My Favorite Combinations

EggHedEggHed Join Date: 2002-09-30 Member: 1388Members
<div class="IPBDescription">Upgrades for evolution</div> I have been playing as aliens lately so i'm gonna let you guys in on my secrets, these combos are tried, tested and true:

Skulk: Carapace-Cloak-Adrenaline If you can get all of these at the max level, you can be the ultimate assasin, though if your marine hunting you might want silence, though i usually sneak up when they are welding or building (they can't hear you coming).

Gorge: I don't really have an evolution upgrade for gorge, all i can say is stay out of harms way, defend key locations (duh) and ALWAYS heal spray your comrades, especially when they are attacking. Cloaking is good for gorges if they are down on resources, so they can wait it out without being spotted.

Lerk: Adrenaline-regeneration-scent of fear: MY FAVORITE, this turns you into a flying spawn of the devil. Adrenaline keeps you flying and shooting at the same time, regeneration is good because i feel that lerks are STRICTLY hit and run, and scent of fear, the second least used upgrade (i think, adv. hive sight being 1) is key! Especially on a map like hera, in the large room with the computers everywhere with the catwalks. I have flown around this room, and everytime a marine comes into sight, you spore him, then fly for cover, then you will always see him with sight, key for knowing where to spore next. This is the most iritating thing, when you get spammed by spore.

Fade: Adrenaline/celerity-cloaking-carapace: adrenaline is good for seiging enemy bases, while if you wanna go marine hunting, celerity will let you run around them thrice, and slash them. Cloaking, for seiging, to protect from turrets, and carapace is obviouse, it's the insane armor.

Onos: REDEMPTION(vital)-adrenaline-cloaking/scent: REDEMTION IS VITAL, with it you will never die, 1/8 seiges, i managed to be teleported away when i reached around 150 health, right back to the hive where you regenerate and quickly rush back to the marine base. Sometimes oyu will die, but RARELY. Adrenaline, is so you can primal scream, THEN attack, and cloaking is fun. You can hide outside there base, watch them walk by, then charge right in. Scent is alright, you know where marines are, so you know who to hurt next. People always take carapace, but you live much longer with redemption.

Ok, so those are my combinations. Post your own, I'd like to hear everybody elses ideas.

Comments

  • GarlandGarland Join Date: 2002-11-10 Member: 8085Members
    <!--QuoteBegin--EggHed+Nov 14 2002, 12:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (EggHed @ Nov 14 2002, 12:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Onos: REDEMPTION(vital)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I thought Redemption didn't work for Onii. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Skulk - Cloaking, Regen, Silence
    Gorge - Cloaking, Redemption, Adren
    Lerk - Cloaking, Redemption/Regen, Adren
    Fade - Adv. HiveSight/Cloaking, Redemption/Regen, Adren
    Onos - Scent of Fear/Cloaking, Redemption, Adren

    I don't like to die. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • AcidhamsterAcidhamster Join Date: 2002-11-01 Member: 3171Members
    Skulk - Regen at 1 hive for my hit and run vs the turrets. From that point on I never use the thing again! I used too, but I'll explain why in a second.

    Gorge - Cloaking. Because you stay cloaked during building and while healing.

    Lerk - Sent of Fear (the perfect ability for this type of fighting, carapace (the damn thing just dies to fast w/o it), and Adren (of course)

    Fade - Cloaking at early game/mid and Sent of Fear at late game, Adren, and carapace. This wonder is why I no longer use the Skulk past 1 hive. Blink. God damn I love it. Stand at the end of a hallway and wait for some marine to walk into the other end. Give him a little time, dodge around so hes firing like mad and BLINK right against the far wall of the hallway right behind him. You'll never see anyone fire so erratically and uselessly in your life. Its very satisfying

    Onos - Cloaking, carapace, and Adren
  • DracosDracos Join Date: 2002-11-02 Member: 4806Members
    Skulk -
    Lots of D Chambers around: Carapace, Celerity, Cloaking
    Why: That extra defence helps when you are attacking early on as long as d chambers are near. Celerity lets you get up close with them quicker if a little distance is between or run away insanely fast. And cloaking for hiding right behind that marine....
    Not many: Regen, Celerity, Cloaking
    Why: Regen is needed whenever you dont have D chambers in good forward attacking positions but you can cloak.
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->


    Gorge -
    Always: Regen, Cloak, Silence
    Why: Cloaking and Silence are very usefull for being a stealthy gorge while going to build. Regen helps you get some life back while cloaked.

    Lerk -
    Lots of D Chambers around: Carapace, Adrenaline, Cloaking
    Why: Carapace as always for the extra defence when chambers are near. Adrenaline for using spore cloud and getting energy to attack. And cloaking for extra help in hiding in roosts
    Not many: Regen, Adrenaline Cloaking
    Why: Just add regen for when no D chambers are near
    At Marine Base For Final Assault (3 hives up): Regen, Adrenaline, Scent of Fear
    Why: Scent of Fear is useful when spore cloud is used in conjunction with it. All marines you used it on will have a tough time hiding behind things and avoiding that spore cloud. Even a little damage makes marines show up and spore cloud gives you just enough.

    Fade -
    Always: Carapace, Adrenaline, Cloaking
    Why: Carapace means you last a good bit longer due to your already high health and armor and adrenaline for bombing and rocketing marine structures. Cloak is useful for retreating and for getting marines to get near you so you can slash them away.

    Onos -
    Always: Carapace, Adrenaline, Cloaking
    Why: Carapace for the extra armor and the amount of time it lets you stay alive. Adrenaline for quick recharge after primal scream (although celerity is also very useful) and cloaking just because its all around funny to use as a onos. (hide right in a doorway then when they run into you chuckle and use your bite/claw attack to rip them up)
  • Shrike3OShrike3O Join Date: 2002-11-03 Member: 6678Members, Constellation
    I usually only use redemption with fades and onos, and THEN only when we're still somewhat strapped for resources and time. If it gets to be later on in the game when the RPs are flyin, i tend to grab regeneration when we're not well backed up, or carapace when i'm pretty sure i can get a quick heal when i need it.

    On occasion, i've used it with lerks, but that's only when my ping is bad <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • 6pt76pt7 Join Date: 2002-11-09 Member: 7836Members
    Skulk = Silence/Cloaking/Regeneration
    "The Silent Stalker." This build emphasizes stealthy kills while staying alive in the dark by means of regeneration. While celerity greatly improves speed, I feel that the skulk is fast enough, and that the speed boost may hinder proper aiming in biting. Plus, your goal is surprising someone out of the darkness, not chasing. Quick evasion in time of danger and clinging to a high wall, cloaked, will allow you to ensure a second wind once your life comes back.

    There is also the Kamikaze-Dog build, whose only purpose is to divine wind a pack of marines or structures. For this, Celerity/Advanced Hivesight/Carapce, for you to run fast, strongly protected, into things you can already see through walls.

    Lerk = Adrenaline/Scent of Fear/Regeneration
    Support infantry. The lerk's ability to use alien energy for offensive/defensive purposes makes it a great addition to the battlefield. Use the fast regenerative qualities of adrenaline to cast in umbra clouds to fades attempting to acid rocket things in crossfire. Also, look for hurt marines with scent of fear and toss a friendly acid spore cloud in their direction. Good stuff.

    Onos = Cloaking (or Scent of Fear)/Adrenaline/Regeneration
    The ultimate tank. I'm not entirely sure which sensory ability is the best; use cloaking to either ambush emerging marines or scent of fear to predict your charge's direction. Adrenaline is self-explanatory, needed for primal scream, charging and goring. Now, this has been debatable, but I firmly believe that regeneration is far better than carapace. Why? Because all carapace does is impede your eventual death. Regeneration, however, maximizes the potentiality of your onos' killing power by staying alive, with nearly 30-50 health(!) per tick of regen. Run your fat elephantine **obscenity** out of the room at around 250 health, and live to fight another day.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    I am quite partial to going kamakaze style on turtled marine outposts... Pity it has to be a 3 hive skill. There is really nothing that anyone can do about it. It is especially good on bast, when the damn elevator is sealed tight with HA/HMG marines and SGs all over the place. Jumping out of the vent, and blowin the hell out of marine structures over and over is a sure-fire way to get the enemies mad at you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    ALWAYS get adrenalin with the fade, ALWAYS
    You can get ~2x the acid bombs off at level 3, and that is not something to scoff at. That couple with regen/carapace (depends on gorge support or not...), and your pick of sensory makes a scary combo.

    Onos
    You HAVE to abuse regen. I dont see why ANYONE would not... You can run in, charge the crap out of their structures, and then when you hit about 1/4 hps, zip back out, cloak, and be back in in less than 15 seconds. Now talk about scary for the marines...
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