Whats A Good Upgrade Setups?
Alchar
Join Date: 2003-11-20 Member: 23266Members
<div class="IPBDescription">Alien Help</div> I need some help on what upgrades I should use for each alien. This is what I normaly use...
Onos:
Celerty, Scent of Fear, Redemption
Fade:
Adrenilene, Scent of Fear, Redemption
Lerk:
Adreniline, Scent of Fear, Redemption
Gorge:
Celerty, Cloaking or Scent of Fear (If I'm going to built close to aliens I get SoF, other wise I get cloaking) Redemption
Skulk:
None
Onos:
Celerty, Scent of Fear, Redemption
Fade:
Adrenilene, Scent of Fear, Redemption
Lerk:
Adreniline, Scent of Fear, Redemption
Gorge:
Celerty, Cloaking or Scent of Fear (If I'm going to built close to aliens I get SoF, other wise I get cloaking) Redemption
Skulk:
None
Comments
Onos : Regen. This heals 50 hp a tick and is an onos best friend.
Fade : Regen. Again the healing, you fly around healing nevering needing to go near a hive, you laugh at Electricity as its damage is harmlessly healed.
Lerk : Regen OR Cara. Get regen if you're gonna be spending your time in a vent sporing. Cara is good if your defending a hive or any other place where you get healed.
Gorge : Redemption or Regen or Cara. Get cara if you have healing nearby, it lets you takeout those rambo marines out to hunt you down. Regen is great for bilebombing nodes and light combat or support. Get redemption when you just don't wanna lose that fatty.
Onos:
DC: Regeneration ALWAYS...never get anything except regen as onos, others are just a waste of 102 res.
MC: Either Adrenaline or Celerity...it really depends on whether you are gonna be spamming stomps or running around gore'ing people...adren for stomp, celerity for gore...
SC: take ur pick for all life forms...i rarely get a chance to use them properly...
but Scent of fear works if ur gonna be rushing in so u have an accurate count of how many is around a corner...I like cloaking, so i can sneak up on a group and devour one without the rine ever noticing...
Fade:
DCs: regeneration is my pick...i have seen carapace work, when going against sgs/hmgs late, but you've really got to be patient with it and rush back to dc's/hive...dont bug ur gorge all the time to be healed, just slows him down.
MC: take ur pick, i prefer adrenaline for massive blinking and for acid rockets late in game...but celerity is good for chasing down rines in close combat...silence is forthe most part a skulk only skill, but ive seen a silence fade work on occasion.
SC: again, rarely use it, so SoF or cloaking, probably SoF, fades should never really be standing still for very long at all...
Lerks:
DC: like he said before, regen is good for running around map, sporing rines, but if your stuck defending a hive, cara works well to increase your overall toughness so u can take a few shotgun blasts as well as sustained lmg fire around a hive.
MC: adrenaline is a must! spores, flying, umbra...they all require a lot of energy, always get adren
SC:....im not even gonna bother with sc any more...not my favorite
Gorges:
DC: regen if ur gonna be fairly safe just building chambers and rts around hives...redemption is good for building in high risk areas, or for sui-gorge-a-pult missions where u rush & spam rine spawn w/ bile bombs and redempt back to heal and repeat.....Funniest victories are always massive gorge rushes, like 8+gorges rush rine spawn with bilebomb...NO healing..just massive bile bomb w/ regen and adren...entire base falls in about 12 seconds...
MC: an old 1.03/04 saying for gorges...adren is for helping team, celerity is for surviving...
Skulk:
DC: skulk's hp is too low for redemption to really be effective...regen heals like 8 hp/tick...a whole 1 bullet increase in life...cara increases life capacity by a good 2 or 3 bullets per level, in other words always take cara as skulk
MCS: skulk i think the only lifeform where silence is a viable, if not nessisary trait for skulk...ambushes are amazing, utterly fantastic for skulks hiding in a corner some where... celerity is great for skulks as well, b-hopping and celerity almost make skulks un-hittable at times....and if the 2nd hive is up, leap and adrenaline is an invaluable tool for dodging bullets, taking out jp'ers and an overal increase leap's ownage...
SC is for the most part always ur pick...focus in 2.1 will change that severly...but i haven't used it, so that will most definitly change things in the future.
Your attacks and movements make no noise. You'll hear the sound of an attack landing though.
I find regeneration on Fades to be quite effective against fully upgraded marines, indeed even against heavy machine guns. You just have to make sure they aren't hitting you with many bullets, meaning you need to blink a lot.
Also, to stack metabolize with regeneration, use metabolize right after each regeneration tick.
regen, silence, cloak.
for onos or fade i always go,
Regen, Celerity, Cloack << for attacking
Regen, Addren, Cloack << for killing res towers.
Regen, Silence, Cloack << if i wanna hide and devour people to **** them off <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Gorge:
- Carapace (Double Armor; with 3 D's 100 instead of 50)
- Adrenaline (Energy recovery; quicker recovery of energy spent on all 'weapons' used) Quite usefull for healing Onos in the Frontline or trapping lone Rines with Webs and Acid.
- Scent of Fear (Damaged Rines show up on Hive Mind). Because you can get cloaking while being in the vicinity of a Sensory Chamber there is no need for Cloaking. SoF will give you the advantage of seeing opponents earlier. Especially in the end-game most people are not busy with parasiting Rines so this is usually to your advantage.
Always get silence when you're a skulk. Silence pwns marines. Especially when they aren't guarding the entrances, but if you have 2 hives(leap) it's useful even when they are guarding those hallways.
Also: Heavy Armor have enormous trouble fighting silenced skulks for some reason. While you might not kill them, they'll be weakened alot, and it will cost them some time to weld up and get new ammo. That is, if you don't have a fade friend around the corner to finish them off.
- Adrenaline ...[is] Quite usefull for healing Onos in the Frontline or trapping lone Rines with Webs and Acid.
- Scent of Fear (Damaged Rines show up on Hive Mind).
There have been threads like this before, with lengthy discusisons on pros and cons of Regen/Redemp/Cara. However I really think silenced cloaked skulks are underestimated. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Acid (You mean BileBomb?) does not damage marines, only structures. If you mean spit, then ignore me. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Scent of Fear now adds *all* marines to your hive mind.
Well, all except comm. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
HTH
For example, if a heavy armor train is coming to one of your 2 hives and you are onos, you can help your team the most by going carapace adrenaline onos, staying near the hive and spamming stomp.
On the contrary, if the marines are low on res and don't control anything but marine start for the most part, or if they just don't have jetpacks or heavy armor in masses, it is a good idea to go celerity regenerating onos, that way you can make hit and run attacks, and you can be anywhere on the map and you won't need gorge support or to run back to a hive to heal.
Generally you want to stay away from redemption. It doesn't make you any more durable in battle, and it doesn't always work. It is alright to use while you get acquainted with NS, but once you get to know the basics you will find the other two defensive upgrades to be much more useful.