I Want To Love This Game!

DEFENDERDEFENDER Join Date: 2002-11-15 Member: 8744Members
edited November 2002 in Kharaa Strategy
<div class="IPBDescription">But I can't because...</div> But I can't because the aliens are so weak! Look I keep reading about how marines are all scared of aliens and how this lerk guy killed 5 marines in a row, but I have NEVER seen anything like that in any game I've played. All I see is my team getting slaughtered. I'd say my biggest beef is the marine turrets, they seem IMPOSSIBLE to destroy, yet our turrets pop like balloons. A typical score for an alien seems about 4 kills to 20 deaths. What kind of crap is that? It also seems most games have more marines than aliens. This is because aliens suck, and the only way to have any fun is to be a marine.
Now don't all write back and say I'm lame or something goofy like that. Tell me how to kill marines, suppress turrets, and WIN WIN WIN!!! Darn it!

Comments

  • AnkanAnkan Join Date: 2002-10-31 Member: 1858Members
    I hate when I have a full team of Gorge's at the start building defences at the Hive <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo--> .

    It's NO CHANCE for the Marines to destroy the Hive at the beggining if you have 2 Gorge's in a 8 man team; 6 Skulks VS 7 Marines; Skulks makes 75 damage EACH BITE; Marines does 10 per bullet; 6 Tiny Aliens VS 7 Big Marines. Guess the outcome....

    That actually happend to me 3 days ago <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> . It was SOO fun to bite 5 of them to death because I heard them ( Loud clonks when 7 Marines are walking around ), I was hidden in a vent on eclipse and as soon as they walked past... My ?ber <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> skills showed <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • OttoDestructOttoDestruct Join Date: 2002-11-08 Member: 7790Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I'd say my biggest beef is the marine turrets, they seem IMPOSSIBLE to destroy, yet our turrets pop like balloons.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Place 3 defense towers by your groups of offense towers. This will guarantee no marine will take down a tower (on his own at least) until they get heavy machine guns.

    And since I have nothing to do this period I'll type up a little mini-guide...

    After you join teams, ask youre team who is going to gorge. There should be one, or two max gorges on a team. Gorges should go out and get resource towers (Personally I like having two gorges on a team, each one securing two towers, then build offense / defense tower clusters in key choke points).

    If you remain skulk at the beginning, rush the marines. It doesn't matter if you die or not. You're seriously paying attention to score WAY too much. The purpose of an early game skulk is to: A) Waste marine resources B) Waste marine time C) Possibly win the game very early on. One thing which will help skulk rushing is to memorize the map, or at least memorize vents which will take you across the map much faster.

    Skulks should remain harassing marines. If the marines try to expand, hope the whole team isnt there and rush in to catch them with their pants down and kill the people that are building. Have a gorge save up for a second hive, with another laying down defenses at the newly claimed hive. Once the hive is built, ASK WHICH UPGRADE THE TEAM WANTS! I've been in too many games where sensory would be better than motion, or vice versa, but because the gorge didn't ask he built the upgrade tower we didn't need.

    Skulks should be evolving into fades with the second hive up, with carapace and either adrenaline or cloaking. Regeneration is generally not needed at this stage since (hopefully) your gorge's will have built enough clusters that no matter where you are you can travel a few meters and find a defense tower. Fades should use acid rocket to destroy towers instead of walking in to a expansion full of marines and getting filled with holes (If you still get attacked don't forget blink!!!). You should be trying to push the marines back into their main spawn, also destroying any poorly defended resource towers.

    Once you get them back into their spawn, you should by this point have a third hive. Have someone go onos and another go lerk. The lerk should have adrenaline, regeneration or carapace (your choice, I like regen personally), and if you really want cloak go for it. Have the onos primal scream, then move in behind him and spam umbra. Both of you will live a VERY long time before going down, unless the marines have grenade launchers. Keep this tag team action going on, with fades coming in for support.

    Oh yes and one more thing.

    <b>SCORE DOES NOT MATTER</b>
  • SirosisSirosis Join Date: 2002-11-06 Member: 7321Members
    The key as aliens is: attack, attack, attack!

    If you're a skulk sitting around clinging to walls dreaming about eating human flesh then you are wasting your time. Go taste that flesh. Throw yourself at them always.
  • FieariFieari Join Date: 2002-10-22 Member: 1566Members, Constellation
    Remember the mantra: "Aliens are not reskinned marines... Aliens are not reskinned marines..."
  • GrabesGrabes Join Date: 2002-07-18 Member: 966Members
    Youve said you have been reading, if you have, your statement is moot. You know how t owin.

    You have the means, do you have the intiative?
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited November 2002
    erm...

    ever since 1.01 I've found it pretty hard <b>NOT</b> to win as an alien...

    Are you sure you are playing on patched servers?
  • DEFENDERDEFENDER Join Date: 2002-11-15 Member: 8744Members
    Yes I've been reading, nothing but people bragging about their scores, rush the marines and blah blah blah. Rush the marines....and get blown away! What a crock! Yes, I'm playing 1.01 servers, non-patched servers too laggy to even think about it. Help me!
  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    edited November 2002
    Well go read some more. There are a lot of great ideas here. If people are bragging about their scores, then Kharaa must be decent enough to win with, and brag about. Don't just sit here watching your post and waiting for a reply with all the answers in nice little links for you, I'm not nice enough to do it. Dealing with turrents, you evidently haven't read a whole lot. With a lerk/fade combo, its soo easy to take out turrents. Have the lerk flap past all the turrents, land on the turrent factory, and cast umbra(if you have 2 hives up, almost useless to go lerk w/out 2 hives in my opinion) then have the fade rush in and you both melee the turrent factory to **obscenity**. It gets even better if you have gorges with D chambers near by too.
    I don't know about anyone else, but I love playing aliens. Marines are fun to play to, but for some reason teams are always uneven for aliens, go figure... Offense Chambers are not meant to stop marines totally. They can't, its not their job, their job is to delay to marines so the Kharaa have more time to expand, and with hive sight, its easy to get to where all the action is. **obscenity** I don't even know I am replying to your post right now. Go read... all this **obscenity** just popped into my head, there is tons of good info if you click the number TWO right next to teh number ONE on the Post Page.

    -PD
  • DEFENDERDEFENDER Join Date: 2002-11-15 Member: 8744Members
    Hmm okay well that's a start, thanks. But still, 1 marine can do a ton of damage, but you have to team up with another alien to be effective?
  • absentabsent Join Date: 2002-11-13 Member: 8378Members
    edited November 2002
    <span style='color:green'>Summed up: Get better. </span>
  • DEFENDERDEFENDER Join Date: 2002-11-15 Member: 8744Members
    Well thanks for the tips boys! I had a LOT more fun this afternoon playing as an alien, I had 14 kills 13 deaths as a skulk the entire time. I covered my builders, ambushed marines, and munched on turret brains! It was great!
  • guagleguagle Join Date: 2002-11-06 Member: 7312Members
    You said all you see is aliens bragging about their kills, scores, amazing moves, etc... Well, go to the marines strategy section and look it up: are the marines bragging a lot? are there stories of marines mowing down squads of aliens? no. Guess why?
  • TikiTorchBobTikiTorchBob Join Date: 2002-11-13 Member: 8527Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->But still, 1 marine can do a ton of damage, but you have to team up with another alien to be effective? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    1 fade can take out an entire marine base by itself. You just need to know what you're doing.
  • MoroseMorose Join Date: 2002-11-03 Member: 5961Members
    Early to Mid game, the Aliens should own. Late game... the marines should. The key is not waiting too long as an alien. I see SOOO many Alien teams spending time building up Offensive/Defensive farms... that's such a waste. I mean... one or two is fine, but your defense should come through the relentless offense of your Skulks keeping the Marines bottled up. If you're constantly on their front door step, you don't have to worry about them attacking your hives. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> But if you start getting into a defensive mode as the Kharaa... you're on the road to a loss already. This is why if I see more than 1 or 2 Gorges for the aliens at one time, I'm fairly sure a loss is immenent. Marines are WAY better at building fortifications. They *will* out creep you. Don't get in that position. Attack, attack, attack.

    As for dying as an Alien... well, you should die a lot if you're playing them right. A Skulks job is to die gloriously but do as much damage as possible in the process. I mean come on... we're talking about a race that friggin' self destructs here. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo--> If you're worried about self-preservation, go play a Marine. Alien tactics don't lend themself to such things.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    You mentioned that human turrets are difficult to destroy, and that Kharaa turrets are easy to destroy. I've said it before and I'll say it again: that's because Kharra move fast enough to dodge gunfire, turret fire in particular. By this I mean they move faster than turrets (and most marines) can track them. Kharaa can't easily take out turrets because they don't HAVE to. A single skulk with carapace, with reasonable bulletdoging skills and the turret factory in a decent spot, can take an outpost's turret factory down to half health in one attempt. Remember, as of the patch, a base's turrets cannot function with the turret factory down!

    As for developing the bulletdodging skill... I practise by playing Perfect Dark using a single combat knife only. Which is a hell of a lot of fun in itself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CloseyClosey Join Date: 2002-11-06 Member: 7286Members, Constellation
    This has got to be a sign that the game is rather balanced. Both sides are complaining that the other one is stronger. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Anyway.. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    The Kharaa might takea a while to get used to because you'll have to use different strategies than usual. Just remember to take advantage of their abilities. Use the walls and the ceilings as a skulk, that's what you've got the ability to climb for. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> And turret's aren't usually all that hard to take out, at least not if they're left unguarded. Just take out the turret factory (which lots of the times doesn't have any turrets covering it). Drop down behind it and chomp away. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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