Movement Chambers...

MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
edited August 2003 in NS General Discussion
When I chose my upgrade for a movement chamber, I always have to take a few seconds to decide.

Adreneline is great for nearly all lifeforms except skulk. The hive 3 abilities take a lot to use, and it'd be great to last longer in the fight and dish out more damage. I'd love to use this more often.

Silence is EXCELLENT for a fade. Simply put, the fade makes SO MUCH DAMN NOISE you can hear one coming from across the map. It's also annoying for me as the fade player to hear, because every second he's sneezing or coughing or snorting mucous. In fact, one time when I was going to take silence, I came up on a squad of 4 marines and wasted them all from behind before they even could shoot me.

Celerity is necessity. The onos moves at a walking marine speed. You'll die before you get close enough to gore with an onos.

The fade putzs about at just barely more then a marine can run (Which is ironic, because his legs are made for running/jumping), which makes him useless for melee.

The skulk is great with celerity when you combine it with xenocide. Or even just rampaging through everything.

The gorge needs to keep moving to survive, and can't move fast enough to get around to heal everyone without it.

Basically: The aliens footspeed is *SO DAMN SLOW* that it kinda makes their dependance on melee weapons totally useless. Celerity would be great as a speed ENHANCER, but I shouldn't <i>need</i> it to actually be able to kill marines with onos/fade

Comments

  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    edited August 2003
    Dont' get me wrong, celerity is great, but I'd just LOVE to use something BUT celerity, but:

    1) Onos and fade rely on melee weapons. This means you have to get close to the target. The faster you get closer, the better, but when you move like molasses flowing uphill, it isn't easy.

    2) I could blink as a fade, but blink drains a TON of stamina for even a short hallway, and blink is also incredibly inprecise. I'll usually end up 'sliding' off a marine in mid-blink.
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    I couldn't disagree more. I think celerity as a fade is useless, because the majority of the closing movements with marine's should be done with blink. With a fade it is extremely easy to close with your target ... you just need to understand blink. If you are sliding off the marine then you blinked too far, try jumping and tapping attack instead of holding it down on the ground. Once you get in the marine's face, its easy to use your slight speed advantage and LARGE life advantage to maneuver for the kill ... then you just need to blink to safety. Combined with adrenaline, this makes it easy for you to take on small squads ( 1-3 ) of marines of all types with only a minimal risk (moderate with shotties). The biggest skill in using a fade is knowing when to attack and when not to, as you can take down a single HA ( a rare sight, granted ) but easily die to 5 vanilla marines. For this aspect, I find scent of fear essential ...
  • SpetzSpetz Join Date: 2002-11-05 Member: 7100Members
    Silence is VERY useful for a skulk, especially when trying to take out good players. Good players will use sound a lot, and if they can't hear you coming, you will take them by surprise. Very useful if you use it near a sensory chamber so they can't see or hear you at all and can't calculate your position using sound if they can't see you (i do this lots of times do the horror of aliens <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->).

    Celerity with Onos is useful, but it's a trade off with adrenaline. You don't really need it for fade because of blink.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The fade putzs about at just barely more then a marine can run (Which is ironic, because his legs are made for running/jumping), which makes him useless for melee.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Hense blink being the running scenes from Benny Hill <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • gc_phillehgc_philleh Join Date: 2003-08-04 Member: 18898Members
    For ME personally

    Skulk - Celerity/Silence depending on whether attacking or defending.
    Gorge - Silence
    Lerk - Adren
    Fade - Silence
    Onos - Celerity.
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Skulk - Silence
    Gorge - Silence for building, Celerity for attacking/running away
    Lerk - Adrenaline for second/third hive, Silence sneaky spiking
    Fade - Adrenaline
    Ono - Celerity

    Celerity is awsome on a <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> you can easily outrun marines and hide <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TykjenTykjen Join Date: 2003-01-21 Member: 12552Members, Reinforced - Shadow
    my skulk:cloak or silence or both combined turns me into a hella leaping ambush bug
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