Ns: Combat Tips

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Comments

  • CalldownCalldown Join Date: 2003-02-12 Member: 13478Members, Constellation
    I'd imagine that you'd find it many times easier to permaskulk if you *didn't* get Focus. Focus makes you nearly useless in taking out buildings and even more so in taking on HA's. The only thing I do to as skulk these days is nade spam (minus the one or two lucky bullets.)

    1) Leap
    2) Cele
    3) Cara
    4) Adren

    and from there on in, any other upgrade is just gravy.

    -calldown
  • darkjesterdarkjester Join Date: 2003-08-17 Member: 19853Members
    i go several paths (i nevergo for super skulk)

    either

    charge onos <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->

    2=leap
    3=xeno
    4=adren
    5=gorge or save
    6=save
    7=fade
    8=save or cara
    9= onos or save
    10= onos or cara

    you can also stop at fade and acid rocket with that

    stomp onos <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo-->

    2=leap
    3=cara
    4=save
    5=save
    6=fade
    7=adren
    8=save
    9=onos
    10=regen

    as you can see i like onos

    also i have a fade strat of

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

    2=focus
    3=cara
    4=save
    5=save
    6=fade
    7=regen
    8=cloaking if they don't have lots of scans or cel
    9=cel or sil
    10=sil or sof

    last 3 really aren't all that important
  • ArkhonArkhon Join Date: 2003-03-30 Member: 15037Members
    Oh you poor deluded fools. Superskulks are extremely useful endgame...I know through experience. You see, the HA's, JP's etc are all concentrating fire and their efforts to take down the onos/fade etc....little do they notice the tiny skulk taking them out.... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    My Superskulk goes as such :

    2) Focus
    3) Celerity
    4) Leap
    5) SoF
    6) Carapace
    7) Silence
    8) Regen
    9) Cloaking
    10) Adrenaline

    JP's take 2 bites, HA's usually take around 4-5. If the HA has a shotgun then it's remarkably easy to take them down, HMG's is more difficult and GL's are a hit-and-run target, but do-able.

    However, for ultimate hit-and-run, the lerk is king.

    2) Focus
    3) Celerity
    4) Leap
    5) Gorge
    6) Lerk
    7) Adrenaline
    8) SoF
    9) Regen
    10) Carapace

    I don't think i've ever gone Onos before, but if I did it would be :

    2) Celerity
    3) Leap
    4) Save
    5) Save
    6) Fade
    7) Save
    8) Onos
    9) Regen
    10) Carapace

    And fade would be :

    2) Celerity
    3) Leap
    4) Save
    5) Save
    6) Fade
    7) Adrenaline
    8) Regen
    9) Carapace
    10) SoF

    all done.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    edited February 2004
    The main think is to talk to your team early and asighn some roles they all have there uses

    You need at least 1 ono, 2-3 is prefered more than 3 and hallways start to get crouded, but it can work. I use the meat verson though stomp and chargers also work well

    You need at least 2 super skulks, both to keep you from being owned early, and to stop the jp atacks late game, the are also great at clearing out la from ms during the final crush. My superskulk still racks up at least a 3 to 1 average ratio late game. and remeber a single leap falowed by a focus bite can take down any la before he/she realizes your are near by.

    Absolutly MUST have at least 1 gorge, 2 is better though 3 usaly not so good because it starts taking atay from your offence. for the obvous reasons of healing the hive and webing. with 2 they can take turns providing heal suport on the front lines.

    You can live without lerks, but i wouldn't advise it. They have supreme suport abilitys with spores (cuts off la and jp armor for focus skulks to kill in one shot), umbra (longer life means more carnage pure and simple) and scream (great great fun), the speed of there no focus bite tears down the armories and cc with prowes, and they provide a similar hit and run ability to the skulk.

    Fades are pivotal, any amount of fades are good so long as the other slots are filled. the blink slash can work wonders, as well as blinking around the cealing for marines to waist amo on and be caught reloading by teamates. AR is good harasment and very usefull for the more nimble jp players, but in gerneral only 1 or 2 of your fades should get it.


    Discuss who is going to take what role, before i started taking it upon myself to get at least a basic outline of jobs for the team we would end up late game and not have and ono to obsorbe bullets, we would be without poeple who can handle jp (not everyone can do it, even with a configuration that should work), or with out gorges, or with a team full of the same thing. Not particularly efective. Even without teamwork at its fullest (lets say everyone lone wolfs), if people have there roles and falow them it is a huge boon to the team.
  • SLXSLX Join Date: 2002-12-14 Member: 10814Members
    In this order is what I usually get:

    <u>Cloak</u>

    Great starting ability, as marines are extremely vunerable and usually theres so much havoc from other Skulks that they dont try to notice cloaked and incoming skulks. A few kills with cloak means you can quickly level up to get...

    <u>Focus</u>

    One hit kill for Rines who haven't gotten HA or lv 3 Armor. Great stuff focus is, works even better with...

    <u>Silence</u>

    Out of sight and earshot- then out of mind - MANY marines wont double check their backs to see if they are being followed by a silenced alien - and I have worked with many good aliens and we were able to improvise an excellent ambush on multiple occassions. Rines have probably teched up now so its time for...

    <u>Clerity</u>

    I hardly used this prior to actually trying this out in Combat, and its damn excellent. Great for confusing Marines and dodging that bullet fire. Enter the JP so its time for some...

    <u>Unlock Next Ability (Leap)</u> OR <u>Evolve to Lifeform (Lerk)</u>

    Yes by now you've realised I use the superskulk most of the time, depending on the situation - and they're still viable end game (in my opinion anyway). Have to take out those incoming JP/HMGers to the hive and this seems to work a lot better than bitegun, or if i'm having trouble with them its up to mr lerky and his raining spores of death - course if majority of the rines are HA then i wouldnt bother with lerk, probably gestate to Fade.

    From then on in its just whatever the game situation is and how I can best help the team. Thats what its all about.
  • LiberalMonkeyLiberalMonkey Join Date: 2004-01-23 Member: 25643Members
    I usually go for a level 4 fade. I find that if I rush fade and then blink around with my arms flailing like a madalien, I can get a ridiculous number of kills before the marines have a chance to get too many shotguns/hmgs. Then carapace, regen, and either save two for onos or go celerity/adrenaline, depending on the ratio of heavy armour to jetpacks.
  • r3dsk4r3r3dsk4r3 Join Date: 2003-05-13 Member: 16257Members
    focus + leap + carapace is pretty deadly.


    i just leap in, kill a rine, leap out another way, leap back in, kill a rine.


    that, and i love the reaction when i bite a shotgunners face off 0.00001 seconds before he was about to blow me to pieces. of course that does have its risks, but its just too much fun.

    its also a lot less lame than hiding in corners with silence+cloak and waiting for lvl 1 rines to walk past.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    1.) Carapace
    2.) Save for fade
    3.) Save for onos
    4.) Regeneration
    5.) Stomp
    6.) Adrenaline
    7.) Scent of Fear
  • ManosManos Join Date: 2002-11-01 Member: 1956Members
    <!--QuoteBegin-r3dsk4r3+Feb 20 2004, 06:00 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (r3dsk4r3 @ Feb 20 2004, 06:00 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> And i love the reaction when i bite a shotgunners face off 0.00001 seconds before he was about to blow me to pieces.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    true <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • kiwikiwi Join Date: 2003-09-13 Member: 20803Members
    edited February 2004
    <!--QuoteBegin-Al|ens pwnzors!+Feb 8 2004, 09:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Al|ens pwnzors! @ Feb 8 2004, 09:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Cloak + Focus + Silence. Wait outside MS, marine comes, bite and he dies. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i call that the lame strat... try killing someone with out waiting for them to trip over your cloaked skulk. its a lot more fun for the rines and you


    *edit* forgot to say what i like. superskulk all the way <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> i suck as onos/fade/lerk and gorges are kinda pointless except for webbing and healing

    1) focus or clerity
    2) focus or clerity
    3) regen or cara
    4) regen or cara
    5) silence
    6) sof
    7) leap
    8) adren (its fun to leap leap leap until the rine needs to reload)
    9) xeno (i only use this for kicks)
    10) uh... some random upgrade... never know what to pick here
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