Celerity/redemtion Fades!

GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
<div class="IPBDescription">Wow they work good with a weak 2nd hive</div> Well I dont know how many of you are actually using them, but Ive seen a rise in celerity/redemtion fades.

We played a game recently where the marines teched up to HMG/JP we had Maint and were taking fusion, the hive came up at fusion and immidiatley began to get hit by HMG/JPer SOOOO annoying, anyway I had a lot of res 80+ as the gorge I dropped the 3 moves, got anothe tick of res and went fade to try and save the hive... well before I was done gestating the hive died and I was one of 2 fades that managed to gestate in time, I decided to try Redemtion/Celerity to make the fade last longe.. and WOW did it make a diffrance, I ended up being the only fade for 10 minutes, I constantly annoyed the marine spawn, and we finally got fusion back up.

I'm gunna try to use the celerity/adren fade more often to see if its actually useful.. only drawback is no acid rocket (too costly in energy) but it work incredibly well against me with slash.. and it angers em soooo much to never be able to kill the fade that keeps eating 1-2 of em per run.

With 3 moves redemtion never failed me. I did have grat ping (20-30) and good FPS (90-100) not sure if that affect redemtion.

anyone else have good experiances with redem/celerity?

Comments

  • Ben128Ben128 Join Date: 2002-06-21 Member: 808Members, Constellation
    Hec yah. Redem is one nice skill, and it can really save your butt alot. Its esssentialy 2+ fades that you get for free. And withe celerity, you can move fast enough to slash many many marines.
  • Cry_HavocCry_Havoc Join Date: 2003-01-22 Member: 12593Members
    <!--QuoteBegin--GreyPaws+Feb 12 2003, 02:32 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GreyPaws @ Feb 12 2003, 02:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I did have grat ping (20-30) and good FPS (90-100) not sure if that affect redemtion. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That helped a lot in keeping you alive.

    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • ignotignot Join Date: 2002-10-30 Member: 1762Members
    I always take celerity and carapace with a fade, the extra speed not only lets you chase down marines with ease, but get away when health is running low. Not being able to acid spam is a small price to pay for the benefits you get from the combo IMO.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Yup - celerity fades rock and redemption is a must have if you're in danger of losing that 2nd hive.
  • Heresy_FnordHeresy_Fnord Join Date: 2002-11-05 Member: 7207Members
    I haven't tried that combination yet, however:

    I have been trying the other skills that I basically ignored for such a long time and I have really started to enjoy scent of fear. It's a personal parasite that works all the time. And the better the skill the farther it works. Of course the marine has to be hurt, but usually all of them are within a short period.

    And for the record or whatnot. I have played several successful games where Defense chambers AREN'T the first chamber used. Any marine that shoot worth a darn can take down even a level 3 carapace skulk without problems.
  • MelkorMelkor Join Date: 2002-12-18 Member: 11068Members
    I used to be exclusively a carapace/adren rocket spammer. But I tried celerity/regen for the hell of it one time and was amazed at what an awesome combo that is. Racing right up to a group of marines and slashing them all to death, and then backing off to heal wherever you want is very fun and effective. If there is a choke point the marines have to go through you can just sit there picking them off, and on Tanith you can watch both exits to their spawn at the same time. If they come out the near door you just charge em. If they come out the far door blink right over and then charge them.
    The only problem is this combo suffers when the marines have more than level 1 weapons and/or always stay in groups. You also have to get adjusted to being less durable, and consequently you can't go toe to toe with unless he's got a lmg or just doesn't know what the hell he's doing.
  • Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
    edited February 2003
    if blink is easier to use then adrenaline / carapace or adrenaline / regen might rock.

    Defense is overrated; mov't -> silence works great in the beginning before they get motion tracking. Of course level 1 is not silent enough, but being quiet aids hunting and ambushing tremendously.

    Motion tracking is overpowered; it totally negates silence. Maybe it could be like the ones in Aliens the movie, so that marines would get nerve wracking beeping as silenced aliens close in from unknown directions, freaking them out, making them panic.

    Sensory has great abilities but nothing that compares with mov't or defense. Better sight, whatever it's called, is completely useless.

    Scent of fear rocks as does cloaking but if hiding and planning an ambush, smart marines will see you anyway, and if you're hiding because hurt you might as well be in the dark somewhere because smart marines will shoot you and then you are dead. Might as well have scent of fear so you can see them coming and hide appropriately; whether to ambush or stay safe.

    Although scent of fear not needed because of parasite. If you don't have enough skulks well you should have better parasiters anyway. But even if you don't have skulks, then you have something else, something that should be better than skulks, somethings that shouldn't fear marines very much. Granted it can still be dangerous but come now. Of course scent aids tremendously in hunting marines but all of them should be sited anyway.
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