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.
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' />
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).
<!--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)
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.
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-->)
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.
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.
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.
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
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-->
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.
Comments
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.
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
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
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-->
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' />
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)
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
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-->)
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.
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.
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.
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....
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
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.
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
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-->
You start out <b>as</b> level 1. Only get nine upgrade points total.
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.
but only for fun, cos especially cloak becomes somewhat useless later on.
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