Best Upgrades For Each Alien Class
Forlorn
Join Date: 2002-11-01 Member: 2634Banned
<div class="IPBDescription">What to get, what to avoid.</div> Well, the topic is good enough intro, so lets get to the point:
O Skulk.
- D upgrade: Regen or Carapace. Personally, I prefer regen, but carapace is also very nice if you have somewhere to heal fast.
- M upgrade: At two hives get adren for more leap power, otherwise get scilence. The best shooters will nail you no matter how fast you are, but if sneak up on them they are screwed.
- S upgrade: Cloak. Can be very powerful when done right. Just remember that when you aren't moving with lv. 3 cloak, you are completely invisible.
O Gorge.
- D: In a gorge gang or where you don't think you will die, get regen. When your team only needs you to build, get redemption. Because you can't die, you can stay gorge and horde your res to build tons of stuff for your team, and do a lot for your team in the long run. This is the only class where redempt is useful.
- M: Adren. Gives unlimited healspray, and this is invaluable in a gorge gang or when playing support. Besides, if you have redempt also, then you won't have to worry about dying.
- S: Cloak. If someone is coming, you can hide till support arrives.
O Fade.
- D: Regen. Just more useful than carapace in the long run, esp. since you can just blink away right in and out of the action.
- M: Adren. More blink = more power.
- S: <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Scent of fear, although it really doesn't help too much, is best. Cloaking is useless for fades, as they must blink more than ambush.
O Lerk.
- D: Regen. This way you can indefinatly harrass the enemy without having to go away to heal. You can do this by utilizing cover such as vents.
- M: Adren. Obviously. Lerk abilities cost serious stamina.
- S: Scent of fear. This way, you can know where to spore them, and where to lay down umbra.
O Onos.
- D: Regen. You heal a crap load of hp per tick. As long as you play good and with a team, you are practically invincible. Esp. with umbra.
- M: Celerity. Onos are REALLY slow without celerity.
- S: Scent of fear is best, simply because a cloaked onos is rediculous.
This is my lineup. Disagree/Agree with any of this? Feel free to post comments.
O Skulk.
- D upgrade: Regen or Carapace. Personally, I prefer regen, but carapace is also very nice if you have somewhere to heal fast.
- M upgrade: At two hives get adren for more leap power, otherwise get scilence. The best shooters will nail you no matter how fast you are, but if sneak up on them they are screwed.
- S upgrade: Cloak. Can be very powerful when done right. Just remember that when you aren't moving with lv. 3 cloak, you are completely invisible.
O Gorge.
- D: In a gorge gang or where you don't think you will die, get regen. When your team only needs you to build, get redemption. Because you can't die, you can stay gorge and horde your res to build tons of stuff for your team, and do a lot for your team in the long run. This is the only class where redempt is useful.
- M: Adren. Gives unlimited healspray, and this is invaluable in a gorge gang or when playing support. Besides, if you have redempt also, then you won't have to worry about dying.
- S: Cloak. If someone is coming, you can hide till support arrives.
O Fade.
- D: Regen. Just more useful than carapace in the long run, esp. since you can just blink away right in and out of the action.
- M: Adren. More blink = more power.
- S: <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Scent of fear, although it really doesn't help too much, is best. Cloaking is useless for fades, as they must blink more than ambush.
O Lerk.
- D: Regen. This way you can indefinatly harrass the enemy without having to go away to heal. You can do this by utilizing cover such as vents.
- M: Adren. Obviously. Lerk abilities cost serious stamina.
- S: Scent of fear. This way, you can know where to spore them, and where to lay down umbra.
O Onos.
- D: Regen. You heal a crap load of hp per tick. As long as you play good and with a team, you are practically invincible. Esp. with umbra.
- M: Celerity. Onos are REALLY slow without celerity.
- S: Scent of fear is best, simply because a cloaked onos is rediculous.
This is my lineup. Disagree/Agree with any of this? Feel free to post comments.
Comments
skulk:
D: carapace: with the lowest amount of effective life you need all the armour you can get
M: adren: im a leaper at heart
S: scent of fear: brilliant for the scouting skulk and setting up well timed assaults.
Gorge:
D: regen: so i can heal while defending my chambers
M: Silence: im a sneaky little builder <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
S: Cloak: so i can sneak up to marine bases and build/bile.
Lerk:
D: Regen: must have for any lerk supporter
M: adren: to keep up the spammage
S: scent of fear: to see when i should and shouldnt engage
Fade:
D: carapace: why use regen when i can heal with metabolize ^^
M: Adren: good for blinking/heal/acid rocketing
S: Scent of fear: to fine me prey
Onos:
D: Regen: to heal 45 per tick
M: Celerity: with regen you need to be fast to retreat or get to the marines.
S: cloak: to freak out marines by devouring them while cloaked
well thats about it ; <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
"Tactical versatility" isn't just for marines.
O Skulk.
- D upgrade: Regen or Carapace. Personally, I prefer regen, but carapace is also very nice if you have somewhere to heal fast.
- M upgrade: At two hives get adren for more leap power, otherwise get scilence. The best shooters will nail you no matter how fast you are, but if sneak up on them they are screwed.
- S upgrade: Cloak. Can be very powerful when done right. Just remember that when you aren't moving with lv. 3 cloak, you are completely invisible.
O Gorge.
- D: In a gorge gang or where you don't think you will die, get regen. When your team only needs you to build, get redemption. Because you can't die, you can stay gorge and horde your res to build tons of stuff for your team, and do a lot for your team in the long run. This is the only class where redempt is useful.
- M: Adren. Gives unlimited healspray, and this is invaluable in a gorge gang or when playing support. Besides, if you have redempt also, then you won't have to worry about dying.
- S: Cloak. If someone is coming, you can hide till support arrives.
O Fade.
- D: Regen. Just more useful than carapace in the long run, esp. since you can just blink away right in and out of the action.
- M: Adren. More blink = more power.
- S: <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Scent of fear, although it really doesn't help too much, is best. Cloaking is useless for fades, as they must blink more than ambush.
O Lerk.
- D: Regen. This way you can indefinatly harrass the enemy without having to go away to heal. You can do this by utilizing cover such as vents.
- M: Adren. Obviously. Lerk abilities cost serious stamina.
- S: Scent of fear. This way, you can know where to spore them, and where to lay down umbra.
O Onos.
- D: Regen. You heal a crap load of hp per tick. As long as you play good and with a team, you are practically invincible. Esp. with umbra.
- M: Celerity. Onos are REALLY slow without celerity.
- S: Scent of fear is best, simply because a cloaked onos is rediculous.
This is my lineup. Disagree/Agree with any of this? Feel free to post comments. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I always go celerety and defenetally capacance skull. I tend to run into 3-5 marines at 1ce sometimes in a small hallway capacance is more then enough to kill them all, combined with celerety its very powerfull. I never really bother to upgrade with sens, unless its first or 2nd chamber, but I usually upgrade with scent of fear thats a very powerfull ability for the skull, more powerfull then cloack I believe.
If you take scent ur the hunter, if you take cloack you need to wait until ur being hunted oO
Agree with Gorge, Fade and onos
lerk I dunno cloack is pretty powerfull to cuz a lerk doesnt need long to go back cloak after uncloack making it even harder for the marines to find you.
if it's a 1 hive one and they're still using vanilla/LAs then it's
M - Silence (<b>Always!</b> Fades are far too noisy and blink itself is a good way of letting everyone know you're there)
D - Regen (no meta and going back to the hive is a waste of valuable harrassing/killing time =3 )
S - Cloak (you've only got 1 hive so that means no regen and no meta, this is one of the best ways to minimize dmg ^^; )
When we hit 2 hives it changes to...
M - Silence (seriously... adren's nice but you don't need it if you know what you're doing)
D - Carpace (Combined with Meta and a healthy sense of survival you'll outlive any regen fade; lvl 3 weaps simply do too much dmg)
S - SoF (by now you should be blinking about like a frog with a firework up its bum so like has already been said cloak starts to lose it's usefulness)
That's just me though... everyone plays differently <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Celerity is the best movement upgrade on a skulk at any number of hives. Yes, silence allows you to ambush marines, but so does actually setting up an ambush the way you might have in 1.04 (remember how ambushes still happened before silence everyone?). Also, since celerity affects your leap speed, it lets you leap faster and farther. You can already get a solid 4-5 leaps on your inital energy; this should be enough to get you anywhere without having to take adrenaline. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
On a gorge who's just a builder, I generally take celerity over adren. You're probably not at the front lines doing lots of healing as just a builder, and celerity gives you the best chance of surviving an encounter with marines. Definitely adren for a support gorge, though. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Lastly, fades. If you're a carapace fade (shame on you), you pretty much require adrenaline to meta. But you've recommended regen fade (yay). A regen fade can "blink hop," as people have been calling it on the forums recently. Blink hopping only takes about 1/6-1/8th of your energy per massive hop, not really a big drain. Toss on celerity to increase blink speed by a great deal, and to help compensate more quickly for slightly inaccurate blinks. It's a Good Thing. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
Like I said... it's only necessary if you're not good at precise energy managment; if you're a bit too trigger happy or panic a lot in combat adren's great but if you can keep a cool head it's really not a problem at all.
People play different... some obviously need adren, some don't <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
- D upgrade: Regen or Carapace. Personally, I prefer regen, but carapace is also very nice if you have somewhere to heal fast.
- M upgrade: At two hives get adren for more leap power, otherwise get scilence. The best shooters will nail you no matter how fast you are, but if sneak up on them they are screwed.
- S upgrade: Cloak. Can be very powerful when done right. Just remember that when you aren't moving with lv. 3 cloak, you are completely invisible.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
D: Due to your low hp, regen isn't really fast enough to matter much.
M: Celerity kills a lot more consistently than leap.
S: Cloaking is a waste of an upgrade for a skulk. You can hide on a wall or a roof or a million other things, take advantage of it. Scent of Fear gives you tactical advantage and lets you know exactly how many marines are near you, where they're heading and exactly where and when they're entering your kill zone so you can plan your ambush better.
<!--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-->O Gorge.
- D: In a gorge gang or where you don't think you will die, get regen. When your team only needs you to build, get redemption. Because you can't die, you can stay gorge and horde your res to build tons of stuff for your team, and do a lot for your team in the long run. This is the only class where redempt is useful.
- M: Adren. Gives unlimited healspray, and this is invaluable in a gorge gang or when playing support. Besides, if you have redempt also, then you won't have to worry about dying.
- S: Cloak. If someone is coming, you can hide till support arrives.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Only consider regen and adren if your team are short on res nodes, otherwise get cara and celerity (or perhaps silence, celerity seems better) and just plop down a dc or two when you need healing and an mc or two when you need more adrenaline. Cara means you live longer and celerity lets you outrun marines.
With the cara, you mitigate more damage so you live longer while keeping an outpost alive or when fleeing from a marine, with 3 or so mc's, you have everlasting healspray. with celerity you outrun marines so it's less of a chance to die.
(EDIT: battlegorges are better off with adrenaline at least, regen is a good choice there too)
Getting cloaking as a gorge is daft. Get SoF so you can predict marine movement. If you need cloaking, drop a sensory chamber nearby.
<!--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-->O Fade.
- D: Regen. Just more useful than carapace in the long run, esp. since you can just blink away right in and out of the action.
- M: Adren. More blink = more power.
- S: <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> Scent of fear, although it really doesn't help too much, is best. Cloaking is useless for fades, as they must blink more than ambush.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
M: Silence takes away the loud sounds from the blinking. When the marines can't track you with their ears and you move at great speeds, they'll have a lot harder time keeping tabs on where you are.
S: Getting cloaking along with regen and silence means you do not have to run too far away from marines to regenerate since they can neither see nor hear you heal.
How many hives you have actually play a very big part in this.
Skulks silence and regeneration will let you hold a position for a VERY long time.
Carpace and celerity can make you close range effectivily even in disadvantageous terrain.
Redemtion and adrenaline has very little to offer me, redemption has very little use as a skulk and I usually only use leap once to close distance and the damage is more of a bonus to me, so I wont need much adrenaline anyway.
I dont play Fade too much, however I think regen is a completely wasted on a fade, metabolize will do almost the same job, and carpace just gives you that much more staying power.
I dont play Fade too much, however I think regen is a completely wasted on a fade, metabolize will do almost the same job, and carpace just gives you that much more staying power. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's actually the other way round. Regeneration gives you staying power while carapace causes a very large "down time". Carapace will make it less likely that you get *killed* but will also make you a lot less effective.
Including the "special exception" combinations that are rarely used.
eg the Silenced Cloak gorge - worlds greatest sapper.
IMHO the examples listed in THIS thread are fine, but its important not to limit yourself to the "best" of a certain niche.
<u>SKULKS:</u> Movement Upgrades: Celerity or Silence. Celerity for fast response and hit and runs and attacking HA, Silence for ambushes. I never get Adren cause leaping usually gets me killed and the other 2 just are so vastly superior IMO.
Defensive Upgrades: Redemption (dont scoff) or Regeneration or Carapace. I get Carapace very rarley as it never helps me as much as the other 2. Regeneration is becoming much much more useful now that im better at dodging bullets or the marines aim has gotten worse or when im attacking HA since i tend to get only glancingly hit. Now redemption. Against lmgs (what you normally face as a skulk or at least I do cause i love to be a skulk more than any of the other types so i tend to get the Hive up or just go Onos when there is HA on the rampage) I almost ALWAYS redempt. Shockign isnt it. I tend to get 2+ kills then redempt. Until they get lvl 3 HMGs/Shotguns/lvl 0 GLs I redempt most of the time and end up gettin 20+ kills before i actually die. That is, usually. Commanders are gettin better at gettin lvl 3 weapons fast so thats less usefull now.
Sensory Upgrades: SoF or Cloaking. I almost always get cloaking since there are SO many rambos or groups of marines that I can ambush. With just cloaking I tend to be a LOT more formidable than i normally am. Ambushing like that, unless im against a really good marine i can take on groups of 4+ with moderate difficutly. For SoF I pretty much use only if we got SCs all over or if im gonna go Xeno. Helps to be able to see the largest cluster of marines NOT in marine start when you got 3 hives. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<u>LERKS:</u> Movement Upgrades: Adrenalince/Celerity/Silence. Adren i almost always get so i can Spore/Umbra 4 times before i need to rest a bit. Celerity makes for rapid spikes, but Silence is great for sniping and lurking around.
Defensive Upgrades: Redemption or Regeneration. Redemption saves you a bit, but when 3 marines unload on you you tend to die when you redempt. Regeneration Is best IMO since you can just hide and heal. Fun to do without silence so the dumb marines think you got DCs in that vent and so they set up a siege. Happend 3 times today alone. Gotta love guilibility.
Sensory Upgrades: Same as skulk. Except with SoF its so you know where to gas instead.
<u>FADES:</u> Movement Upgrades: Adrenaline/Celerity. Adren makes blink the best plus when you get 3 hives you just own with acid rockets (so far my record is 10 marine kills in a row against a team of 13 marines then killing 3 more as they spawned before the ips died all with acid rocket for a total of 13, but 1 repeat. Not bad if I do brag myself. That shut the nub that was saying i was all talk up pretty quick too). Celerity makes it so blink is nearly unnecessary and your attack speed so much more fun against lighties.
Defensive Upgrades: Redemption/Cara. Redemption just saves res like lurks and carapace just owns. I want to get as good as some fade players who can get 50+ kills a game (twice as much as me) by being a Fade once per game with carapace and adren/celerity. Pretty awesome IMO.
Sensory Upgrades: Cloak/SoF. Same old same ol'. SoF only good with acid rocket IMO.
<u>ONOS:</u> Movement Upgrades: Silence/Celerity. Celerity makes you a LOT faster and what not, but silence is SO fun with Cloaking. Just walk around and Eat them lone some HA's/JP's/GL's/HMG's/Shotgunners who are trying to build a PG outside your base. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Defensive Upgrades: Redemption/Regen: HEY ITS 100 FRIGGIN RES! Course with redemption you tend to get 50 res before you die simply by not killing anything because you REDEMPT too damn soon. I prefer Regen unless they get lvl 3 HMGs or have a LARGE farm and lvl 3 lmgs. Regen Onos just, well, OWNS turret farms. So far ive rushed a farm with 20 turrets and 2 HA HMG at lvl 2 and a lvl 2 lmg (marine start on ns_caged) and died after killing the light marine, killing the TF, and gettin 4 good Gore hits on a HA. My team then rushed in and killed em. Course that was the 3rd time i had DONE that which annoyed me. Took a bit of convincing to get my team to stop worrying about our HIve and just kill the marines. Anyhoo Regen Onos cant die by turrets without Marine Infantry aid. no joke. plus until the mariens get lvl 2 shotguns/hmgs they cant get you below 400 life easily. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Sensory Upgrades: Cloaking. Screw SoF. Cloakign just makes the onos a nusciance for marines. I hate to do it, but sometiems you cant help but eat that one rambo light marien who thinks he's made it clear ofthe Alien Hell coming into their stat.
<u>GORGE:</u>Movement Upgrades: Celerity for battle gorging with mostly skulks, Adrenline for battle gorging with mostly Fades and Onos, and Silence for building hidey holes or just anywhere where mariens might go.
Defensive Upgrades: Redemption because 10 res isnt much but its annoying to go gorge when you died after you were just about to place that 1 mroe chamber you needed at your "outpost".
Sensory Upgrades: Cloakign or SoF. SoF so you know when marines are closing in so you can go hide or Cloak so you can hide. I prefer the former since hte later gets you killed a lot.
Well thats pretty much it. Hope you enjoy and recognize my genious. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Red <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
M: Celerity kills a lot more consistently than leap.
S: Cloaking is a waste of an upgrade for a skulk. You can hide on a wall or a roof or a million other things, take advantage of it. Scent of Fear gives you tactical advantage and lets you know exactly how many marines are near you, where they're heading and exactly where and when they're entering your kill zone so you can plan your ambush better.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
D: Regen is for staying power, not added attack power. I can kill a marine within 11 bullets more often than not... and after killing someone, rather than run back to a hive, I simply stay in the area. Saves a lot of time and I find it's much more effective than carapace.
M: Leap isn't to kill. Leap is simply 1000 times faster than celerity is. I use leap/bite pretty much perfectly, and for me a leap is a free bite.
S: Cloaking is good because you can stalk them cloaked.
<!--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-->Only consider regen and adren if your team are short on res nodes, otherwise get cara and celerity (or perhaps silence, celerity seems better) and just plop down a dc or two when you need healing and an mc or two when you need more adrenaline. Cara means you live longer and celerity lets you outrun marines.
With the cara, you mitigate more damage so you live longer while keeping an outpost alive or when fleeing from a marine, with 3 or so mc's, you have everlasting healspray. with celerity you outrun marines so it's less of a chance to die.
(EDIT: battlegorges are better off with adrenaline at least, regen is a good choice there too)
Getting cloaking as a gorge is daft. Get SoF so you can predict marine movement. If you need cloaking, drop a sensory chamber nearby.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Carapace gorge isn't quiet smart. If you are working with your team, then all avalible gorges will focus on healing not each other, but the bigger aliens. This is why regen is extreamly useful for gorges.
Adren = unlimited healspray, supremely useful.
Cloaking as a gorge is smart. Not only can you simply hide and report on marine movements, but once support arrives you can bust out of hiding with some healspray for your support.
<!--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-->M: Silence takes away the loud sounds from the blinking. When the marines can't track you with their ears and you move at great speeds, they'll have a lot harder time keeping tabs on where you are.
S: Getting cloaking along with regen and silence means you do not have to run too far away from marines to regenerate since they can neither see nor hear you heal.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
M: Silence doesn't make you that much harder to hit.
S: Running far away as a fade don't bother me too much, as blink is really damn fast. Knowing exactly what fights you will get in is much more valuable.
Geminosity:
The reason why you can't hit jetpackers with celerity too well is because adrenaline will most likely be used up, resulting in a longer period between swipes.
M: Leap isn't to kill. Leap is simply 1000 times faster than celerity is. I use leap/bite pretty much perfectly, and for me a leap is a free bite.
S: Cloaking is good because you can stalk them cloaked.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Skulk
D:Regen only helps if there's a single marine then. Unfortunately, if the marines are all running around doing their own thing, they're not much of a challenge anyway.
M: If you've mastered leap killing, good for you. Most people haven't tho, so for them, adren isn't that great of an upgrade.
S: Why stalk them when you can kill them?
Then again, I gather this depends on your playing style. You're probably a camper, ie sit in an area until a marine goes by and then you kill him.
Myself, I am a hunter. If an area is clear/alien controlled, I run to somewhere else on the map (res nodes/chokepoints) to spot and kill marines, if there's nothing there, I continue to move. I never really sit still for long, so cloaking is worthless to me.
<!--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-->Carapace gorge isn't quiet smart. If you are working with your team, then all avalible gorges will focus on healing not each other, but the bigger aliens. This is why regen is extreamly useful for gorges.
Adren = unlimited healspray, supremely useful.
Cloaking as a gorge is smart. Not only can you simply hide and report on marine movements, but once support arrives you can bust out of hiding with some healspray for your support.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
But this is a specific scenario. You're talking about battle-gorging and being together with other gorges. I'm talking about when you're out in the field alone, perhaps building a res node or a WoL. Like I said, my recommendations are based on your team playing like a team and grabbing most of the nodes and holding them.
If a lone marine jumps you and they're a good shot, regen/adren is far from a safe bet you'll live. Cara lets you take the punishment and celerity lets you get away.
Also, if you are trying to break through a point and have a static mini-base of some sorts outside, dropping 2-3 movements there together with celerity will allow you to heal up your teammates a lot faster than with adrenaline.
As for cloaking, answer me this. If you drop a sensory in an area, are you not cloaked? Can you not move at full speed as opposed to walking with the cloak passive ability? Are not other aliens nearby also being cloaked? Isn't this superior to the passive cloaking upgrade in and of itself? With SoF, can you not see exactly, exactly how many and where marines are in your vincinity even without having to make visual contact? Is not the combination of SoF + a sensory chamber nearby much better than just getting cloaking, then?
Ask most fade players and they'll tell you the fade isn't for head-on attacks, but it's a heck of a lot easier to avoid direct confrontation when your blink noise doesn't ROAR out about your arrival and the first warning they get is the 'thwack' sound of a successful hit in someone's back XD
Silence also helps when you're blinking about to dodge fire because it means they have to rely entirely on that narrow 90 degree viewing frustrum of theirs to track you instead of the omni-directional wonder we call hearing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
ATM in 2.01 regen celerity fades simply don't die. Once I go fade I might die once or twice during the rest of the game, and it's always against either extremely luck shotgunners or large squads of ha with various high tech weaponry when they attack something important (ie they go for a hive. I'm then forced to confront them instead of avoiding them and destorying anything they build as soon as they leave).
Going against shotgunners is like playing russian roulette... 2 or 3 good hits and your down, and this is where celerity really makes the big difference. Being able to stay out of their line of fire is the biggest single priority when trying to take down shotgunners... I remember one time I went up against 3 shotgunners with minor upgrades. I took down 2 and had about half my health left, I ran behind a nearby corner and used meta to help my regen along. As soon as I was at full health and energy, I burst back around the corner, and died in 2 shotty blasts just as I reached the marine...
You can't simply say the he was good and the other sucked, because that one who got lucky and downed me in 2 shots was there shooting at me the whole time I was taking down the other 2 marines.
if it only takes 2 lucky shots then you've got a pretty good chance of dying but when it's upped to 3 or 4 by armour your chances of 'unlucky' death come waaaaay down.
I tend to find experienced carpace fades only die through lapses in concentration or seriously bad moments of judgement; regen fades are cool but you're playing the odds and you'll probably have more deaths than if you'd learned how to do it the carpace way =3
Regen Fades are soooo it when you've only got 1 hive and 3 dcs though <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
D:Regen only helps if there's a single marine then. Unfortunately, if the marines are all running around doing their own thing, they're not much of a challenge anyway.
M: If you've mastered leap killing, good for you. Most people haven't tho, so for them, adren isn't that great of an upgrade.
S: Why stalk them when you can kill them?
Then again, I gather this depends on your playing style. You're probably a camper, ie sit in an area until a marine goes by and then you kill him.
Myself, I am a hunter. If an area is clear/alien controlled, I run to somewhere else on the map (res nodes/chokepoints) to spot and kill marines, if there's nothing there, I continue to move. I never really sit still for long, so cloaking is worthless to me.
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D: Regen isn't for killing single marines. If there are a pack of marines, you can kill one and then try to manage to sneak away. It saves a lot of res and time not to mention you can keep track of enemy movements.
M: Adren is also useful for killing marines with regen; leap in, try to kill one, if you can't surrive, then leap out, regen around them, and leap in when the opprotunity strikes again.
S: Stalking as a cloaked skulk is not camping, geez. Think about that. You find a group of marines coming your way... you stop, find a good spot to ambush, and *boom* two dead marines.
<!--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 this is a specific scenario. You're talking about battle-gorging and being together with other gorges. I'm talking about when you're out in the field alone, perhaps building a res node or a WoL. Like I said, my recommendations are based on your team playing like a team and grabbing most of the nodes and holding them.
If a lone marine jumps you and they're a good shot, regen/adren is far from a safe bet you'll live. Cara lets you take the punishment and celerity lets you get away.
Also, if you are trying to break through a point and have a static mini-base of some sorts outside, dropping 2-3 movements there together with celerity will allow you to heal up your teammates a lot faster than with adrenaline.
As for cloaking, answer me this. If you drop a sensory in an area, are you not cloaked? Can you not move at full speed as opposed to walking with the cloak passive ability? Are not other aliens nearby also being cloaked? Isn't this superior to the passive cloaking upgrade in and of itself? With SoF, can you not see exactly, exactly how many and where marines are in your vincinity even without having to make visual contact? Is not the combination of SoF + a sensory chamber nearby much better than just getting cloaking, then?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you are out on the field alone, you then take redemption. Why the hell would you take carapace...? Good lord, you take around... 20 more bullets... big deal, a good player is going to own you anyways, esp. with weapon upgrades. Celerity won't help you outrun bullets.
If you are alone, redempt/adren is best, adren so you can still support others with mad healspray. If you are with teammates, regen/adren rules.
Where are you suppose to get 30 res for all of those movement chambers? Most of the time I play res control is always a struggle.
Or, even 10 res for a perma cloak from a sensory chamber? What, you hear marines coming down the hall. So you immediatly:
- Blow 10 res just to save yourself
- Get destroyed because the marines will kill you before you can get up the sensory chamber
If you have the cloak ability, you simply run a little ways from them, cloak, stay still, lv. 3 cloak = 100% invisiblity, and then you wait for other skulks to come and eliminate the threat.
You fail to address my point of leap not being for everyone in combat.
Stalking, as you call it, at least demands that you can keep up with the marines, I'd have thought. If you're sneaking after marines while cloaked, you're moving quite a lot slower than them.
<!--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-->If you are out on the field alone, you then take redemption. Why the hell would you take carapace...? Good lord, you take around... 20 more bullets... big deal, a good player is going to own you anyways, esp. with weapon upgrades. Celerity won't help you outrun bullets.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Celerity gorge is faster than humans, and you'll fairly quickly outrun them. The only time they'd actually manage to kill you would be if they managed to get really up close and fill you with bullets before you had time to react, and in that situation, it is fairly clear that adren/regen is inferior to celerity/caraphase.
<!--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-->If you are alone, redempt/adren is best, adren so you can still support others with mad healspray. If you are with teammates, regen/adren rules.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
In 1.04 I always would use redempt/adren, but at a cost of 10, and the team not depending totally on one gorge if the worst should happen, I find celerity/caraphase helps more.
<!--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-->Where are you suppose to get 30 res for all of those movement chambers? Most of the time I play res control is always a struggle.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I pretty clearly specificed that in a situation where you are constantly on the move as a gorge, or res is tight because the team isn't defending/helping to drop res nodes, it's not a viable tactic.
<!--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-->Or, even 10 res for a perma cloak from a sensory chamber? What, you hear marines coming down the hall. So you immediatly:
- Blow 10 res just to save yourself
- Get destroyed because the marines will kill you before you can get up the sensory chamber
If you have the cloak ability, you simply run a little ways from them, cloak, stay still, lv. 3 cloak = 100% invisiblity, and then you wait for other skulks to come and eliminate the threat.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You hear them comming down the corridor. At that point, I've spotted them a minute ago or more, alerted my team, built SC's if I have the res to help my team take them down and possibly a WoL to slow them down. Alternatively, I could've run away a minute ago.
And how about when a marine is sitting still somewhere and you run into his field of view and is promptly killed, but me with SoF knows not only he's in the room, but also exactly where he is and can plan my actions based on that?
And if I recall correctly, only sensory chambers cloak 100%. lv. 3 cloak cloaks about 95%. Level 1-3 cloak determines cloaking time, not degree of cloaking.
You fail to address my point of leap not being for everyone in combat.
Stalking, as you call it, at least demands that you can keep up with the marines, I'd have thought. If you're sneaking after marines while cloaked, you're moving quite a lot slower than them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You don't sneak. You run.
Leap not being for everyone... man, not using one of the best ways to move as a skulk sounds silly to me. It's like not being able to use blink as a fade. Notice, I said that this topic is about best updrades to get, not what you prefer. If you can't use leap then you aren't playing the skulk class to the best of it's ability.
Stalking marines with cloak is very easy. All you have to do is make sure they don't see you. Cloak lv. 3 is 100% effective when you stay still. It's only 95% effective when you walk with it.
<!--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-->Celerity gorge is faster than humans, and you'll fairly quickly outrun them. The only time they'd actually manage to kill you would be if they managed to get really up close and fill you with bullets before you had time to react, and in that situation, it is fairly clear that adren/regen is inferior to celerity/caraphase.
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Celerity gorge is not faster than bullets. And once again, adren/regen is for support, in which this is not the case, because we are talking about being a solo gorge, right? In this case, redempt is far better than carapace. Being tougher gorge is pointless, if all you want to do is run away from them.
And since you don't have to worry too much about being killed as a solo gorge, you can take adren and back up any teammates you happen to come across with tons of heal spray. Additionally, once your second hive goes up, you can harras their nodes/base with bilebomb with little fear of dying. It is possible to be killed with redemption as a gorge, you just have to be careful about it.
<!--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 pretty clearly specificed that in a situation where you are constantly on the move as a gorge, or res is tight because the team isn't defending/helping to drop res nodes, it's not a viable tactic.
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Therefore it's not even useful at all. Why drop 10-30 res in movement chambers just to benifit yourself for unlimited healspray, when one 2 res upgrade is all you need, and then you drop down 3 d chambers instead that will really benifit everyone?
<!--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-->You hear them comming down the corridor. At that point, I've spotted them a minute ago or more, alerted my team, built SC's if I have the res to help my team take them down and possibly a WoL to slow them down. Alternatively, I could've run away a minute ago.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Why are the marines just sitting there? And remember, if you can hear them, they can also hear you, in which case you would have put up some OC's or a SC, and I can tell you right now that gorge is dead against half-decent marines.
<!--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-->And how about when a marine is sitting still somewhere and you run into his field of view and is promptly killed, but me with SoF knows not only he's in the room, but also exactly where he is and can plan my actions based on that?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Well, in this case, hopefully you went D first and have redemption, otherwise, if you have cloak and are going closer to enemy territory, just walk cloaked so you won't be ambushed as easily.
<!--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-->And if I recall correctly, only sensory chambers cloak 100%. lv. 3 cloak cloaks about 95%. Level 1-3 cloak determines cloaking time, not degree of cloaking.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you are still, it's 100% cloaked.
gorge, lerk and fade (and 3 hive onos) - regen - adren - sof
People may be set in thier ways about things like carapace, but the new absorb values of alien armour are good enough for me... and well, I dont expect to be hit either :/ (arogance shines from the high division clan members <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
M: Celerity kills a lot more consistently than leap.
S: Cloaking is a waste of an upgrade for a skulk. You can hide on a wall or a roof or a million other things, take advantage of it. Scent of Fear gives you tactical advantage and lets you know exactly how many marines are near you, where they're heading and exactly where and when they're entering your kill zone so you can plan your ambush better.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
D: Regen is for staying power, not added attack power. I can kill a marine within 11 bullets more often than not... and after killing someone, rather than run back to a hive, I simply stay in the area. Saves a lot of time and I find it's much more effective than carapace.
M: Leap isn't to kill. Leap is simply 1000 times faster than celerity is. I use leap/bite pretty much perfectly, and for me a leap is a free bite.
S: Cloaking is good because you can stalk them cloaked.
<!--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-->Only consider regen and adren if your team are short on res nodes, otherwise get cara and celerity (or perhaps silence, celerity seems better) and just plop down a dc or two when you need healing and an mc or two when you need more adrenaline. Cara means you live longer and celerity lets you outrun marines.
With the cara, you mitigate more damage so you live longer while keeping an outpost alive or when fleeing from a marine, with 3 or so mc's, you have everlasting healspray. with celerity you outrun marines so it's less of a chance to die.
(EDIT: battlegorges are better off with adrenaline at least, regen is a good choice there too)
Getting cloaking as a gorge is daft. Get SoF so you can predict marine movement. If you need cloaking, drop a sensory chamber nearby.
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Carapace gorge isn't quiet smart. If you are working with your team, then all avalible gorges will focus on healing not each other, but the bigger aliens. This is why regen is extreamly useful for gorges.
Adren = unlimited healspray, supremely useful.
Cloaking as a gorge is smart. Not only can you simply hide and report on marine movements, but once support arrives you can bust out of hiding with some healspray for your support.
<!--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-->M: Silence takes away the loud sounds from the blinking. When the marines can't track you with their ears and you move at great speeds, they'll have a lot harder time keeping tabs on where you are.
S: Getting cloaking along with regen and silence means you do not have to run too far away from marines to regenerate since they can neither see nor hear you heal.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
M: Silence doesn't make you that much harder to hit.
S: Running far away as a fade don't bother me too much, as blink is really damn fast. Knowing exactly what fights you will get in is much more valuable.
Geminosity:
The reason why you can't hit jetpackers with celerity too well is because adrenaline will most likely be used up, resulting in a longer period between swipes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Agreed, too many people underestimate Regen. You shouldn't need more than 11 bullets to reach them.
gorge, lerk and fade (and 3 hive onos) - regen - adren - sof
People may be set in thier ways about things like carapace, but the new absorb values of alien armour are good enough for me... and well, I dont expect to be hit either :/ (arogance shines from the high division clan members <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No, it's not that I expect to be killed, or I expect to kill them.
The reason I love regen is because I have so many damn options with it, lets say I'm in a random clan match:
You see 3 marines heading at you. Attack? No way! Don't waste yourself like that. Instead, parasite all 3 of them. They may fire some pot shots at you, but hey, you have regen, so you will be A-Okay as long as you are fast.
Next, with regen, you can stay in the area, montoring them, waiting for a weak point. If they are pushing into an area you hold, go into an ambush spot ASAP. They will probably be able to hear you regen, but that's not important, what's important is that you are alive and ready to attack them. The ambush spot should be some place they can't reach you, like a vent.
Call for support from your team. They have 3 LMG's attacking your node. If it were me I'd either ask for 1 skulk + 2 gorges(I can't ever ask for one gorge, our gorges are ALWAYS together), or a fade. Once the support comes in, you THEN move in to attack, taking them in numbers. If you have regen when there are a lot of targets to hit, this makes it harder for marines to kill you; with carapace, you can be worn down, but with regen, they either focus on you good or they don't kill you at all. Spraying into a pack of regen aliens is highly ineffective, but against carapaced aliens it still does perminant damage nonetheless.
Lets say I had carapace in that extreamlly common situation I just listed; I woulda been worn down by the pot shots they fire at me while I parasite them, and when my support finnally arives, I won't be of any use at all due to low HP.
Now, lets say I have regen and I see only 1 marine coming down a hallway; I parasite him, recharge after taking some pot shots, then I will do my best to kill him in an advantagoeus position.
Really, why get carapace as a skulk, when the skulk truely is not a battle class but a <b>scout</b> class? Parasite is hands down his best ability. Killing marines is cool, but in all honesty, good marines don't lose to skulks that charge them head on too often. And parasite suceeds when you fail; you may have died, but they are tagged for good.
Skulking for fun: Regen/Silence/Cloaking OMG, this is the all time best "fun class" I run around ninja skulking everyone. With silence I have actualy followed HAs biting them to death with out them realizing it till they die. I love it.
Lerk harrasment/sniping: Regen/Adrinlin/Cloaking Lots of spore spam, ability to take a few shots with out retreating to heal and hiding every where.
Lerk Support: Carapace/Adren/SoF Allows you to soak a partial shotgun hit or a few stray HMG rounds while keeping trake of the nme so you can spam umbra on the onos
Fades: Cara/Adrenlin/SoF Ulitment killing machine Enough staying power to win most encounters combo'ed with enough energy to run your **** outa there if you have to. SoF has saved MANY a hive from sneeky marines trying to build covert siege bases.
Onos: Regen/Celerity/SoF Best all round combo for me, Allthough I sometime throw in Carapace for sucide rushes on hard core marine turrtles