Dealing With Ha
SoulSkorpion
Join Date: 2002-04-12 Member: 423Members
<div class="IPBDescription">tactics?</div> Anyone care to share tactics they use against HA? Any way you can deal with them with just lerks and skulks? Anybody know of an effective way of removing them without resorting to that damn hail of acid? (me = melee fade <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->)
I can't seem to be able to drop a HA\HMG using a skulk unless he's already been hit six or seven times, and you really have to be concentrating to drop one with a melee fade. Any more suggestions? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I can't seem to be able to drop a HA\HMG using a skulk unless he's already been hit six or seven times, and you really have to be concentrating to drop one with a melee fade. Any more suggestions? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
I can't seem to be able to drop a HA\HMG using a skulk unless he's already been hit six or seven times, and you really have to be concentrating to drop one with a melee fade. Any more suggestions? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Getting near a decent HA/HMG marine is like putting your head in a blender. Not a good thing. You have to have some advanced form of alien to combat the teched marine otherwise you lose the fight 100% of the time.
Personally I think you should pick your ground (a LONG corridor) and use focused spike fire from multiple lerks, should drop HA fairly quickly and at this point in the game res isn't generally a problem.
BlueGhost
One other thing that helps is to get rid of the inevitable "welder squire" (unarmored marine who constantly welds the HA). Otherwise, most of the damage that you do is gonna be revoked pretty quickly.
Just concentrate on keeping his back towards you and you should be able to take them down.
Not necessarily. A gorge alone can take down a single HMG/HA marine, assuming two hives are up. The trick is <b>webbing</b>. I was waiting to respawn (<i>a long wait, since a crowd of us just got slaughtered</i>), and watched this amazingly good gorge stick a few webs to a HA marine, put two offense towers up, and kept spinning another few webs around him every few seconds while healspraying him to death.
I was immensely impressed, and so was the HA marine that just got beat by the most anti-combatitive alien breed available. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The only way to kill fades is to charge them, if there's a gorege putting a single web strand up infront of the marines who charge this results in the charging marine ending up webbed infront of a fade.
A gorge can also heal, gorge/lurk/fade combo's are the very best.
BlueGhost
Probably the best possiblity for this is to have a long range Lerk distract them with spikes while Skulks come up from behind (Silence will make this infinitely easier).
It worked great for me.
carapaced skulk, celerity and leap is very fun if used for hit and run ( just don't always come from the same place, or only once u made them paranoid so they watch any entry but the one u just passed <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> power
They can't hit you if they can't see you. They can't see you if you're moving at 50 miles/hr in a circle around them, each swipe throwing off their view and panicking them more and more as their health plummets.
That's a VERY good point. Actually, that's what I kept getting hung up about when fighting HAs - it seemed like I just wasn't doing any damage. Thinking of them as turrets would help <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
(sorry if this has already been said, I read like 80% of the posts thoroughly and was pressed for time so I just skimmed some)
Wow, I didn't realise it was only ten <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Don't suppose you happen to know how many for a fully upgraded LA? I only recently realised that the armour upgrades actually make it take more than two bites (I kept thinking I was doing somehing wrong) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The time it takes to die is mostly due to inaccuracy, not lack of damage. If he only wasted 1 bullet, a marine could take out 15 skulks with his starting ammo.
Don't forget to parasite heavies. Then it's easier for your team to follow up on your attacks if you didn't quite manage to kill them. It also makes it easier to hit and run against a heavy if their parasited.
If you have leap, use it to get in close, bite one to three times, then leap to safety. Heal, and repeat. If the heavies arn't healing between your hits, you can easily take them down this way (not always in one life, though. It only takes a moment of good aim or good luck to turn a skulk into a lead sponge). If you think they'll be able to heal between attacks, so it's all or nothing, leap in, and leap away and back in every now and again to keep them confused at how close you are. Leaping on to a ceiling or a wall above head height means they have to track you up and down as well as side to side, and makes them miss more, too.
Thinking of them as turrets is wonderful advice, as most of these tricks are things I do to turrets, too <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
We pushed them back and killed quite a few of them untill they more or less gave up.
Think that was the turning point. We took back all the hives and punished them for their insolense against the Kharaa race <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
We pushed them back and killed quite a few of them untill they more or less gave up.
Think that was the turning point. We took back all the hives and punished them for their insolense against the Kharaa race <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--><!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's caged. Check the scores tab when you join maps to remember the names. I was bad at map names for a month maybe and then finally started checking the names in-game and now I know all of the official map names.
I've taken down heavies, but it's difficult. Today I think the 1 lone heavy was reloading or lag, and I was all over him. Sometimes i just die right away though. Webbing is so useful for this.
Webbing is useful in other places too, like on vent openings and other places up high. When they get jetpacks, the JPers will fall to their deaths if they hit a web up high. I was shooting the power silo hive on nothing from above and was about to zip to another spot up top when a gorge threw up webs and i fell to my deaths as I hit the web, JPing across. Kind of funny. I was the last marine alive too, but we had no hope.
If you can remember as a gorge, put web up above and in front of OTs so that jetpackers can't fly over them safely. They hit the web and stand there in the OT's fire <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Then on the ground for marines to be frozen as well.
Anyways, going straight in to attack heavies as skulks isn't always the best idea. Things to try:
-Take out any lights around them and haul arse outta there
-parasite them and harass them
-sneak up on them, take two bites and flee. rinse and repeat.
-coordinate with one other skulk to get hugely increased chances, especially if they know what you are doing and how to support your attack strategy.
-hide above him and wait for him to pass by. if you can drop on his head, you've got almost a guaranteed kill. Up is the last direction a marine will look if he's being bitten.
-as a lerk, hit him with spikes from the biggest distance you possibly can. Once you see him spinning around looking for you, quickly break line of sight with him. wait a few secs, take a quick peek around the corner. If he's facing away, resume spiking. If he's looking straight at you, fire a few spikes and flee. if you know the map you should have no problem flanking him. hit him from the other side when he thinks you are retreating to heal.
This doesn't work very well against multiple competant HA/HMG marines, but then nothing does at hive 1 really <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->. I have dropped a pair of HA/HMG with this before, but given that they weren't welding each other it's safe to say that they weren't the highest calibre marines the world has ever seen <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->.
One on one? If that's the case, then you're either one of the best marines around or have yet to face a great fade.
Oh yeah, a skulk who gets up behing a HA, then leaps into him so he sort of slides down - it does like 16 damage every 1/10th of a second, something like that, so if you do it just right you can kill/come close to killing a heavy. It works like a weaker version of the onos charge. Shocking when you're a heavy to suddenly be almost dead because of a lowly skulk.
Then i drop down and bite at his heels and keep running around and around making him lose control of his aim hopefully, then i will go back to my hiding spot to get ready for another attack.
U can take him oout with 1 skulk if u r good enough.
If not 5 skulks can die in 3 secs if not organised or using tactics.