What Is Your Usual Combat Config?

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Comments

  • PhinPhin Join Date: 2003-11-11 Member: 22556Members, Constellation
    Marine:
    Mines - Great for getting cheap frags, especially against peeps who don't know that they can be destroyed with parasite. Plus fast respawning means you get quite a lot laid down fast.
    Welder - Usually the CC's lost a couple of blocks of hp by now.
    Armour1 - To help counter Focus/Xeno.
    Resupply - A poor man's god mode and infinite ammo cheats.
    Weapon1
    Weapon2
    Weapon3 - I don't care what anyone says, lvl3 LMG pwns.
    Shotgun - But lvl3 shotty pwns more.
    Random - Usually cat packs or motion tracking.

    Haven't worked on my alien config yet.
  • Unknown5Unknown5 Join Date: 2003-12-10 Member: 24202Members
    The ultimate setup (atleast for me)

    Marine:

    1. Damage lvl 1
    2. Armour lvl 1
    3. Resupply
    4. Shotgun
    5. Armour lvl 2
    6. HA
    7. HMG
    8. Damage lvl 2
    9. Damage lvl 3

    Alien: (Super skulk)

    1. Leap
    2. Focus
    3. Celerity
    4. Regen
    5. Cloak
    6. Carapace
    7. Silence
    8. Xenocide
    9. Adrenaline
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Its great that a wide range of configs are viable. Makes a change from grinding out the same tried the tested build order every round of NS classic.
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    For marines:

    2. Weapons 1
    3. Shotgun
    4. Armor 1
    5. Armor 2
    6. Heavy Armor
    7. Resupply
    8. Weapons 2
    9. Weapons 3
    10. Catalyst / Welder if it's needed

    For aliens:

    2. Leap
    3. Save
    4. Save
    5. Save
    6. Save
    7. Save
    8. Lerk, Adren, Celerity, Focus, Regen
    9. Carapace
    10. Scent of Fear

    I may go lerk earlier if jetpacks become a problem, but I don't like lerking before level 8.

    Or if I'm going onos (rarely):

    2. Leap
    3-8: Save
    9: Onos, Celerity, Regen
    10: Carapace
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Marines:

    Weapon 1, Shotgun, Weapon 2, Weapon 3, Armour 1,
    Armour 2, Save, Jetpack, Armour 3

    = Owns.

    Aliens:

    Carapace/Focus, Focus/Carapace, Regen, Save till
    +3 then Lerk then immediatly Fade, Adrenaline,
    Next Ability, Next Ability.

    Focus Fade owns! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited January 2004
    I dont poick anything unless I really need it.
    its a nice advantage to wait a long time undtill you choose something.
    THEN your choice can be the right counter reaction against the enemy tream.
    Fast respawning is nice but just staying alife with full upgrades is still better.

    Most times as marines:
    2 - nothing
    3 - resupply, because its overpowered
    4 - nothing
    5 - nothing (maybe a welder)
    6 - nothing
    7 - nothing
    8 - nothing
    9 - nothing
    10 - nothing

    Than marines win and I upgrade to JP asap to fly around in the rr.
    If they suck I would have to choose something else than nothing.

    As aliens skulk rushes still work, just get no upgrades for the whole team for faster respawn.
    Im still learning the lerk so thats what I prefer.
    They might have shotguns soon but never be able to weld and shoot faster than skulks rape around.

    let me add this, not worth a newe threat:
    <img src='http://www.df5jz.de/Ollj/co_maps.gif' border='0' alt='user posted image' />
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Nice one ollj, that saved me a job.
  • AlcharAlchar Join Date: 2003-11-20 Member: 23266Members
    I Would like to use the stratagys on my walkthrough I am working on. I will say who posted the build and will not change the text (Unless bad spelling).
  • WasianWasian Join Date: 2003-05-13 Member: 16268Members, Constellation
    edited January 2004
    <!--QuoteBegin-Pest+Jan 30 2004, 09:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pest @ Jan 30 2004, 09:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Marine:
    Mines - Great for getting cheap frags, especially against peeps who don't know that they can be destroyed with parasite.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    They can't be destroyed by parasite, that was removed. (last I checked at least) It was too good for making mines almost pointless. I think now just zeno and acid rocket detonate mines. (Edit: and bile bomb, but that's classic only of course)
  • Quantum_DuckQuantum_Duck Join Date: 2003-10-21 Member: 21851Members, Constellation
    Trying new things is good, but here's some builds that have worked well for me:
    Marine:
    2-Armor 1 - one more bite before death, effectively counters focus. Um... Yeah.
    3-Weapon 1
    4-Support ability - one no one else has, either mines, welder, MT, or scan sweep, changes by situation
    5-Armor 2
    6-Heavy Armor - Yes, JP is better for attacking. I tell other people to attack while I guard the base or an important hallway or somesuch.
    7-Shotgun
    8-HMG/GL - depends on what others have by this point and which I think will be more usefull
    9-Weapon 2
    10-Weapon 3

    Marine order varies a lot depending on the course of the game and what I think I need to counter the alien's strategies.

    Alien:
    Stealth Kill build:
    2-Cloak
    3-Focus
    4-Silence
    5&6-Lerk
    7-Celerity
    8-Carapace
    9-Adrenaline
    10-Scent of Fear

    Support build:
    Basicly same as above, but swap 2 upgrades for hive 2 and 3 abilities to support onos with umbra and scream. Also, move Adrenaline earlier in the list.

    Power build:
    I use this one a lot lately since so many people seem to stay skulk and lerk, and you some players who can take a couple hits.

    2-Carapace
    3&4-Lerk
    5-Fade
    6-Regeneration
    7&8-Onos
    9-Celerity
    10-Redemption
  • zippyzippy Forum Police. Join Date: 2003-01-06 Member: 11956Members, Constellation
    personally it's all about the map you play to which upgrades you get first :S

    So to many to list <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    1) resupply (common in all <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->)
  • pyrepyre Join Date: 2002-11-02 Member: 3864Members
    Don't really have a marine config yet. Mostly it's decided by what's going on in the map. It usually starts with Resupply, Dam 1 and Shotgun tho. After that it depends if we're hitting focus skulks, cloaking or heavier lifeforms. I usually stick with the shotgun tho unless there are other welders on the team. Then I'll grab a hmg.

    As far as Aliens it really depends on what's going on. I'll either go uberlerk if there's no one else lerking to counter jetpacks or onos to counter heavies.

    1 - Celerity. The only upgrade that's effective for all lifeforms.

    Now it all depends what's going on in the map. I'll usually stay skulk until I decide if the team needs lerks to counter jetpacks or onos to counter heavies.

    If Lerk:
    2-3 - lerk
    4 - adrenaline
    5 - umbra

    After that it's usually carapace, regen, focus and finally scent of fear if the map has lots of vents/sneaky jp'ers.

    If Onos:
    2-6 - onos
    7 - regen
    8 - carapace
    and finally usually stomp. Again, if there are sneaky jpers, I'll grab scent.
  • PalinPalin Join Date: 2003-03-24 Member: 14848Members
    The majority of the time I play as aliens, mostly because the 'rine team is almost always stacked with 2 people over aliens and I always choose random, and the other reason is because I simply enjoy being an alien.

    Now as an alien, my latest buzz trend is a super skulk, but I believe my fav is lerk.

    SuperSkulk: (targeted for rear attacks to drop inc groups by two or more... one if your unlucky)
    2) Focus
    3) Celerity / Leap
    4) Celerity / Leap
    5) Silence (totally underrated this one, but I find it makes me god at such a low levell)
    6) Carapace / Scent of Fear
    7) Carapace / Scent of Fear
    +) Preference if used at all

    Lerk: (targeted for hit and run attacks)
    2) Save
    3) Lerk
    4) Focus
    5) Celerity
    6) Adrenaline
    7) Umbra / Carapace
    8) Umbra / Carapace
    9) Primal Scream
    +) Preference if used at all.

    Fade: (also targeted for hit and run attacks)
    2) Focus (key to getting exp fast in early game for early fade time wise and pwn even more)
    3) Celerity
    4) Save
    5) Save
    6) Fade
    7) Adrenaline
    8) Carapace
    9) Regen
    +) Redemption (Redem helps with the highlevel respawn time as long as you don't go head on into a wall of lead)

    Onos: (almost never play it so can't really say though I will go into an adjustment I think needs to be made to make Onos more viable an option)
    In order to make the Onos a more viable option in the future, IMO the lerk needs to be dropped to requiring 1 level instead of 2. However to compensate for this, require that you must be at least lvl 3 or higher to get it. This gives the Onos one more upgrade/ability down the road as it needs all the help it can get being such a large piece of shredded paper. This MAY be too good for fades however, so it may be needed to change the upgrade ladder a bit so that Onos comes from Lerk and needs 3 available levels to upgrade and Fade comes from Lerk needing 2 available levels and still allow for the Onos to come from Fade with 1 available level. For now I generally recommend staying away from Onos unless you are on a well balanced and organized team spanning all the different classes.

    Marine: (usually I suck so I tend to grab upgrades for support rather than tank ie. welder, ping sweep and stick with shotgun / GL with lvl2 weap/arm and resupply, but have no particular order for it. Armor tends to be early as it helps against those early super skulks/lerks a great deal)

    As you can see, from my config choices I prefer playing in the support/assassin role and not so much the tank/rambo role. If you like this style of playing then i recommend these.

    I will reinforce my beliefs that focus paired with silence is incredibly powerful as a tactic for hiding in wait. this way you don't have to utilize cloaking and chance getting spotted with ping sweep, but can instead let them run by while waiting in a vent, let them walk a while to let them feel safe in the rear, and then catch up (usually with celerity) since they cant hear you until its too late.
  • KaMiKaZe1KaMiKaZe1 Join Date: 2002-11-18 Member: 9196Members
    1: Celerity
    2: Focus
    3: Regen
    4: Carapace
    5: Wait
    6: Wait
    7: Lerk and Fade
    8: Adrenaline
    9: Scent of Fear


    This build is insanely strong, it's the blink-swiper from hell.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    1.) Resupply
    2.) Armor 1
    3.) Weapons 1
    4.) Weapons 2
    5.) Shotgun
    6.) Armor 2
    7.) Jetpack
    8.) Weapons 3

    i just like the jetpack, it helps in killing the hive, especially in maps where the hive is hard to see from the ground....
  • ExtremeExtreme Join Date: 2003-12-10 Member: 24225Members
    Ok 2 scenarios here:

    1 - Resupply
    2 - Damage 1
    3 - Shotgun
    4 - Hmg
    5 - Armor 1
    6 - Damage 2
    7 - Damage 3
    8 - Armor 2
    9 - HA

    the other:

    1 - Resupply
    2 - Damage 1
    3 - Shotgun
    4 - Damage 2
    5 - Damage 3
    6 - Armor 1
    7 - Armor 2
    8 - HA
    9 - Armor 3
  • ZaphodZaphod Join Date: 2003-12-30 Member: 24882Members
    Rines:

    1. Damage 1
    2. Shotty
    3. Armor 1
    4. Armor 2
    5. HMG
    6. Save
    7. JP
    8. Resupply
    9. Damage 2/or mines


    Aliens all about Super <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->

    1. Focus
    2. Next ability (leap)
    3. Next ability (Xeno <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> )
    4. Scent of Fear (best thing for a skulk, especially for xenoing)
    5. Celerity
    6. Silence
    7. Carapace
    8. Cloak
    9. Regen
    After Silence, i just get whatever.

    Super Skulk rocks, I've gotten pretty good with them, even against jpers and HAs.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    If my team uses the teamwork hax:

    Weapons 1
    Shotty
    HMG
    Resupply
    Armour 1
    Armour 2
    HA

    MT/Cats/Welder in last 2 slots depending on sneakiness of aliens and number of friendly HA. I use weapons 1/shotty/hmg/resupply as my start 90% of the time (unless I JP basically)

    If I'm feeling rambo-tastic but want to kill the hive

    Resupply
    Armour 1
    Wait until level 6, A2 and JP instantly
    weapons 1
    Shotty
    MT
    cats

    GL/JP sounded like the win but it didn't work out for me at all, it's damn hard pegging skulks and only 500 dmg/clip with the super slow reload makes it suck. I do more damage to the hive with a shotty and much more damage to aliens with a HMG.

    Kharaa:

    Lerk fun

    ability 3
    celerity
    save 2 levels for lerk
    carapace
    adrenaline
    ability 4
    SOF
    regen

    Base buster Onos

    ability 3
    regen
    celerity
    carapace
    2 levels for lerk
    3 levels for onos

    Mr. Acid Spam

    ability 3
    carapace
    adrenaline
    ability 4
    2 levels for lerk
    fade
    regen
    SOF
  • Adam0oAdam0o Join Date: 2003-08-22 Member: 20075Members, Constellation
    marines

    1- aurmor 1
    2 - weapon 1
    3 - shotgun
    4 - aurmor 2
    5 - wait
    6 - jetpack
    7 - weapon 2
    8 - weapon 3
    9 - resupply
    10 - welder or HMG (whatever i feel like )

    alien

    1 - focus!
    2 - clerity
    3 - silence
    4 - carapace
    5 - unlock next ability
    6 - regen
    7 - scent of fear
    i never know what to get after that ... i dont want anything else <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-SuperTeflon+Jan 29 2004, 07:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SuperTeflon @ Jan 29 2004, 07:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> omg shotgun horeh4x!!! BTW you missed level 1 <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You start out <b>as</b> level 1. Only get nine upgrade points total.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    first of all, i'll make it clear that i suck as an alien.
    so:

    cloak
    scent of fear
    silence
    regen
    celerity
    ...
    the rest is just whatever. cara is propably nice but i dont mind. cloak first is just so awesome (for me at least). with SoF, you have a perfect ambush, and i'm good at picking my targets. besides, no-one takes mt or scanner..

    and it's always nice to read those HOLY **** o.O cries after you've pwned a lone shottyer.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    try early focus/cloak <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    but only for fun, cos especially cloak becomes somewhat useless later on.
  • Leetcard2Leetcard2 Join Date: 2003-12-05 Member: 23971Members
    rine
    1)weap1
    2)shotty
    3)weap2
    4)weap3
    5)armor1
    6)armor2
    7)nothing
    8)jetpack
    9)hmg
    kharaa
    1)focus
    2)celerity
    3)silence
    4)sof
    5)carpace
    6)leap
    7)regen
    8)cloaking
    9)adrel
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