Present list of counters
Dwavenhobble
Join Date: 2012-12-14 Member: 175044Members
So I thought I'd put down the list of kind of counters at play so far for each side to an extent, these won't all be perfect ones but it gives you an idea of some of them at work.
Alien counters to Marines
Shotgun = Carapace or celerity (Warning Celerity is only for very well performing skulks carapace is better if you have issue like me of being able to get that hit as you drop from the ceiling at a marine.
Obs = Fade and vortex. 1 very well positioned lurk,
Scans = Ink sack or hallucinations to force an easy scan.
Exo with Welder = Onos with gorge and bile bomb or Skulk/s with Xenocide and use of spike wall in both cases to stop them retreating to repair
Jetpack = Lurk + spores or Xenocide Skulks or done well a skilled fade.
Mines = Using the ceiling and having lurks dart them or if you have the time skulks parasiting them (it still damages them)
Arcs = gorge with bile bomb and an army of skulks to kill defenders or Ink
Grenade launcher = clogs (as clogs are meant to be more resistant vs explosives) and whips to throw them back.
Weapons 3 = Umbra
Armour 3 = Spores
EMP Macs = bile bomb
Marine counters to aliens
(weapons + and armour + means upgrade these)
Celerity = weapons + and down the line phase gates
Camo = armour + and scans + Obs
Adrenaline = Flame thrower and / or EMP Macs
Carapace = weapons + and turrets in locations
Regeneration = Weapons + and shotguns
Silence = Obs + scans
clogs = flame thrower or at a push Welder and some decent cover fire
Whips = flame thrower
Spores and Umbra = Flame thrower which burns them away
Crags = Arcs (targeting the crags ) and scanning for them or grenades
Shade = scan and have marines target them
Hallucinations during hive run = scan
Hopefully that will give people some ideas of the present main counters. A lot of other counters aren't so specific and are more tactic oriented than Rock Paper scissor based
Alien counters to Marines
Shotgun = Carapace or celerity (Warning Celerity is only for very well performing skulks carapace is better if you have issue like me of being able to get that hit as you drop from the ceiling at a marine.
Obs = Fade and vortex. 1 very well positioned lurk,
Scans = Ink sack or hallucinations to force an easy scan.
Exo with Welder = Onos with gorge and bile bomb or Skulk/s with Xenocide and use of spike wall in both cases to stop them retreating to repair
Jetpack = Lurk + spores or Xenocide Skulks or done well a skilled fade.
Mines = Using the ceiling and having lurks dart them or if you have the time skulks parasiting them (it still damages them)
Arcs = gorge with bile bomb and an army of skulks to kill defenders or Ink
Grenade launcher = clogs (as clogs are meant to be more resistant vs explosives) and whips to throw them back.
Weapons 3 = Umbra
Armour 3 = Spores
EMP Macs = bile bomb
Marine counters to aliens
(weapons + and armour + means upgrade these)
Celerity = weapons + and down the line phase gates
Camo = armour + and scans + Obs
Adrenaline = Flame thrower and / or EMP Macs
Carapace = weapons + and turrets in locations
Regeneration = Weapons + and shotguns
Silence = Obs + scans
clogs = flame thrower or at a push Welder and some decent cover fire
Whips = flame thrower
Spores and Umbra = Flame thrower which burns them away
Crags = Arcs (targeting the crags ) and scanning for them or grenades
Shade = scan and have marines target them
Hallucinations during hive run = scan
Hopefully that will give people some ideas of the present main counters. A lot of other counters aren't so specific and are more tactic oriented than Rock Paper scissor based
Comments
Alien counters to Marines:
Shotgun = Carapace or celerity (Warning Celerity is only for very well performing skulks carapace is better if you have issue like me of being able to get that hit as you drop from the ceiling at a marine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I glanced at your list, but really this is how far I had to read to know you were pulling stuff out of your rear. Most of what you wrote in this list is pure opinion. You should limit yourself to direct hard counters if a list like this is going to be useful to anyone.
You should play the game a little more, reading even further down the list you include things that are plain jane 100% wrong.
You should play the game a little more, reading even further down the list you include things that are plain jane 100% wrong.<!--QuoteEnd--></div><!--QuoteEEnd-->
Two suggestions.
1) If I'm so wrong then actually point out the problem don't simply say "100% Wrong" and don't bother to correct it.
2) Celerity / Carapace do work as shotgun counters, with carapace especially requiring a good couple of hits to kill you rather than a single one and celerity meaning used well you can better dodge the shots and close the distance.
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run, or if you can't, silence and getting the drop on them will get you a good 2-3 hits before they blow your face off, then you just gotta prey that you can get in a couple more before they one-shot you.
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Obs = Fade and vortex. 1 very well positioned lurk,<!--QuoteEnd--></div><!--QuoteEEnd-->
don't worry about the obs, if they beacon, just run. onos should be the only thing that really concerned with escaping the base, but they shouldn't overcommit anyway. gorge should just stay and try to bile bomb some more things before they die. 10 pres isn't that big a loss.
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Scans = Ink sack or hallucinations to force an easy scan.<!--QuoteEnd--></div><!--QuoteEEnd-->
don't worry, shouldn't be relying on camo anyway, if you can wait for it to wear off, do so
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Exo with Welder = Onos with gorge and bile bomb or Skulk/s with Xenocide and use of spike wall in both cases to stop them retreating to repair<!--QuoteEnd--></div><!--QuoteEEnd-->
focus down welder first, then just bile bomb and skulk it. hahah, i've cloaked onos a lone exo once with another guy... the dual exo died in literally a second tops.
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Jetpack = Lurk + spores or Xenocide Skulks or done well a skilled fade.<!--QuoteEnd--></div><!--QuoteEEnd-->
get drop, run away and wait for him to land. or leap... mostly just teamwork
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mines = Using the ceiling and having lurks dart them or if you have the time skulks parasiting them (it still damages them)<!--QuoteEnd--></div><!--QuoteEEnd-->
i'd say just avoid them, or trigger the blast. you die, it's a free egg as a skulk and cost them 5 pres. any higher life forms can range them out, or just walk through them.
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Arcs = gorge with bile bomb and an army of skulks to kill defenders or Ink<!--QuoteEnd--></div><!--QuoteEEnd-->
bile bomb, but there's not much you can do against an organized marine force with arcs, macs and exos with support except maybe force a beacon. then bile the hell outta them.
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Grenade launcher = clogs (as clogs are meant to be more resistant vs explosives) and whips to throw them back.<!--QuoteEnd--></div><!--QuoteEEnd-->
whips, or you know bite them in the face. grenades aren't that great for the grenadier's health. one skulk can easily just focus down the dude.
<!--quoteo(post=2046675:date=Dec 16 2012, 08:50 AM:name=Dwavenhobble)--><div class='quotetop'>QUOTE (Dwavenhobble @ Dec 16 2012, 08:50 AM) <a href="index.php?act=findpost&pid=2046675"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marine counters to aliens
(weapons + and armour + means upgrade these)
Celerity = weapons + and down the line phase gates
Camo = armour + and scans + Obs
Adrenaline = Flame thrower and / or EMP Macs
Carapace = weapons + and turrets in locations
Regeneration = Weapons + and shotguns
Silence = Obs + scans
clogs = flame thrower or at a push Welder and some decent cover fire
Whips = flame thrower
Spores and Umbra = Flame thrower which burns them away
Crags = Arcs (targeting the crags ) and scanning for them or grenades
Shade = scan and have marines target them
Hallucinations during hive run = scan<!--QuoteEnd--></div><!--QuoteEEnd-->
learn to shoot, and shotgun. shotgun hard counters almost everything. one to two shots for skulk, gorge and lerk, 3 shots on a fade... unless you're godly with a shotgun, then it's 2 shots at most for everything but an onos.
an onos which is hard countered by just shooting him lots... + w3. have seen mine traps work wonders too. like, tons of mines.
the hard counter to every thing on both sides is a better organized team.