Upgrades
K-suspended
Join Date: 2003-02-09 Member: 13301Members
<div class="IPBDescription">upgrades</div> what are all upgrades to each alian
i cant get em all what upgrades go with lerk , onos , fade .ect. i just cant get any
i know one onos and carprise. so he got 500 hp 350 armor.,..
plz post what alian can go with what upgrade...
thx
-]K|[-suspended
i cant get em all what upgrades go with lerk , onos , fade .ect. i just cant get any
i know one onos and carprise. so he got 500 hp 350 armor.,..
plz post what alian can go with what upgrade...
thx
-]K|[-suspended
Comments
Everything - Carapace. Never get anything else from a dc.
Movement...
Skulk - Debatable.
Gorge, lerk, fade, onos - Adrenaline. Just the most effective in all cases.
Sensory...
Everything - Cloaking. Nothing else comes close.
the rest, for the most part i agree on
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<b>Skulk</b>
()Get carapace if you like running straight into marines.
()Get regen if you want to run around in front of a marine, taking cover behind stuff regenerate, wait for him to reload then chomp.
()Never did trust redemption.
<b>Gorge</b>
() Carapace is nice, but because gorges are fat and slow, you can still get run down by marines if there arent any offense chambers or skulks around.
() Regenerate is nice but you can still get gunned down by marines that chase you down.
() Redemption is ok...but i still don't trust it.
<b>Lerk</b>
() Get carapace.
<b>Fade</b>
() If you want to run into the marine main base and do some actual damage without having to blink out, use carapace.
() Regeneration is nice if you like wandering around outside and killing stuff.
() I still don't trust redemption.
<b>Onos</b>
() Anything goes...except for redemption.
I would post the other two chambers but I'm lazy and because you will play in pub servers you won't even see the other two, except possibly movement if you get the second hive up.
Defense? Carapace. Regen won't matter if you can't survive the first encounter... go to a DC setup, gorge, or hive (Whichevers closer) to heal. Redemption annoys me as an attacking unit when I get redeemed to early, or not at all. I'll sometimes gorge with redemption, but it seems to never work when I want to too... and work when I don't want it too (stupid fall damage).
Movement? Adrenaline always. I usually won't bother with a movement upgrade just for a skulk. Not worth the long term investment, better off saving for lerk/fade. Celerity Fades have some merit, but I've gotten pretty good with blink and acid rocket spamming is better vrs jetpackers.
Sensory? Scent of Fear. With sensory so late, cloaking is usually pointless (you'll be attacking the last few marine res nozzles and they'll probably have motion tracking). Adv hivesight is a poor man's gamma adjustment. Scent takes care of those last few jetpackers trying to hide.
Again, this assumes those structures in the order listed.
Blank
Skulk: Carapace. Everything else is worthless against half decent marines.
Lerk: Ditto.
Fade: Carapace preferred. Other two are useable but not optimal.
Onos: Regen or carapace. Regen gives such a huge heal, you're practically invulnerable <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->.
Gorge: Redemption when you're building. Carapace if you're going assault gorge.
Movement:
Skulk: All have merits. Adren is good for leap obsessives and building munchers. Silence is great for stealthy types (my fave <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->), and celerity is good for skulks who like frontal attacks.
Lerk: Adrenaline, pretty much always. Silence is useable but faily crappy, celerity is funny but useless.
Fade: Adrenaline for most people (gives lots of acid bang for buck), or celerity (my favourite). Celerity is best for melee fades.
Onos: Adrenaline gives maximum damage (you can do a primal scream + charge + bite combo. Damage == uber). Celerity is also good.
Gorge: Celerity is okay for running, but adrenaline gives maximum uber webbing battle ninja gorge potential. Adren is my choice.
Combos I prefer:
Skulk: Carapace/Silence, celerity for base assaults
Lerk: Carapace/Adren
Fade: Carapace/celerity
Onos: Regen/Adren
Gorge: Redemption or carapace/Adren
It really depends how I wanna play. If I want to be a scout, or an ambusher, I will go for Regen. If I know I'll be where I can get Gorge help, I'll go for Cara, and if I plan to just rush into a marine base or mini-base, or be a Gorge, Redemtion is the way to go.
MC:
Skulk: I usually go for Silence, because it gives me that extra second or so before I'm noticed. If I'm xeno-rushing, however, I go for Celerity, just so I can close the gap quicker.
Gorge:Adren, definately. I can't count the number of times that having Adren has saved me from certain doom. Those extra heal sprays do sooo much.
Lerk:Adren, so I can fly and shoot at the same time.
Fade:Once again, Adren, because I'm a mortar Fade player.
Onos:Celerity always. Because I always base rush as a Onos, and Redemption doesn't work, it allows me to get out of the way of anything that is shooting at me, and when you're an Onos, there is always a lot of stuff shooting at you.
SC:
I usually go with Cloaking for everything except for the Lerk. For the lerk I go with Scent Of Fear, because SC is usually last, and it allows me to see all the people I have hit with my spores.
<b>Skulk</b>
()Get carapace if you like running straight into marines.
()Get regen if you want to run around in front of a marine, taking cover behind stuff regenerate, wait for him to reload then chomp.
()Never did trust redemption.
<b>Gorge</b>
() Carapace is nice, but because gorges are fat and slow, you can still get run down by marines if there arent any offense chambers or skulks around.
() Regenerate is nice but you can still get gunned down by marines that chase you down.
() Redemption is ok...but i still don't trust it.
<b>Lerk</b>
() Get carapace.
<b>Fade</b>
() If you want to run into the marine main base and do some actual damage without having to blink out, use carapace.
() Regeneration is nice if you like wandering around outside and killing stuff.
() I still don't trust redemption.
<b>Onos</b>
() Anything goes...except for redemption.
I would post the other two chambers but I'm lazy and because you will play in pub servers you won't even see the other two, except possibly movement if you get the second hive up. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Redemption works a lot better than you make it out to be.
<!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
DC: Carapace
MC: Celerity for speed in attack or Silence if we go movement chamber first for stealth kills
SC: Cloaking or Scent of fear if I need to hunt down the last remaining marines.
GORG
DC: Redemption, a must have for a gorg if he is saving 4 a hive or Carapace if you want to go toe 2 toe against a light armour marine.
MC: Celerity for a fast exit or adrenaline for combating.
SC: Cloaking
LERK
DC: Carapace
MC: Adrenaline
SC: Cloaking or scent of fear.
FADE
DC: Carapace, cos fades can take a hell of a lot of punishment with it
MC: Adrenaline for acid rocket spammage or Celerity for swift swipe attacks.
SC: Cloaking or Scent of fear.
ONOS
DC: Regeneration or Carapace
MC: Adrenaline
SC: Cloaking or Scent of fear.
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Everything - Carapace. Never get anything else from a dc.
Movement...
Skulk - Debatable.
Gorge, lerk, fade, onos - Adrenaline. Just the most effective in all cases.
Sensory...
Everything - Cloaking. Nothing else comes close. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think scent of fear is awesome for late game when you need to track Marines hiding out down.
Sensory: Use cloaking if you intend to ambush them, SoF if you intend to hunt. It's really as simple as that.
Skulk:
D: Only ever carapace. You don't live long enough for regen to matter, and you're not worth enough to warrant redemption.
M: Celerity's my preference. A skulk with celerity is nearly impossible to hit, unless the skulk screws up. Some people will say adrenaline and leap, but that's up to you. Others go for the stealth-skulk with silence, but I personally think that celerity is far too powerful an upgrade to pass up. I mean, who CARES if they can hear you coming if they can't hit you?
Lerk:
D: carapace 90% of the time. You'd only want regeneration if you're very good, and\or you're lerking a turret farm. 33 res is a valuable investment, and regen doesn't protect you adequately enough for general combat. Redemption, if it worked, might be viable if you're one hive, res is tight and your back is to the wall. But in that case the l3 HMGs will probably cut you down before redemption can kick in.
M: adrenaline. It allows you to stay in the air indefinately. Lerks go fast enough without celerity (but I'm sure lerk experts will argue that point) and as far as I know silence doesn't stop the flapping sound, ergo is useless.
Fade:
D: Similar to the Lerk. Use carapace if you're melee, you might want to consider regen if you're acid. Once again, redemption might be worth it if you faded in a pinch while the gorge snuck in a hive under the nose of the siege cannon and you have to preserve your fade at all costs. Well, if it was RELIABLE, that is...
M: Depends whether you're an acid or a melee - this upgrade defines you. You take the adren pill, the story's boring and you acid spam whatever you want to acid spam. You take the celerity pill - you stay in the land of They Who Kick Backside and learn to dodge bullets. If you're very good with blink, you might want adrenaline and go melee, but I can't see this happening much. Once again, there's little point in silence compared to the awesome power of the other two upgrades
Onos:
Can't really say, I never use Onos.
Silence + skulk = pwn, too.
I want to goto sleep <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
Sensory: its weak, get over it, like others before me I take SoF in the end game, and Cloaking if I somehow get it as a first or middle chamber. There is no pondering for this upgrade set.
On to the good stuff:
Defense
Skulk - <b>Marine Hunting</b> - the easy choice is Carapace. Its a life saver. You can move pretty quick around the map and get the healing you need from a Gorge, a DC, or the hive. Good choice solo or in packs for this type of job.
Skulk - <b>Hit & Run</b> - keeping the marines out of certain areas, vs. engaging them, is sometimes required. I go with Regeneration for this one, or any time I can sit in a vent/aclove/ledge/the shadows and parasite the night away. Regeneration is good when you can hit, run, heal, and come back. No need to run off and leave an area to heal, saving you time, and possibly avoiding you needless fights from wandering marines along the way.
Gorge - <b>Tubby Builder</b> - Redemption all the way. It is much improved from what people remember. If you havent tried this out in awhile, I'd recommend it.
Lerk - <b>Sit & Shoot</b> - this is about the only time I can play a Lerk, I'm not real good at biting heads off or taking structures out up close. For this I would always go with Regeneration, if you know your way out of the vent/area/ledge/etc. Its quite similar to a Skulk that sits and parasites, and you want the healing for when you catch stray bullets, or, need to make an escape.
Fade - <b>Shoot & Run</b> - the Fade is where Carapace and Regeneration are equal in my eyes. What do they have: range, splash damage, movement speed, a great melee attack, and lots of hitpoints and armor - a perfect candidate for either upgrade. Its simply a matter of whether a DC or a Gorge or a hive is near me, or not. One dictactes Regeneration, the other Carapace. I never choose Redemption.
Fade - <b>Sit & Shoot</b> - if I'm in a vent and taking out a massive turret farm or base, say clearing a hive, then I will always take Regeneration. Caparace is good when you can move and go get healing, not when you are wedged somewhere spamming acid.
Fade - <b>Melee</b> - its tougher to dodge fire when you are getting up close and personal. If I'm going to be blinking and swiping a bunch, I go with Carapace.
Onos - <b>Melee/Structure Pwnage</b> - I always pick Regeneration.
Movement
Skulk - <b>Marine Hunting 2.0</b> - my favorite has got to be Celerity. I'm not a superior NS player, but against average or below opponents, I've pulled off some amazing things as a Skulk. Commit the time and patience and determination to learn how to Skulk properly, because you spend A LOT of time in NS as one. With the extra speed, I've circle-strafed turret farms to rubble. With Celerity, I've crawled up and down a wall and the floor a HA was standing next to, biting him to death from full health and armor (granted I had Carapace and he had a LMG and I dont think they had any upgrades, but it was still impressive). Speed is already a powerful weapon in your arsenal, boosting it is a Good Thing™.
Skulk - <b>Hit & Run & Freak Marines Out 2.0</b> - we all know its great when your looking at a marine's back and charging in, and Silence offers this ability nearly everytime. Only the most paranoid marine is going to be looking every which way and over his shoulder constantly - and marines that do this, cant build structures. It still requires a paticular playstyle, 'Controlled Agression', where you arent just sitting back and spitting parasite or attacking a structure to get a marine to come check out what you're doing. You truly do go in, make the hit, and run out - all very, very quietly. And all very, very effectively. Demoralizing when repeatedly applied to the other team.
Skulk - <b>Building Breaker</b> - while its nice to take down structures and have your energy stay near full with Adrenaline, I just dont find that or the multiple Leap thing that effective. Leap is great, and I like having it when we get the 2nd Hive, but its not something I focus my attention on. Maybe others do and find the ability to repeatedly Leap a viable tactic - I've certainly seen others use it.
Gorge - <b>Mobile Medpack/Webpack</b> - the best thing about 2 hives for the Gorge, is Web. Its energy based. The best thing about a Gorge with 1 hive, is Healing Spray. Its also energy based. Adrenaline, anyone?
Lerk - <b>Spike Master 2003</b> - snag Adrenaline for the many reasons already listed: fly by spiking, and stream of spiking. Two Lerks with Adrenaline can take a Turret Factory down extremely fast, and extremely safely. Spamming Umbra and Spore Clouds also brings a smile to every aliens muzzle.
Fade - <b>Rushing 101</b> - whether I am playing with single or groups of marines somewhere out in the map, or, I am defending a hive being attacked (or trying to prevent such an attack), or, I am slamming the marines head on at their base, whatever I do as a Fade, I need the gooey yummy orange stuff on the right hand side of the screen. Blink/Swipe takes energy, as does Acid Rocket luving. Since I generally have no ability to hide as a Fade (unless someone selects Sensory as chamber order 1 or 2) like I do as a Skulk, I see no point in also moving quietly as one. Pair the two together (Cloak and Silence), and youd be lethal... if the marines came your way. But since I am taking the fight to <i>their side</i>, I prefer Adrenaline.
Onos - <b>Freight Train</b> - while the extra energy is nice, I prefer the speed. An Onos Charging along at 70 MPH is destructive and scary. Sometimes I frighten myself when playing one.
As you can see above, I like combos of upgrades, but more often than settling into a pattern, I change it up to see what else I can discover. Again, I've tried and tried to accept Sensory and integrate it into my style and skills, but it never works out. Bleah. Cant wait for 1.1.
Everything's opinon though, and people play very differently from me, or the next guy. Just hope I helped some of you think of the possibilities, as you all have done for me on numerous occassions.
S
Silence is not recommended for any heavy combat. Most good lerks do a ton of fighting. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
I go with regen on my lerk because if you're attacking from a vent you're probably not near any d chambers and its your only method of healing. Silence is also good for this style of attack. But, if you're a lerk in a support role (umbra'ing the fades) you'll probably want adren so you can get more umbra out faster.
You get to do a fair amount of leaping and even if it takes all your stamina to leap to your target with adrenaline youll always have enough to bite continuously.
redemption, for skulks... nope I personally think they ahve too little life for this to be use full
renegeration, too little hp for it to be effective in my play style
silence, bah!!... let em hear me comming... it wont help
celerity, nuttin faster than leap... sorry to say it
adrenaline, no running out of stamina when taking out an rt <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> ?/?
dont play gorge...
::lerk:: ?/?
dont play lerk's...
::fade:: redemption/adrenaline
only play fade when there is absolutely nuttin that i can do as a skulk... like if all rts are turreted up, everyone in heavy armor sticking together, nuttin to harass at thier base, then id go fade and i usually take, redemption and adrenaline.
redemption for me seems to work 90% of the time and since im the kind of fade that likes to spew acid and duck behind corners im happy with that
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> ?/?
dont play onos...
It does ten a second as skulk/lerk/gorg...
Here's my take on the various upgrades, by class (excluding onos because by that point, who cares?):
<b>Defense</b>
<i>Skulk</i>: Carapace if attacking head on, since it helps in closing distances. Regen if monitoring a particular spot and parasiting, since it lets you recharge between encounters without running back to the hive and letting marines slip past you.
<i>Gorge</i>: Redemption if I'm the sole builder - it almost always works vs. early game LMGs, which means I can go claim any res tower on the map without fear. If I'm battle gorging, carapace, since it'll let me soak up a lotta bullets.
<i>Lerk</i>: Carapace if supporting fades or attacking solo. Need to go back to the hive for healing, but that's fast with wings. If camping in a vent with umbra, regen, since it lets you stay there untouched until they get nades.
<i>Fade</i>: Redemption if I'm attacking a base - lets me blink in, take down a building, and redeem out. Regen if harassing with acid spam. Carapace for suicide missions.
<b>Movement</b>
<i>Skulk</i>: At one hive: silence if ambushing, celerity if attacking. At two hives: almost always adren, for maximum leaping goodness.
<i>Gorge</i>: At one hive: celerity to flee from marines and cover the map faster. At two hives: adren, for maximum webbing goodness.
<i>Lerk</i>: Always adren, for maximum spikey and umbra goodness.
<i>Fade</i>: Almost always adren, for maximum blink and acid goodness. Celerity sometimes, if I'm going melee and don't want to use blink.
<b>Sensory</b>
<i>All classes</i>: Almost always cloak, since there's so much value in being able to hide, ambush, et cetera. Scent of fear if tracking elusive marines. Enhanced sight if attacking marines in dark locations, like the marine start on ns_eclipse, or attacking a jetpacker in a vent.
if ya wanna go acid rocket fade I say use cara + adren.......when meleeing I have had more success with regening mid fight then the extra armor
I never trust redemption anymore <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->