Post Your Builds...
Alchar
Join Date: 2003-11-20 Member: 23266Members
I know there is another topic, but I am building a walkthrough that will be mostly for builds and if you want your build added, just post it here and I will copy and paste it, then say who it was from. I will only change the text if the spelling is bad.
For me, I got a few...
Jet-Launcher:
Weapon Damage 1
Shotgun
Grenade Launcher
Armor Level 1
Armor Level 2
Jetpack
Armor Level 3
Weapon Damage 2
Weapon Damage 3
This is a setup where you can fly around shooting grenades all over the place and dodge enemys. This is sort of cheap since you can keep dodging the enemys and hit their hive.
---
Juggernaught:
Damage Level 1
Shotgun
Armor Level 1
Armor Level 2
Heavy Armor
Armor Level 3
Grenade Launcher / Heavy Machine Gun
Damage Level 2
Damage Level 3
This is another stratagy I use. If a full team gets this, the aliens are dead. Again, you get an extra upgrade, your choice (I like resupply).
---
Super Skulk:
Focus
Celerity
Scent of Fear
Leap
This is my favorite Kharaa setup. The reason why there is only 5 upgrades, the rest are your choice. The most unused upgrades I use is Redemption and carapace.
---
Lerk:
Focus
Scent of Fear
Celerity
Adrenaline
Basicly, the Lerk is currently very powerfull, so any thing is a good choice basicly. Celerity and Scent of Fear are very important though.
EDIT
Please post them in the format I have done above
EDIT
For me, I got a few...
Jet-Launcher:
Weapon Damage 1
Shotgun
Grenade Launcher
Armor Level 1
Armor Level 2
Jetpack
Armor Level 3
Weapon Damage 2
Weapon Damage 3
This is a setup where you can fly around shooting grenades all over the place and dodge enemys. This is sort of cheap since you can keep dodging the enemys and hit their hive.
---
Juggernaught:
Damage Level 1
Shotgun
Armor Level 1
Armor Level 2
Heavy Armor
Armor Level 3
Grenade Launcher / Heavy Machine Gun
Damage Level 2
Damage Level 3
This is another stratagy I use. If a full team gets this, the aliens are dead. Again, you get an extra upgrade, your choice (I like resupply).
---
Super Skulk:
Focus
Celerity
Scent of Fear
Leap
This is my favorite Kharaa setup. The reason why there is only 5 upgrades, the rest are your choice. The most unused upgrades I use is Redemption and carapace.
---
Lerk:
Focus
Scent of Fear
Celerity
Adrenaline
Basicly, the Lerk is currently very powerfull, so any thing is a good choice basicly. Celerity and Scent of Fear are very important though.
EDIT
Please post them in the format I have done above
EDIT
Comments
Level 2: Motion Tracking
Level 3: Armor 1
Level 4: Armor 2
Level 5: -
Level 6: Jetpack
Level 7: Resupply
Level 8: Weapon 1
Level 9: Shotgun
Level 10: Weapon 2
---
"Heavy Defense" setup for Marines.
Level 2: Motion Tracking
Level 3: Armor 1
Level 4: Armor 2
Level 5: Heavy Armor
Level 6: Resupply
Level 7: Weapon 1
Level 8: Shotgun
Level 9: HMG
Level 10: Weapon 2
3.resupply
4.catpacks
5.mines
6.grenades
7.scanning
8.hand grenade
9.welder
10.armor 1
Adren Celerity
Regen Redempt
Focus
Just fly around their base, and you will completely pwn. =)
level 2: weapons 1
level 3: weapons 2
level 4: resupply
level 5: weapons 3
level 6: armor 1
level 7: shotgun
level 8: armor 2
level 9: HA
level 10: GL or HMG "depends"
Works quite well if your a good shot
All out Weapons (my brothers way)
level 2: weapons 1
level 3: weapons 2
level 4: weapons 3
level 5: shotgun
level 6: HMG
level 7: Armor 1
level 8: Armor 2
level 9: HA
level 10: resupply
(dont know how he lives with out resupply, im dependent on it.)
Aliens
level 2: focus
level 3: unlock next ability
level 4: clerity
level 5: save
level 6: lerk
level 7: save
level 8: save
level 9: ONOS
level 10: Carapace
no it doesnt...
no it doesnt... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Jetpack costs 2 points..
i count 8 normal upgrades and jp wich costs 2, at least on my comp.....
*edit: doh birdy was faster
1 - Resupply (optional)
2 - Weapons 1
3 - Shotgun
4 - Weapons 2
5 - Weapons 3
6 - Armor 1
7 - Armor 2
8 - Jp or HA
9 - If HA then Armor 3 or whatever you want.
counter to focus - armor1
counter to carapace - weapons 2
counter to cloaking - scanner sweep
counter to silence - mt
counter to regen - shotgun/hmg
counter for onos - grenade launcher or concentrated fire
for aliens:
counter to armor1 - carapace
counter to weapons1 - focus
counter to hmg/shotgun/gl - cloaking w/ other (alien/upgrades)
counter to JP - celerity/adren lerk
counter to HA - multiple aliens or xenocide
counter to MT - onos + silence <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
counter to scan - silence + dark room/hallway/corner
Yes it does have to many. I ment to have Armor Level 3 / Weapon Level 3, I fixed already in my walkthrough.
¯¯¯¯¯
Leap
Focus
Silence
Celerity
Scent of Fear
Regeneration
Adrenalin
Carapace
Cloak
Marine ~~
¯¯¯¯¯
Weapon lvl 1
Shotgun
Armor lvl 1
Armor lvl 2
--
Jetpack
Resupply
Weapon lvl 2
Weapon lvl 3
---
Supporter:
Mine/Hand Grenade
Motion Tracking
Mine/Hand Grenade/Resupply
Armor Level 1
Armor Level 2
Welder
Wait or Damage Level 1
Jetpack or Shotgun
Resupply/Mine/Hand Grenade/Damage Level 1
I recently tried this, and it was fun. I personly like to get Jetpack rather than Shotgun. And its your choice, basicly get
Mine or Hand Grenade, these are under rated. About every minute or so, I got a mine kill. And Grenades, great with Motion
Tracking or large groups of Skulks. Then the final is a wide range.
when im rines i go
weapon 1
shotgun
armor1
armor2
heavy
HMG
catylst
resupply
weapon2
Marine:
Level 2: Level-1 Weapons
Level 3: Shotgun
Level 4: Level-2 Weapons
Level 5: Level-1 Armor
Level 6: Level-2 Armor
Level 7: Level-3 Weapons
Level 8: n/a
Level 9: Jetpack
Level 10: Heavy Machine Gun / Grenade Launcher - Depends on mood and the players.
Alien:
Level 2: Carapase
Level 3: Regeneration
Level 4: Cloaking
Level 5: Adrenaline
Level 6: Next Ability
Level 7: Next Ability
Level 8: n/a
Level 9: Lerk
Level 10: Fade
lvl 2: focus
lvl 3: leap
lvl 4: cara
lvl 5: scent of fear
lvl 6: silence
lvl 7: regen
lvl 9: celerity
lvl 10: xeno / or adren
rines : supa marine
lvl 2: armor 1
lvl 3: armor 2
lvl 4: heavy
lvl 5: weap 1
lvl 6: shottie
lvl 7: weap 2
lvl 8: weap 3
lvl 9: motion
lvl 10: resupply
Lvl 2: Focus
Lvl 3: Silence
Lvl 4: Regeneration
Lvl 5: Celerity
Lvl 6: Cloaking
Lvl 7: Leap
Lvl 8: Adrenaline
Lvl 9: Carapace
Lvl 10: Xeno
very good for sneak attack and excellent for early game (focus owns early game)
JP/sg (lvls)
2)wep lvl1
3)sg
4)resupply (if the game is smallish)
5)armor 1
6)armor 2
7)save
8)jp
9)wep 2
10)wep3
Sgs provide enough firepower while you build up your armor, getting resupply is optional but quite handy as you dont have to hump the armory and can sustain away from spawn shooting the hive and gaining xp. This build is usefull in smallish games where there arent many lerks.
Xeno rush
2)leap
3)xeno
4)celerity
5)scent of fear
6)carapace*
*if the game is not won, you can convert to lerk or fade (getting regen adren or focus instead of carapace)
The idea (basically in larger games) is to leap/xeno into a bunch of ppl, sof helps greatly and you might get it before celerity. Xeno is not strong enough after they reach ha/lvl 3 armor but if they go jp, xeno away.
1.Leap
2.Xeno
3.Cara for surviving longer
4.SoF, for seeing Groups of enemys
5.Adren, for gaining Adren faster, after leaping
6.Reg, for Regeneration, if you got wounded on your Way to Base
7.Silence, not needed but good for stealthy Leaping, Xeno can not be silenced
8.Lerk Point, if you get no Kills and the Team needs support
9.Lerk Point
Ok, you see a Group of RInes with SoF, you activate Xeno, and then you leap into them and bite the Rines,
One-Hit kills at the Start, but harder Kills with HAs and lvl1+ Armors, at lvl10 it just sucks, because you have to wait 40-60 seconds or so, but then the Rines got better Armor and you go Lerk to support your team anyways <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
no it doesnt... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, since heavies are 2 points now, his second one won't work on beta 2 servers.
Silence
SOF
Adrenaline
Cara
Regen
Celerity
Umbra
Lirk
Fade
Pwnos
Regen
Celerity
2nd ability or carapace
Adren
I also use this fade acid rocketer build for when I have to go against a lot of JP
Carapace
Lirk
Fade
Adren
2nd ability
3rd ability
Regen
Depending on map/circumstance, one of these three: focus/celerity/scent of h4x
I don't really get to play marine too often since everyone stacks the marine team because kills are so easy to make as marine while alien is an exercise in frustration <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
[Big Hitter]
this is my standard marine setup unless we have troubles with cloakers or larger enemies to deal with
Level 2: Weapons 1
Level 3: Weapons 2
Level 4: Weapons 3
Level 5: Armor 1
Level 6: Armor 2
---------
Level 8: Jetpack
Level 9: Shotgun
Level 10: Ressuply
[By the time I get ressuply, I have everything I need to take out the hive in a matter of a few Minutes]
<b>ALIEN</b>
[Swifty - Smaller Games]
I use this setup to deal with Light marines and in smaller games (6v6 and less)
Level 2: Cloaking
Level 3: Silence
Level 4: Celerity
Level 5: Scent of Fear
Level 6: Leap
Level 7: Carapace
Level 8: Regeneration
Level 9: Adrenaline
Level 10: Xenocide
[Big Hitter - Bigger Games]
I use this setup to deal with Heavier marines and in larger games (7v7 and higher)
Level 2: Celerity
---------
Level 4: Lerk
Level 5: Carapace
Level 6: Fade
Level 7: Regeneration
Level 8: Next Ability
----------
Level 10: Onos
[Or some variation of this]
For onos :
Celerity
Stomp ability (sometimes i take this later)
Regen
Scent of Fear or Carapace
On marine team i'm just HA/SG person with the usual upgrades. Thats about it for me. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> *luv it*
doesnt work (aliens)
-redemption (lol)
-cloaking (in larger games)
works (aliens)
-celerity (all lifeforms)
-xenocide (in larger games and low lvl marines)
-SoF (handy for xeno)
-carapace/regen (essential)
-lerks/focus (the annoyance)
-focus/cloak (smallish games)
-leap (leap/focus also)
doesnt work (marines)
-grenades (bit too weak)
-motion (the refresh rate is too slow for cele skulks)
-scanner sweep (unless they are using cloaking)
works
-mines (paced well)
-shotgun (better off fast upgrading to sg than going lvl 3 lmg)
-gl (but lame)
-jetpacks (some maps)
-ha (if u can get welders)
-armor upgrades (!)
-resupply (its awesome)
Not a SINGLE PERSON has mentioned welder!!
Why is it always me who is left with the use of an upgrade that will only benifit the team... Grrr... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think there should be exp for welding cc, as long as it is nerfed not to be exploitable.
As for my builds, so far I have not tried cataylst, but am told it is not worth it. Any comments?
so...
Armour 1, (Skulks now need that extra bite,)
Weapon 1,
Shottie
Weapon 2
From here on it varies. Mines and welders are taken if the cc is taking a lot of damage, if not, I go for resuply and more armour. HA is infinitely better than JP imo, but now that it costs 2 points too (beta 2+) this is not so.
Not a SINGLE PERSON has mentioned welder!!<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My Supporter did, he comes with Welder, and Mines (Which are highly underrated, you can get ALOT of kills with them.) Now in the new patch, its easier to get levels with the Supporter class since you get experince for welding.
2. Mine
3. Motion Tracking
4. Armour 1
5. Weapons 1
6. Shotgun
7. Weapons 2
8. Welder
9. Armour 2
10. Armour 3
Alternatively, I will sometimes sacrifice either the mine or armour 3 and pick up a GL, which is useful when there are many people playing, since it's unlikely you will get stuck alone trying to kill a skulk or lerk at close range.
Alien "WTH Someone kill that ****ing lerk"
2. Leap
3. Xenocide
4. 5. 6. After Getting Xeno, I usually wait until I build up 3 points so I can gorge, lerk, and get adrenaline one right after another.
7. Celerity
8. Regeneration
9. Focus
10. Carapace (or silence)
Quit useful, since if things get too spammy for a lil' lerk, you can use umbra and primal scream (underused, IMO) to aid your teammates. Also good for killing the occasional JPer working your hive over.
Not a SINGLE PERSON has mentioned welder!!
Why is it always me who is left with the use of an upgrade that will only benifit the team... Grrr... <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
I think there should be exp for welding cc, as long as it is nerfed not to be exploitable.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
phahahaha. i dont care about winning the game [trying to win is what makes it lame - base camping, other cheapness (if you just run out to combat opponents, its what the game is meant to be)], i just wanna run out and kill things... thats the only thing i find fun about ns combat, its not challenging, its sorta fun at times, its only an OKAY skill-builder.
and yes, there should be EXP for welding the CC, its not fair to the people who actually want to help the team (although it would promote people to weld the CC and prolong games, which is probably why its not in there).
also: smart people use jps and shotties, they finish the game quickly and easily, and funner to use. (unlike HA which takes no skill... if you know how to shoot, you dont need armor)