Any Alien Tips For A N00b
BigMog
Join Date: 2002-11-12 Member: 8362Members
<div class="IPBDescription">Does anyone have any tips for a n00b?</div> I'm a n00b to NS (I just started playing this weekend) and when I'm a marine I do alright, but when I'm an alien, I stink and I don't know what's going on. Does anyone have some tips for me?
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Comments
One other thing, Gorges are not a fighting type of alien, they are builders, so you shouldn't go gorge and attack the enemy base <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Well lemme see...
From the beginning of the game.. check to see who is gorge and respect it. Too many gorges will lessen the affectiveness of the aliens and slow down your game. So if your team needs gorges go gorge.. but if you see two or more keep being a skulk.
You want to defend an area. Since the backbone of alien stragety is defense and offense by aliens themselves figure out where the new hive is and defend the area. A resource node, or anything room that your team is trying to get to and use.
Don't forget about upgrading! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> and...... um... when your building its not always enough to have one of a type of chamber. In an early game your aim is for 3 of each kind of chamber. Then later you can keep adding those movment chambers etc..
The hive site is really really usefull.. if you ever get lost, like I still do sometimes, just look around and read the tags on each location. Anything that is announced over the hive mind like "Structure Under Attack" will show up as a new "tag" on the hive mind so you can run over there.
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<u>Uhmmm, what about these:</u>
1) Check the composition of your team often - "Tab" and look what type of alien is "needed"... Meaning: Evolve to <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> when there are only <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and try to build "useful" things (which depends) . Try to "fit in/feel" the organism that is "Kharaa"-several beings behaving as one...
(Often there is someone with voice-com trying to coordinate things - try to get what is intended...)
2) Don't waste ressources... Meaning: dying over and over caused by frontal attacks on those marine-buddies are a "no no" <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> - Better hide in dark ceiling corners (as a <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and wait for a lone victim. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
3) As <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> support your fighting friends with "health-spray" (slot2) (also applicable on structures) - they will tear apart those marine structures really fast... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
4) Several offence towers grouped with a defence tower are pretty effective - use some web (if available: 2 Hives) to stick marines a little longer in the fire-line of those OT. (Marines must be surprised or else they will use grenades from a distance.)
Just those 4 as a start...
... half of the fun is to find out for yourself (and adapt to gameplay) (IMO).
<!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> *chomp* <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> Happy Hunting.
<li>Don't go gorge if there are already enough. (1 is all you need for the first 15 minutes of the game.)
<li>If you have 33 resources (skulk max) and you are by an unclaimed resource node, evolve to gorge, build, then evolve back to skulk
<li>Gorges build like protoss in starcraft. You can start a building and move on. (You can build it faster by holding use while looking at it though.)
<li>Skulks are NOT worthless. (Especially with upgrades.) Don't charge head on and you'll live long enough to chomp a few marines.
<li>Read the manual. Understand how upgrades work and which are best for your play style.
<li>Alien ranged attacks are far weaker then their melee attacks. Learn when it's ok to use ranged.
<li>Get into character as alien. The game is more fun and you can play mind games with the marines.
<li>If you go onos, you'll probably have to look DOWN to attack buildings.
<li>Use your hivesight.
<li>Defend your hives.
<ul>
2) One of the marines advantages is range.. don't run long distances to get to a marine.. Wait above doors.. in dark ceilings... cloak.. Wait where you know they will be comming out and go after them from behind/above. That also makes them even itchier.
Sooo... I made a lil brainstorming and came up with
a few tips for alien newcomers. I hope they help a bit. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<b>How to respawn when you're stuck</b>
As a beginner it is likely to end up stuck somewhere (most
of the time as gorge being caught in a building you created).
Bring up the console by using the '~' - key (called tilde), then
type 'kill' and press enter. You'll suicide and respawn.
<b>Alien Resources</b>
Each alien has its own resource account, so don't think
the number of resources you see is the amount for your
whole team. It's all yours! (You still should use it wisely
to get the highest benefit for your team).
<b>Alien Buildings</b>
Alien buildings grow all by themselves. Although, as a
gorge you can use the 'use button' (default key is 'E') to
speed up the building process, when standing next to a
growing building. (note: you can't use this to repair buildings).
<b>Gorge Healing Spray</b>
As a gorge, you cannot only heal fellow aliens but also alien
structures with your healing spray (weapon no 2).
<b>Alien Defense Chambers</b>
Alien defense chambers heal not only the aliens but also the
alien buildings. The more defense chambers in the area,
the stronger the healing effect.
<b>Marine Turret's vulnerable spot: the Turret Factory</b>
Marine Turrets go offline as soon as their nearby turret factory
is destroyed, letting you chew them down one by one without
firing at you.
<b>Marine building's weakness</b>
Marine buildings are vulnerable to friendly fire. If you manage
to get a marine building between you and enemy gunfire, you
let them assist you in messing up their base.
<b>Webflinging like Spider-Man (almost)</b>
To make reasonable good webs, you need to consider that a
web strand always consists of 2 shots. One is the beginning of
the web and the second shot the end spot. Once an enemy
steps into it he'll be slowed and unable to attack for a moment.
<b>Flame-Symbols on Doorways</b>
The little flaming symbol on airduct openings and doors actually
means, that marines can use a welder on it (to weld it shut as far
as I know, there may be a few that are actually opened with a welder).
So if you play alien, just keep it in mind but don't stand there and
try the use button on it. It won't do anything for us aliens.
<b>Using Marine Tripmines to Alien's advantage</b>
You can shoot marine tripmines to blow up marines standing next to them.
<b>Marine Infantry Teleporters</b>
You can actually use marine infantry teleporters as well. But beware - those
will bring you into the nmy base (90% of the time). So if your team is still
struggling for control of the level, it is usually wiser to destroy it than to use it.
<b>Movement Chambers</b>
The movement chamber acts as teleporter. It will bring you to the hive you are
farthest away from. You can also use it as a gorge to free yourself, if you got
stuck building something else.
<b>Doing Area Damage with Fade Acid Rockets</b>
The fade acid rocket (fade's weapon no2) does more damage when you
shoot at the ceiling directly above your target. This also makes a very
effective area of effect damage.
<b>Stay in Skulk Form to go where you need to go</b>
Most of the time it is smarter to look for resource nodes or enemy buildings in
your starting form. Once you reached your destination, look for a good hiding
place and then morph into gorg or onos. This way you can reach your destination
much faster and you didn't lose resources if you get shot on your way.
<b>Gorges, use your babblers!!!</b>
Once your team has 3 hives, Gorges get their 4th (and coolest) weapon: <i>Babblers!</i>
They look like normal skulks, but basically they work like the snarks from Half-Life.
It is very amusing to see those marines wasting their costly ammo on a bunch of
illusionary Skulks. They're also nice to assist fellow aliens in an attack. Or eating up
an unguarded base... etc. etc. ... do whatever you want with them, but USE THEM!
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So that's all for now... Have fun experimenting with these tips I'm sure in time
you'll come up with even cooler stuff! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The Blink ability for the Fades is a bit dodgey. It won't teleport you anywhere lest your body can spawn inside a respected space. So, how do you drastically eliminate the Fades clipping walls and stopping you from gettin' da heel ouuta dodge? <i>Do a Halflife 'duckjump' and while in the air, aim midlevel at where you wanna go, and fire.</i> This works nearly 300% more effectively than just trying to blink while standing on a surface.
Skulks: Go for a marines Turret Factory (big green boxy lookin piece of crap) and try to find a position that makes the turret factory shield all the sentry turret fire, so that when you have destroyed the cover you are using from the turrets, all the turrets that were firing shut down and you got nothin to worry about cept living marines.
And for Lerks: if you have a movement chamber and intend upon going out to hunt those pesky humans by your lonesome, upgrade with silence, not adrenaline. Silence protects you from a marine sniffing your frail winged butt out and administering a healthy application of Raid.
LM
/me points to his post above.
since when was xenocide nerfed?!
can someone link me please?
/me points to his post above.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's lost amongst the other points. I think that the fact that aliens can all see where things are happening is their main advantage. Lets them stay on top of events.
edit: and besides, your name is no one, isn't it?