Uhm... what's interesting is NS combat is to always have a different upgrade choice.
Though I do have a few favorites , in alien :
-onos rushing (saving for fade then onos) , with cara regen it's a CC buster.
-xeno/lerk , leap > xeno > SoF > adren > cara > celerity > lerk , helps in larger games to kill lot and lots of marines very fast.
-stealth skulk , cloaking > SoF > focus > silence > cara > leap , useless in 14+ games but incredibly effective at annoying vent-loving jetpackers.
... and in marine :
-engineer : mines > grenade > welder > w1 > shotgun > GL > MT , gives much more exp than you would think.
-5 minute HA train member : w1 > shotgun > a1 > a2 > HA > welder > w2 , helps if other people do the same , not fantastic otherwise.
-skulk trap : mine > MT > w1 > shotgun > w2 , helps you shoot in the back of clueless skulks and lerks. If you're silent enough , you can rack up kills while approaching the hive.
Oh , and mines own. They're not meant to be placed in obvious minefields as deterants (won't help much when you have onos rushing your CC) , you should place them to kill aliens like antipersonel mines. Even if they're seemingly obvious , an alien is more likely to trip on them in the middle of the fight if they're not in his way at first. A cara skulk survives a mine blast , a wounded fade doesn't ! You know you're being good as a mine layer if alien players start saying things like "why am I walking on mines right before me ?" "nasty" "wth ?" "I hate you !" ect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
2: Focus 3: Celerity 4: save 5: save 6: Fade 7: Regeneration 8: Carapace
At this point, if your team needs an Onos, save to 10 and do it. However, I find this more fun:
9: Scent of Fear 10: New Ability (that regen thingie, the name escapes me)
I swear, doing a Focused Swipe during a Blink and getting a kill is the single most exhilirating experience EVER. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
whoa amelek, what if they get focus <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Fade: 2: Save 3: Save 4: Fade 5: Regeneration 6: Focus 7: Carapace / Adrenaline / Celerity 8: Carapace / Adrenaline / Celerity 9: Carapace / Adrenaline / Celerity 10: Anything (I like Scent of Fear).
This is a set up I love. You can take out 4 shotgunners against you if your very good at the fade (I did it ^_^). It also, with the Adren, you can quickly blink in and slash then out before they can fire at you. Since Beta 2, I dont like Acid Rocket with its decreases splash and damage. Fades are Underated in NS:C (In my opinion).
As you can see I'm an offensively minded marine, and I don't mind using the lmg for a while if it's upgraded. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> A lvl 3 LMG does about as much damage as an un-upgraded HMG, it's quite underrated. I do lots of damage early on in the game while the enemy is still weak, and rely on that fact to not die due to my weak armor. By level 5 which I usually get to pretty quickly, I have a deadly lvl3 shotgun to start mowing down the slightly upgraded aliens. Then I start building up my armor, as by now the aliens are getting tougher and more aggressive. If the game lasts long enough for me to get to lvl 9 and 10, watch out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As you can see I've never thought highly of the other marine upgrades... I view offensive capability as much more of a priority.
Of course this build isnt set in stone... I adapt and change it should the need arise.
Comments
Shotgun
resupply
weps2
armor1
armor2
JP
Motion-track
welder
Something like that?
Weapon Damage 1
Shotgun
Grenade Launcher
Armor Level 1
Armor Level 2
Jetpack
Armor Level 3
Weapon Damage 2
Weapon Damage 3
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I'd replace weapon dmg 2 and 3 (since they dont work with explosions) with motion-tracking and resupply
Also here's my über leet marine defender.
Mines
---
---
nothing!
<!--emo&:)--><img src='http://www.natural-selection.org/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Though I do have a few favorites , in alien :
-onos rushing (saving for fade then onos) , with cara regen it's a CC buster.
-xeno/lerk , leap > xeno > SoF > adren > cara > celerity > lerk , helps in larger games to kill lot and lots of marines very fast.
-stealth skulk , cloaking > SoF > focus > silence > cara > leap , useless in 14+ games but incredibly effective at annoying vent-loving jetpackers.
... and in marine :
-engineer : mines > grenade > welder > w1 > shotgun > GL > MT , gives much more exp than you would think.
-5 minute HA train member : w1 > shotgun > a1 > a2 > HA > welder > w2 , helps if other people do the same , not fantastic otherwise.
-skulk trap : mine > MT > w1 > shotgun > w2 , helps you shoot in the back of clueless skulks and lerks. If you're silent enough , you can rack up kills while approaching the hive.
Oh , and mines own. They're not meant to be placed in obvious minefields as deterants (won't help much when you have onos rushing your CC) , you should place them to kill aliens like antipersonel mines. Even if they're seemingly obvious , an alien is more likely to trip on them in the middle of the fight if they're not in his way at first. A cara skulk survives a mine blast , a wounded fade doesn't !
You know you're being good as a mine layer if alien players start saying things like "why am I walking on mines right before me ?" "nasty" "wth ?" "I hate you !" ect <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Level 2-4 (in no particular order) - Celerity, Leap, Carapace.
Then upgrade whatever you want. My lerk is:
5. save
6. Lerk
7. Adren
8. Regen
9. Primal Scream
10. SoF usually, but whatever I'm feelin.
My fade is:
5-6. save
7. Fade
8. Adren
9. Acid Rockey
10. Regen
My onos is:
5-8. Save
9. Onos
10. Regen or adren depending on whether I need to tank or stompnos, respectively.
Level 2: Carapase
Level 3: Regeneration
Level 4: Cloak
Level 5: Focus
Level 6: Silence
Level 7: Next Ability
Level 8: Next Ability
Level 9: Adrenaline
Level 10: Cerelity
So here it goes:
-Mines
-Armor 1
-Weapon 1
-Shotgun
-Armor 2
-HA
Now From here i can go several ways
-MT
-Resupply
or
-HMG
-Resupply
or
-GL
-Resupply
For Lerk I go
-Save 3
-Lerk
-Adrenaline
-Celerity
-Focus
-Carapace
-Regen
-Silence
For Fade i'll get
-save 3
-Adrenaline
-Regen
-Redeption
-Focus
-Carapace
-Celerity
For Onos I get
-3rd Ability
-Save For onos
-Regen
-Adrenaline
-Redemption/Carapace
lvl2: clerity
lvl3: silence
lvl4: regen
lvl5: save
lvl6: lerk
lvl7: aren
lvl8: cara
lvl9: umbra
lvl10: primal
sometimes i get focus instead of adrenaline
Onos=5
Celerity
Regen
Cara
Cloak
STOMP IS FOR THE WEAK why four star A S S onyl has 3 letters
Wussy Marine
Weapon 1
Sg
ar1
ar2
jp
mines
resupply
weapon 2
Hive mining won a few games with that name is ATvT
2: Focus
3: Celerity
4: save
5: save
6: Fade
7: Regeneration
8: Carapace
At this point, if your team needs an Onos, save to 10 and do it. However, I find this more fun:
9: Scent of Fear
10: New Ability (that regen thingie, the name escapes me)
I swear, doing a Focused Swipe during a Blink and getting a kill is the single most exhilirating experience EVER. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
wpn 1
shotgun
hmg
catpack
wpn 2
wpn 3
resupply
motion
armor 1
once you get ahead with this build ... its crazy. Once you fall behind its over ...
2: Save
3: Save
4: Fade
5: Regeneration
6: Focus
7: Carapace / Adrenaline / Celerity
8: Carapace / Adrenaline / Celerity
9: Carapace / Adrenaline / Celerity
10: Anything (I like Scent of Fear).
This is a set up I love. You can take out 4 shotgunners against you if your very good at the fade (I did it ^_^). It also, with the Adren, you can quickly blink in and slash then out before they can fire at you. Since Beta 2, I dont like Acid Rocket with its decreases splash and damage. Fades are Underated in NS:C (In my opinion).
Any comments about my guide?
lvl 2: Damage 1
lvl 3: Damage 2
lvl 4: Damage 3
lvl 5: Shotgun
lvl 6: Armor 1
lvl 7: Armor 2
lvl 8: Armor 3
lvl 9: Save
lvl 10: JP, Heavy, or HMG
As you can see I'm an offensively minded marine, and I don't mind using the lmg for a while if it's upgraded. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> A lvl 3 LMG does about as much damage as an un-upgraded HMG, it's quite underrated. I do lots of damage early on in the game while the enemy is still weak, and rely on that fact to not die due to my weak armor. By level 5 which I usually get to pretty quickly, I have a deadly lvl3 shotgun to start mowing down the slightly upgraded aliens. Then I start building up my armor, as by now the aliens are getting tougher and more aggressive. If the game lasts long enough for me to get to lvl 9 and 10, watch out. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
As you can see I've never thought highly of the other marine upgrades... I view offensive capability as much more of a priority.
Of course this build isnt set in stone... I adapt and change it should the need arise.