Combat 'classes'

Raptor091288Raptor091288 Join Date: 2002-07-15 Member: 955Members, Reinforced - Shadow
<div class="IPBDescription">what i use</div> long post ahead to start reading or get out now while you still can

in combat, everyone and i mean EVERYONE uses a different setup, its nearly impossible to get identical setups unless you WANT it to happen, so here's what i use so people can at least be similar to others and work as a real group (afterall, a single lmg/jp ramboing the hive non-stop CAN work, but its extremely rare for it to work with just 1)
so here's list i compiled about the 'classes' i use in combat for marines:

Support: The support likes helping his team and keeping their armor up, or welding the CC/armory at least, and in the process killing anything that should threaten HIS base
lv2: armor 1
lv3: weapon 1
lv4: welder
lv5: shotgun
lv6: armor 2
lv7: <save>
lv8: HA
lv9: mine
lv10: grenade or resupply, maybe a catpack
the resupply is only if your armory is taken down, or you dont think you'll be able to defend it successfully, otherwise get catpacks or grenades, they help much more if you're just going to be standing by the armory welding it and the cc all game (which you should be unless the aliens are all dead and marines are about to kill the hive)

Rambo: There are many different styles of rambo, but the best one is with a jetpack, since it can easily outmaneuver onos and can get away from all but the best skulks/fades, however, lerks and webs provide the biggest problems for Rambos.
lv2: weapon 1
lv3: armor 1
lv4: shotgun OR weapon 2
lv5: armor 2
lv6: <save>
lv7: jetpack
lv8: weapon 2,3 OR hmg
lv9: welder, resupply, catpack or mine
lv10: handgrenade, welder, catpack or resupply
You can easily modify this setup to suit your tastes and it can easily be adapted for defending as well, But in this example i've made one that rushes the hive every time he spawns, and note that if you dont get a shotgun or anything, you'll move MUCH faster while in the air and that can make a huge difference in how long you live.

HA Rambo: This is very similar to the normal Rambo only he has HA instead of a JP, Besides that, the biggest difference is he'll probably get a welder to weld other HAs in the area and the ycan weld him, and he might want a GL as well.
lv2: armor 1
lv3: weapon 1
lv4: shotgun
lv5: grenade launcher OR hmg
lv6: armor 2
lv7: <save>
lv8: heavy armor
lv9: welder
lv10: resupply, catpack, weapon 2 or armor 3
this is basically the same as the jetpack rambo, the main thing is, just about anything can hit them as easily as any other marine, and onos/fades are the biggest problems for these, though almost anything can be a problem if he has a gl and is alone

Mr. Whatever: This guy is able to do anything, whether its defending, attacking or just waiting for the rest of the team to spawn, He can do it.
lv2: armor 1
lv3: weapon 1
lv4: resupply
lv5: shotgun OR cat-pack
lv6: armor 2
lv7: <save>
lv8: jetpack OR heavy armor
lv9: if HA then welder, if JP then shotgun/cat-pack, whichever you dont have
lv10: if JP then welder, weapon 2 or HMG, if HA then hmg, GL or scanner sweep
The best thing about this class is that he can do just about anything, and if not, can easily be modified to do so, this class works best in groups of 2-3, as they can not only take anything down quickly with their shotguns, they will also have resupply and that means unlimited ammo, and in mass quantities of the HA variety, they are almost un-stoppable, and if one of them has scanner sweep, no alien is safe

Light rambo/decoy: This guy flies in, unloads his ammo and is out faster than most aliens will even know hes there
lv1: armor 1
lv2: armor 2
lv3: weapon 1
lv4: <save>
lv5: jetpack
lv6: resupply
lv7: weapon 2
lv8: welder, weapon 3
lv9: handgrenade
lv10: mine
This guy isnt much for damage, but his constant rushing in and out of the hive can confuse aliens and/or get them going after him instead of the 4 HAs about to rush in with shotguns and kill the hive, and if not, his constant rushing wears the hive down so that it doesnt have time to heal before he comes back, even with a gorge healing it, this works best on maps with a some-what large-for-combat hive room and preferably, a vent going into it that you can shoot from, dont actually shoot from that vent because he's just equipped with an LMG and can't do much damage in small spaces, but he can be very useful in wearing the hive down while the rest of the team defends (believe me, i've tried), go near the exit of the vent then toss the handgrenade in, wait for it to explode, or right before it explodes go in and drop the mine under the hive (they'll hit it, don't worry), if a lerk starts putting umbras on the hive you're in trouble, unload your lmg clip, and your pistol clip and for any reason DO NOT STOP FLYING! and never, and i mean NEVER hold the jump key in, use short bursts, it'll keep you in the air and moving enough that its hard to hit you, do NOT fly in a straight line for more than half a second as a leaping skulk or a lerk can easily pick you out of the air (again, i've tried), this is by far my personal favorite as i'm just rushing in, unloading my clip and i'm out, occasionally they'll have someone camping the vents but he shouldnt be too much of a problem, and if so, use the main entrance or another vent (like on co_faceoff where there's a total of 4 entrances, 2 vents and 2 other entrances).

as you can see, light rambo is my favorite cause i love to see the look on their faces when a LMG kills the hive, i've even knifed one cause of them putting umbras, though thats another story.

feel free to post different setups you use in reply to this, or some modifications you think work better/easier, i've just posted exactly what i have used and liked, and gave them names

<span style='color:blue'>mods: feel free to edit this post for length if you wish, or sticky it, i'd kinda like that</span>

Comments

  • Cleric_EpochCleric_Epoch Join Date: 2003-06-26 Member: 17714Members, Constellation
    I find:
    lv1: Weps 1
    lv2: Shottie
    lv3: Cat Pack {MT if they have Cloaking+Focus}
    lv4: Armour 1
    lv5: Armour 2
    lv6: <save>
    lv7: Jet Pack
    lv8: Weps 2, Weps 3
    lv9: Resupply
    lv10: MT
    Works well for me.

    I run for the hive with a shottie killing, everytime I get a kill a cat pack kicks in and helps my out. I always go for the hive unless aliens are near. Resupply+JPs+SG can't be stopped except for a good leap+bite skulk, lerk or AR from a fade.
  • Dark_MatterDark_Matter Join Date: 2003-08-29 Member: 20368Members
    i am still 3.XX n00bie ( havent played in 4-5 months )

    i used to be good, combat is a realy SWEET mode <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->

    till now my favorite config:
    1# usually mines, a welder, sometimes resluppy
    2# armor 1
    3# armor 2
    4# [save] ( mines help alot )
    5# JP ( recently mastered it ^_^ )
    6# weap 1
    7# weap 2
    8# weap 3
    9# depends on the opposing team

    ( whole config is scrambled sometimes... mostly it is in that order...
    however HA shotty cat pack, or JP shotty cat pack rock too ^_^ )


    last game i played i really owned HMG HA marines whith this LJM config <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    ( LJM, light jumpjet marine )
  • UncledadUncledad Join Date: 2003-10-19 Member: 21781Members
    Weapon happy rine:
    lv2: weapon 1
    lv3: SG
    lv4: HMG/GL
    lv5: armour 1
    lv6: aromur 2
    lv7: <saves>
    lv8: JP(sometimes HA depending on the map)
    lv9: resuply
    lv10: i like motion here(what eva floats ure boat)

    this is a weapon happy rombo rine that dosent knoe the meaning of ballence
  • G_I_GodlessG_I_Godless Join Date: 2003-08-06 Member: 19050Members
    edited February 2004
    <span style='color:green'><span style='font-size:14pt;line-height:100%'>Da shotty owner:</span></span>

    First I go ith the gag, and rip open some skulks, the normal thing, when I get my shotty (my weapon of choise, above HGM AND GL) I take second path to the hive and kill a lot of skulks on the way and then go killing the hive.
    I always get weapon 2 fast, so once I found myself shooting the hive to bits myself, when all aliens where at the frontline

    2: weapon 1
    3: SHOTGUN
    4: weapon 2 (yes thats soon)
    5: armor 1
    6: resuply
    7: armor 2
    8: save
    9: ha/jp (depends on the map) example: rebirth=JP faceoff:HA
    10: weapon 3 ( or catalyst)

    I always use the shotty of death
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    I am quite found of this.
    1: DMG 1
    2: Shotgun.
    3: Dmg 2
    4: Dmg 3
    5: Hmg or armor 1
    6: opposite of above.
    7: Armor 2
    8: Armor 3
    9: Catpack, grenade, mine, or welder. I ususally dont get resupply as I tend to charge the fades and onos, and it just istn too helpful for me.
  • AzraielAzraiel Join Date: 2003-01-27 Member: 12868Members
    Also, the mine should be the first thing the base defender gets, as that really helps him do his job earlier on, and the mine just doesnt do much against a fade or onos later on.
  • Aldor_FarrenAldor_Farren Join Date: 2003-12-19 Member: 24557Members
    THANK YOU FOR FINALLY GIVING THE SUPPORT CLASS THE RECOGNITION IT DESERVES!!!

    3 things you forgot:

    Support can get scanner first thing in order to allow the other classes to upgrade armour/weapons without havingto worry about cloaked skulks (you will have to move out of the base a bit, but never too far)

    Aside from only waiting at the armoury, Support has the option of following the players (provided that a train leaves from the front and back entrances) to heal them up

    Support Class is generally the one best suited to weld open the phase gates- let those with HMG and GL keep YOU safe for a change!
  • iGPhorusiGPhorus Join Date: 2003-12-07 Member: 24096Members
    <b>Marines</b> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->

    1: mines --> when you place them good, you'll get a kill everytime you drop one
    2: dmg 1
    3: shotty
    4: resuply, welder when cc is badly damaged, scan when aliens have cloak
    5: armor 1
    6: armor 2
    7: <save>
    8: Pwnpack
    9: dmg 2


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

    1. Cele
    2. next ability
    3. focus (focus fast cuz the marines wont have armor yet
    4. cara
    5. scent
    6. adren
    7: regen
    8: cloak
    9: silence
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    marines:

    Lvl2: Resupply: better than armour 1, you can repeatedly take a bite.
    Lvl3: weps1
    Lvl4: shotty: start racking up your exp
    Lvl5: armour1
    Lvl6: armour2:stop that pesky focus
    Lvl7: dedpending on how the games going welder/damage 2
    Lvl8/9: dedpending on map HA/JP
    Lvl10: depending on Lvl7, damage 2 or welder.


    Aliens:

    Lvl2: focus: nothing beats focus for racking up early kills
    Lvl3: carapace
    Lvl4: celerity: at this point you are a god, you can easily slaughter 4 rines in a row
    Lvl5/6/7: at this point i like to rack up a bit of res and go for fade.
    Lvl 8: regen
    Lvl 9: silence
    Lvl 10: SoF

    =Uber fade.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    geez theres been about 3 other topics about this already .... anyway ....as marine i dont really have a regular class, but as alien:

    Focus
    Celerity
    Carapace
    Regen
    -save
    -save
    Fade
    Scent of Fear
    Silence
  • ideasideas Join Date: 2003-05-01 Member: 15974Members
    im a

    level1 : weps 1
    level2 : def 1
    level3 : shotty
    level4 : hmg
    level5 : def 2
    level6 : save
    level7 : ha/jp depends on map
    level8 : resurply
    level9 : weps 2
    level10:mt
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    ok

    marines:

    damage1
    shotgun
    armor 1
    armor 2
    jetpack
    ressupply
    damage 2
    damage 3


    aliens:

    celerity
    gorge
    adrenaline
    ability 1
    ability 2
    regeneration
    carapace
    scent of fear
    cloaking
    silence

    (the last 3 upgrades are rather useless, but hey why waste them?)

    so thats how i play combat.
    and yes i like jetpacks, shottys and killergorges (most of the time im the only gorge in my team so they love me...)
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html//emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
    1: MT
    2: a1
    3: w1
    4: shotgun
    5: a2
    6: -
    7: HA
    8: resupply
    9: welder
    Or...
    <!--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: leap
    3: SoF
    4: silence
    5: carapace
    6: regen
    7/8: celerity/adrenaline
    9: xenocide
    Previously I got cloak, but it only works against nublings and level 1 nowadays.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    2: lvl1 armour if i've not taken damage resupply if i have
    3: lvl1 weapons
    4: resupply or lvl1 armour
    5: motion tracking
    6: lvl2 weapons
    7: lvl3 weapons
    8: Shotgun
    9: catpacks
    10: welder or hmg

    I don't like HA or JP one i find too bulky and the other to manouverable <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> go figure so i usually stick with la, i also sometimes go to lvl3 armour with my last two levels if i'm enjoying being a shotgun rambo.
  • Gecko_God_Of_DooomGecko_God_Of_Dooom Join Date: 2004-02-10 Member: 26353Members
    my favorate reen setup lately
    2. lvl 1 wp
    3. SG
    4. HMG
    (please note. cloaking/ focus skulks not usulay a huge problem with my HMG, cause of random fire at everywhere, and I can dodge, alot of lerks NP)
    5. lvl 2 wp
    6. Lvl 3 wp
    (I can now kill about 5 things at least before death)
    7. lvl 1 armor
    8.lvl 2 armor
    9. save
    10. HA, or JP

    always fun to do:
    2. lvl 1 wp
    3. MT
    4. SG
    5. lvl 1 armor
    6. lvl 2 armor
    7. save
    8. JP (assult the hive)
    9. lvl 2 wp
    10. lvl 3 wp OR catpack OR resuply


    when ive been awake for over 36 hours
    2. MT
    3. Mines
    4. Hand Nades
    5. Resuply
    6. lvl 1 wp
    7. welder
    8. SG
    9. GL
    10. armor 1
  • darkjesterdarkjester Join Date: 2003-08-17 Member: 19853Members
    well since no one has mentoined it yet i guess i'll do it as nub as it might be

    The Spam happy marine>
    2=lvl 1 wep
    3=shotgun
    4=spam cannon
    5=resupply
    heres where it branches off

    heavy/jet spammer>
    6=armor 1
    7=armor 2
    8= save
    9=HA or JP
    10=damage

    Pure undeluted spammer>
    6=lvl 2 wep
    7=lvl 3 wep
    8=armor 1 (getting tired of dying to focus)
    9=MT (you might actually look before clicking)
    10= cat pack

    oh forgot to mention at level 4 and above aliens will insult and curse you every .793 minutes per alien

    please don't use this with caution as it has the side effect of DEevoling into a n00b once again
  • TommyVercettiTommyVercetti Join Date: 2003-02-10 Member: 13390Members, Constellation, Reinforced - Shadow
    Marines:
    1: Damage 1
    2: Shotgun
    3: Resupply
    4: Armor 1
    5: Armor 2
    6: Saved
    7: Jetpack -or- HA
    8: Damage 2
    9: Damage 3
    10: Armor 3 -or- HMG

    Aliens:
    1: Carapace
    2: Cloaking
    3: Celerity
    4: Saved
    5: Saved
    6: Saved
    7: Fade
    8: Adrenaline
    9: Scent of Fear
    10: Silence
  • StarStarGrizzlyStarStarGrizzly Join Date: 2004-02-06 Member: 26139Members
    the best marine class

    lvl 1-Wpns 1
    lvl 2-Wpns 2
    lvl 3-Wpns 3
    lvl 4-Armor 1
    lvl 5-Resupply
    lvl 6-Armor 2
    lvl 7-Armor 3
    lvl 8-Cataylst
    lvl 9/10-<open>HA,jp,mt,scan,welder etc

    hehe phear the lmg! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
  • oOgAoOgA Join Date: 2004-01-29 Member: 25715Members
    edited February 2004
    <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> The scout in base imo

    L1: MT (Motion Tracking)
    L2: Armor 1
    L3: Weap 1
    L4: Weap 2
    L5: Shotgun
    L6: Weap 3
    L7: Scan
    L8: Save
    L9: HA
    L10: Wielder




    The scout is in charge of stayin at/near base to defend

    MT for starting is quite good ..can prepare u for any incomings well..

    downside of this pattern is that you will have low armor, u mus rely on ur MT to plan and stand in strategic locations such that u attack the alien first and inflict major damage with ur L3 weapons

    otherwise..replace teh L3 weap to Armor 2...mayb it helps
  • OutlawOutlaw Join Date: 2003-10-29 Member: 22112Members
    you need armor 2 to get heavy armor, so the previous build won't work.
  • RenegadeOTVRenegadeOTV Join Date: 2002-11-28 Member: 10192Members
    I am the feared marine:
    weapon upgrade 1
    Shotgun
    GL
    Resupply
    MT
    weapon 2
    weapon 3

    the last three I just wing, the first 7 are what makes the build. What's really important is getting the GL quck, then resupply and motion tracking. I like dealing out damage, you could probably switch out the gl for a hmg. My theory is I die alot anyway might as well do alot of damage, ha makes me a target , and most of the time I have a jp I'm in a tight spot when I need to use it. The build leaves you a point shy of getting ha or a jp. Putting out as much damage as I can is what's important. Resupply is essential for ammo, and mt is essential for timing perfect shots. I don't spam, I follow teammates and either clear paths or use MT to take guys out, Late game it isn't that effective though.
  • FrostyFrosty Join Date: 2003-04-20 Member: 15667Members
    Dont forget about scan, it automaticly goes of when a cloaked alien is neaby, warning you of there preseance as well as uncloaking them, its also one of the few upgrades that helps the whole team and not just you.

    I usaly go shotgun or HMG lvl 3 weapon lvl 2 armor, resuply, and 1-2 team oreinted abilites. somtimes ill get a jp instead of team oreinted abilities, but then i play pure offence (helping the team by keeping the aliens on defence

    my definition of team oriented is

    Mines
    Weilder
    scan
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    edited February 2004
    <span style='color:blue'>Korean Spawn Camper</span>

    L2: Wep1
    L3: Shotgun
    L4: Wep2
    L5: Wep3
    L6: Resupply
    L7: Arm1
    L8: Cat
    L9: Arm2
    L10: Arm3

    <span style='color:orange'>Rate Haxing Fade</span>

    L2: Focus
    L3: Celerity
    L4: Leap
    L5: Save
    L6: Save
    L7: Fade
    L8: Regen
    L9: Cara
    L10: Adrenaline
  • kayos2kkayos2k Join Date: 2003-03-02 Member: 14226Members
    heh here my thingy

    level1 : mines good to get some exp on when many people are plaing u can get easy exp
    level2 : lv1 weap
    level3 : shotty
    level4 : lv1 armor
    level5 : lv2 weap
    level6 : lv3 weap now u can kill stuff fast
    level7 : resuply
    level8 : motion depends if to many clockers if not lv2 armor
    level9 : lv 3 armor
    level10: welder not many get this if not to weld the cc team m8s
  • CheeseCheese Lork on the Clorf Join Date: 2003-12-15 Member: 24396Members, Constellation
    hmm since some games i use this one:

    aliens:

    silence (wow i love it to charge them from behind and they don´t even notice me)
    cloaking (now they have a problem)
    celerity (bang now im fast)
    ability 2 (boing, boing, boing)
    carapace (weeeeee)
    waiting (zzz)
    waiting (zzzzzzz)
    going gorge and fade (Nohw im gonna testroy ya)
    regeneration (you hit me? hmm i can´t see anything)
  • Pa1adinPa1adin Join Date: 2003-06-06 Member: 17048Members
    edited February 2004
    marine
    2: lvl 1 weps
    3: shottie
    4: HMG
    5: lvl 1 armor
    6: lvl 2 weps
    7: lvl 3 weps
    8: resupply
    9: lvl 2 armor
    10: lvl 3 armor

    I like this set up because the aliens don’t expect a light marine to be a power house. The lighter aliens will tend to go for the JP and the heavier aliens will try for the HAs, leaving me to tear apart anything I want with my HMG and I have enough armour to deal with any random encounters I have, although spores can be a problem. <!--emo&:p--><img src='http://www.natural-selection.org/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TOMMYTANKTOMMYTANK Join Date: 2003-12-04 Member: 23938Members
    hmmmz..

    2: resupply
    3: weap1
    4: weap2
    5: shotty
    6: weap3
    7: arm1
    8: mines
    9: MT
    10: err.. dunno really arm2, GL or some other crap.

    im not a great beleiver in armour, i find noone will weld u, and mines usually 0% by the time ive got out of base. lmao.
  • MrKNifeyMrKNifey Join Date: 2003-06-25 Member: 17668Members
    edited February 2004
    Blah....

    2: resupply (keeps me going....if you're dead, you don't get XP. Oh yeah, and the armory is evil. Armory humping is bad for your health. Don't listen to the lies those people tell you about the armory healing you. It's still bad for you.)
    3: armor1 (usually my armor is already gone)
    OR
    Catpack, for the fun, drugged up feeling of killing 5 skulks with my LMG of death
    4: armor1/2
    5: <save>
    6: <save> again if catpack, or JP
    7: weapon1
    8: shotty
    9: GL or weapon2
    10: whatever, usually GL or weapon2

    Totally suicide hive bomber, designed to get in, inflict around 2000+ damage on the hive in one run then die, only to come back 10 seconds later. Really annoying but very effective. Sometimes I forget about weapon2 and grab a welder to be nice to the slower moving HAs on my team. MT isn't necessary, my decloak stick(flashlight) and brightly-lit rooms are all that I need. This entire setup can be mixed around into any order, but that's the most typical for me.

    Aliens:
    2: <save>
    3: Gorgeh, then lerk
    4: adrenaline
    5: celerity
    6: carapace
    7: regen
    8: next ability
    9: next ability
    10: i dunno, i never seem to use it

    Fun, spammy super lerk without the alien upgrade I hate most. Primal Scream and umbra gets a suprising amount of kills, even on HA.
  • TWP_RazorTWP_Razor Join Date: 2004-02-12 Member: 26464Members
    L2: mines
    L3: resupply
    L4: Wep1
    L5: arm1
    L6: arm2
    L7: sg
    L8: save
    L9: jp
    L10: hmg/gl/wep2 depends on map


    noob Strat
    L2: Focus
    L3: cloak
    L4: regen
    L5: cara
    L6: celb
    L7: agen
    L8: leap
    L9: xeno
    L10: <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html//emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif' /><!--endemo-->
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Base Mechanic:
    2: Mines
    3: Welder
    4: Intel (scan if they've got cloaking, otherwise MT)
    5: Resupply
    6: Damage 1
    7: Shotgun
    8: Damage 2
    9: Damage 3
    10: Catalyst

    The logic goes as follows: Early mines do great defense, plus move you up in levels quickly. Get the welder soon because you're going to need it sooner or later, and the occasional com chair weld is good XP. With proper intel, you can do a better defence. Resupply at level 5 comes in handy because about then is when the lerks show up and spores can prevent you from getting in to do your job.. the welding.

    After that, work on making that shotgun as deadly as possible.. since you're the one welding, you'll often find aliens standing right beside you chewing on your CC or armory. Perfect range for a shotgun blast or six.

    You'll note there's not much defense in this.
    Why? First because you're not attacking a lot, you'll only die when they've made it to base in the first place. Second, the more you die, the more mines you can place. Yeah, a mine doesn't do a lot to a fade or onos, but three or four stacked on top of each other sure do.
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