higher attack rate, the pistol's rate of fire is capped, and the grenade launcher has a longer reload time.

    <!--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-->How much do weapons/ammo weigh? I remember that I used to be able to drop my rifle and pistol, then I could easily outrun any skulk on the map. Is this still true?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Weapons still have a significant effect on speed. However, the effect of ammunition on speed is now miniscule.

    <!--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-->How does gun weight effect JPing?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->It has a significant effect.

    <!--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-->Finally, what are Catalyst Packs, and what do they do? Why don't I ever see them?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Catalyst packs can be dropped by the commander like medpacks after they have been researched. When a marine walks over one, his attack rate and movement speed are increased for a certain duration (something like 8 seconds, I believe). You don't see them often because they must be researched at the arms lab, where upgrades are researched, and upgrades are considered to be more effective. Also, catalyst packs are expensive, at 4 resources per pack.

    <!--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-->What is electrification exactly, and how do I use it effectively?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Electrification is an upgrade for turret factories and resource towers. It causes them to attack nearby aliens with a bolt of electricity. Electrification can be useful to help fortify a position, but it should be used sparingly. Electrifying every resource tower is a waste of resources, as by the time they pay for the electrification, Fades are already taking them down.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    It sounds like the last time you played was in 1.0x. I didn't see it mentioned in either post, so I thought it would be good to bring up. Whenever you kill an enemy player, you will get resources for your team. If you are an alien, you get the res, and if you are a marine your team gets the res. You get 1 to 3 res, randomly decided, for each kill. This means that more skilled aliens will generally get res faster.

    Another big thing you didn't mention at all is electricity. Marines can now electrify a resource tower or turret factory for 30 resources. This makes any alien within range take 20 damage per zap (once a second, I think), and it will affect up to 3 aliens at a time. The most common use of this is to put up an electrified resource tower in a hive, with a phase gate close enough that any alien will be damaged if they attack the phase gate, creating a cheap hive lockdown. From the alien perspective, this can be countered in a few ways. If aliens go defense first, a regen fade is the normal counter. If they go movement first, a skulk with an adrenaline gorge healing is a good counter. With sensory first, you pretty much need to keep them out of the hives.

    Blink has been changed in how it works. It is basically a huge speed boost, rather than teleportation, and having celerity will make you go faster while you blink.

    I think A Civilian covered everything else.
  • gazOzzgazOzz Work&#39;s a ... Join Date: 2003-12-25 Member: 24747Members, Retired Developer, NS1 Playtester, Contributor, Constellation
    New Lerk flight model is a bit confusing at the beginning... Lerk is a plane now... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    In order to fly, look upwards and quick tap jump key 2-3 times to gain speed at the direction you are looking... as you hold down your jump key; lerk will glide maintaining its speed if you are gliding parallel to the ground... If you glide towards ground (dive) you will gain speed... vice versa...

    The new flight model has more control on movement... But you can only fly where you are looking at... No more backwards or side flapping...
  • R_Daneel_OlivawR_Daneel_Olivaw Join Date: 2004-08-27 Member: 30943Members
    <!--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-->But you can only fly where you are looking at<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    True, but only if you are flapping/gliding. You can free fall and look around.
  • the_holethe_hole Join Date: 2004-01-03 Member: 25019Members, Constellation
    nslearn.org

    #nslearn irc.gamesurge.net

    best possible place to learn how to play the game again, without a doubt. If interested, message Prodigy^_^ on irc.gamesurge.net (#nslearn), or register on the forums, and apply for a session. We have some of natural-selections finest players here to teach you whatever you want to know.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Heavy armor now blocks spores. Focus adds the benefit that it uses much less energy so you will do more damage in the long run so you will kill that com chair faster than a regular non focus skulk.
  • AlcapwnAlcapwn &quot;War is the science of destruction&quot; - John Abbot Join Date: 2003-06-21 Member: 17590Members
    HA Train is pretty much the norm now. Just like the JP/HMG rush was in 1.04.

    You cant stack OC chambers-some of em wont fire.
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    A few other things - Fades and Onos are unchained from hives. Onos, like you thought, are quite weak, and I imagine they will be getting a buff in B5.

    Also, electricity only affects 2 aliens, not 3. You can stack chambers, but they, 1.) might sink into each other, or 2.) might not fire. It requires skill to place chambers.

    The chambers and turrets have significantly reduced in size, and they are also less effective.

    Hives ARE important, just not quite as important. For example, an alien team with 1 hive will most likely lose the game. Why? Not because they only have 1 hive, but because they only control a small portion of the map. Map control is the biggest game-deciding factor as of now.

    I think they coverend everything, though.
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