Average Joe Presents: "alien Warfare"
The_holy_headcrab
Join Date: 2003-09-08 Member: 20677Members
<div class="IPBDescription">This is a newbie guide to alien useage</div> If your reading this, be advised i am not forcing you noobs to use this data, but it will help serious players know what alien helps when.
The skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> . Default spawning class, and 2 credits. This alien is good against LIGHT marines <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> , and buildings <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> .
It is possible to take heavys out, but its advisable to let something bigger go after a heavy armor.
also includes shottys (boomsticks <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ), HMG's and GL's.
this alien can climb walls, USE IT TO YOUR ADVANTAGE AND GET TO HIGH PLACES.
I recomend these upgds: redemption, Celerity (speed) or scilence, and cloaking/sentoffear
What are the basic ideals of a skulk player? You generaly want to act as a building killer and a marine hunter when playing, and don't forget that this is a suport class via the parasite.
the parasite is an invisable projectile that can attach itself to marines and buildings. When it hits something other than a wall, you will hear a small "splat" noise to let you know its tagged. Be advised skulks are the only thing that use parasite, and the bigger aliens will thank you if you tagg the marines and citical structures for them. When you see thoes yellow circles in the HUD, they mean the target you tagged with the para. para (2) also does minor damage, and you can snipe marines from a distance with this weapon. Para uses alot of energy to fire, so be ready to retreat and rearm often if you hunt with this. but your cover is blown when you tag, because the marines HUD will thell them if they are parasited.
Leap (3) is the skulk's abilty to fly. if you hold crouch while leaping, you go a longer distance because you wont stick to walls you mite ricoche' off of. leap can damage marines and buildings, but it's more usefull to let your jaws of death (1) do the talking.
Xenoside (4) is the perfect anti-marine weapon. It goes through light armor and jetpackers very well. It's also nice to xeno the heavy's when your big aliens are attacking them to bring the heavy's armor down faster. From my experiance, this isnt a very usefull weapon against buildings, and its a waste of a skulk to try to xeno turrets. just get in there, find ways to make one turret sheild you from the others, and take them down 1 by 1.
Dont try to hit and run as a skulk: if you are going to attack something, go in full throttle and dont think about turning to run. This alien is cheap enough to lose being only 2 credits. To help with the no runing method, get redemption. redempt is uber usefull to skulks, especially when you go after turrets. instead of taking down electrified turrets, try tagging them so bigger aliens can find them faster and whack them for you. The cloaking / sentoffear can help you by letting you find marines before they find you, but sent only works at a short distance: para works across the map. cloaking can help you find weak spots at turret farms where you can attack and get little/no dammage. you want the speed upgd because you want to get to the turrets before you redempt, as they tend to shoot at you. they do this alot. silence is a good upgd in place of celerity, provided you can get to buildings / rines before they make you redempt/die. its great when you attack factorys (TF) because the rines wont know where you are even when attacking. they WILL find you eventually, but you can sneak in a few extra attacks with this.
The gorge. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> next level, 10 credits. this is your engineer. This alien builds upgrades, turrets, hives, and kichen sinks. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> also heals anything thats an alien. When useing this slow monkey, get used to running away unless your gung-ho. HORRIBLE against heavys, dont even try without webbing and turret traps.
I recomend these upgds: Adrenalin (energy), carapice OR redemption, and sent of fear.
This guy is another great support asset. Its healing spray (2) heals aliens, and damages marines. The adrenalin can help you get your energy faster and heal more, and celerity on gorges gets anoying when you run out of energy. One of the best ways to win is to cap 1 res node soon as the game starts (with that 25 res you get) so your team gets creds faster, and when done, morph into a skulk or stay a gorge. another great way to help get an edge on the marines is to follow the offensive skulks and heal them as they attack, which lets them attack longer.
bio bomb (3?) is the utimate weapon against buildings. *Please dont waste energy on marines with it- it wont do anything against them.* its wise to hurl these "explodeing boogers" at turrets and electrified "things" because they do aton of building damage. combined with adren, you can fire alot of them.
webbing (4?) is another usefull weapon because you can slow the marines down with it, and they lose their wep's use temporarly. you have to fire it at 1 wall, than at another wall to create a web line FYI. use these near alien turrets to help them attack offensive marines. webbing gets easyer to use after you use it for some time, and soon youl know how it can stop marines chasing you, and let you get some distance.
When you have sent, its the most usefull to gorges becuase if your skulks are lazy and dont tag marines first, this lets you know when one is getting close to you so you dont get ambushed.
when your team has seccured most of the map, go to key locations and build defence/sensory chamber clusters. 4 defeneiv's can get an onos or fade back online FAST. dont get regen, becuse a gorge gets a nice armor bonus with carapice. plus you just build your own regen with defence chambers. Redemption is also nice, because a **** lil' rine will always chase you till jugement day, and it helps to teleport away from him/her/it. (carapice and adren let you go gung-ho with that acid spitter, just jump alot because gorges make nice little targets.) but the best way to run is to use that webbing, its supprisingly effective. stay back, spray health everyware, and build thoes defence clusters, and your team will love you. GET UPGDS MAXED OUT ASAP! hint: 1 chamber = 1 level. 3 levels. get it?
The lerk. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> 30 credits, and an airborne menace. makes nice cannon fodder against grenade launcers and HMG's. <- remember that. good with adren, carapice/redemption/regen (or all 3 if possible), sent of fear.
the lerk is a lovely little turret killer, and a marine humper (yes i mean that) its PERFECT for storming marines with, provided you use hit-and-run tactics, and spike(1) from a distance. the flying thing makes it only that much more loveable, and its incredibly hard to hit a skilled lerk in the air. probobly the best support unit next to defence chambers.
use spores (2) to give the marines asthma. can kill them if they are stupid and stay in the clowd. saddly they dont do this alot, but a few havent quite figgured out the green stuff is what killed them. Lerk's are fun to play as via the flying ability, and they move FAST in the air. Not very wise to go hunting with one if the rines have BIG guns (hmg, Grenade Launcher) but jetpackers and light's HATE you. its not everyday the alien you shoot at shoots back at you. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
The umbra (3) acts like spores, only its yellow. Umbra lasts about 5-6 sec, and any alien in it gets partial bullet protection- use it with turret hunter aliens to take <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> 's down faster. does NOTHING against grenades however. when marines throw nades, you will probly die from one nade, so keep your distance.
primal scream (4) is the offensive's best friend. it makes you and aliens near you move faster, get energy faster, and attack faster. only lasts about 5-6 sec as well, so spam them alot (adrenaline is the only upgd you want with lerks so you CAN do this)
The fade. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> 50 credits, basicly a skulk on steroids. very good against turrets and electrified things.
goes throu marines fast, and dies faster if you dont hit and run. anti inf/ anti building thing. blink and its gone.
get carapice, adrenaline, and sent. -> this is a great defencive unit due to its blink ability. if stuff is under attack, send a fade to save it.
Ahhh, the fade, my favorite unit. I like these guys more than onos's occasionaly. fades use the claws (1) to turn buildings into dog food. like with skulks strat, hide behind turrets and make them act like cover against other turrets. claws are ok against marines, but ballarina's (marines who jump way to much) will drive you crazy and get you killed, or drop you to about 1/4th your health.
Blink (2) is much more usefull in 2.0 than it was in 1.0. it basicly acts as a temporary celerity when used, and makes you run like the bionic man. if you jump and use it, you can even fly for a bit. this lets these big aliens get to good sniper spots with thier 4th weapon.
the 3rd weapon is metabolism. it lets fades self-repair in the field! when used it takes energy and converts it into health AND armor. VERY usefull, but **** lil' rines whine about it and have admins disable it. (I HATE people who cant cope with it or find a way to kill fades who use it) so most of the time the 3rd weapon wont even be available to you, so get used to visiting hives and defence chambers alot. USE CARAPICE! you get a wonderful chunk of armor, and its supprising how fast you die with regen and redemption. (REDEMPT isnot useless as a fade, its just that youl redempt before you can do anything usefull) when this thing is about 100 hp, you wanna blink to a healing thing. watch for GL's, they hurt. same goes with HMG's.
the 4th weapn is the fades best marine buster to the fade. acid rockets (god i love thoes) are a fades final weapon, and a very nice bonus for getting 3 hives. acid rockets do fair damage against buildings, and also hammer marines without mercy. the nice thing is you dont have to hit marines directly to do damage! you need adren with fades, because rockets gulp their energy down FAST. when attacking heavy HMG's just use it to snipe them, and use hit and run tactics with fades. its really easy to run from a fight with blink. (as long as you can aim yourself and stop ramming into walls <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) definately a very ballanced defender and offender. good early in the game, but as usual beware the mighty shotty.
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> THE ONOS. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> aka M1Abrams main battle tank. carapice, adrenalin, and sent or cloaking.
100 res. with carapice = 500 hp / 250? AP
Hehe, this thing is noobish to use, but use it anyway. the onos is the ultimate anti-everything. literaly able to mow the marines down, its funny to watch light's run for life as few dare to run after you. just watch it when 5-6 of them gang up on you, you arent indesturctible but very close to being.
first up is the horn attack (1) this is the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> 's main attacking weapon against buildings or marines. it can be used from a short distance, so suprise jettys by hitting them by not even being close to them with it.
2nd is devour. this is the weapon marines hate. this thing has to be used touching a marine. when used, you "eat" a marine. the rine is teported inside of you( i think...) and you get health from the rine till he dies. also works on heavys, but its more tricky against them. It IS possible, but takes practice and heavy's being unable to move or attack. devour can only be used against 1 marine at a time. if you die wtih a devoured marine not dead yet, the rine is freed.
(3) is stomp. the uber-****(ish) weapon in the game, stomp sends a shock wave ahead of you. any marines caught in it cant move for about 4-5 sec. (they cant SHOOT either) this weapon can make you mighty, or can help your teamates get their scores up. If you want to devour heavys, or just any marines, combine devour with stomp to make it easyer. crouching and aiming at marines helps devour chance too. stomp helps heavys die faster like this: use stomp to keep heavys quiet. then have a fade handy to run up and claw/rocket bomb them to kingdom come.
(4) is charge. this is tricky to use becuase it wont activate some times. When you charge, the onos roars and your energy constantly goes down. while chargeing (lasts till you got no more enegry) you get a celerity clone boost. and move really fast. in 2.0 it was fun to hit marines like a bullet train with this attack, but for ballanceing you only hit them like a garbage truck going 3 MPH. still, its usefull for getting around to places faster than walking. use it to speed around the map, but leave long distance defence to fades, they go faster.
Thats the end. Hope this big pile of american ABC's helps you new guys figure the aliens out faster. and play just to screw around occasionaly, you dont have to play serious every game. messing around helps you lern things faster, and frag marines at the same time! i would do a similar marine warfare thing, but the marines are DOOMED till they lern to work as a team and not individuals, or when they get instagib guns.
good luck and good fragging, please keep player anger out of games and chat boxes becuase it makes the game less fun when you cheat, aimbot, and throw temper tantrums beacuse your LEET hax's dont work, or what ever the reason for you people blowing your tops for. the game is for fun, not to give you a reason to IP track someone and blow them up with C4 because you had a bad game day. if you feel like your going to explode from dieing and loseing, just leave the server and find another one, or do what I do when i dont game: DRIVE *NITRO FUEL* POWERED RACECARS! its fun and addictive, and theres no waiting on the batteries! -average joe, aka The_Holy_Headcrab (did i mention i ebay?)
The skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> . Default spawning class, and 2 credits. This alien is good against LIGHT marines <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> , and buildings <!--emo&::siege::--><img src='http://www.unknownworlds.com/forums/html/emoticons/siege.gif' border='0' style='vertical-align:middle' alt='siege.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> .
It is possible to take heavys out, but its advisable to let something bigger go after a heavy armor.
also includes shottys (boomsticks <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> ), HMG's and GL's.
this alien can climb walls, USE IT TO YOUR ADVANTAGE AND GET TO HIGH PLACES.
I recomend these upgds: redemption, Celerity (speed) or scilence, and cloaking/sentoffear
What are the basic ideals of a skulk player? You generaly want to act as a building killer and a marine hunter when playing, and don't forget that this is a suport class via the parasite.
the parasite is an invisable projectile that can attach itself to marines and buildings. When it hits something other than a wall, you will hear a small "splat" noise to let you know its tagged. Be advised skulks are the only thing that use parasite, and the bigger aliens will thank you if you tagg the marines and citical structures for them. When you see thoes yellow circles in the HUD, they mean the target you tagged with the para. para (2) also does minor damage, and you can snipe marines from a distance with this weapon. Para uses alot of energy to fire, so be ready to retreat and rearm often if you hunt with this. but your cover is blown when you tag, because the marines HUD will thell them if they are parasited.
Leap (3) is the skulk's abilty to fly. if you hold crouch while leaping, you go a longer distance because you wont stick to walls you mite ricoche' off of. leap can damage marines and buildings, but it's more usefull to let your jaws of death (1) do the talking.
Xenoside (4) is the perfect anti-marine weapon. It goes through light armor and jetpackers very well. It's also nice to xeno the heavy's when your big aliens are attacking them to bring the heavy's armor down faster. From my experiance, this isnt a very usefull weapon against buildings, and its a waste of a skulk to try to xeno turrets. just get in there, find ways to make one turret sheild you from the others, and take them down 1 by 1.
Dont try to hit and run as a skulk: if you are going to attack something, go in full throttle and dont think about turning to run. This alien is cheap enough to lose being only 2 credits. To help with the no runing method, get redemption. redempt is uber usefull to skulks, especially when you go after turrets. instead of taking down electrified turrets, try tagging them so bigger aliens can find them faster and whack them for you. The cloaking / sentoffear can help you by letting you find marines before they find you, but sent only works at a short distance: para works across the map. cloaking can help you find weak spots at turret farms where you can attack and get little/no dammage. you want the speed upgd because you want to get to the turrets before you redempt, as they tend to shoot at you. they do this alot. silence is a good upgd in place of celerity, provided you can get to buildings / rines before they make you redempt/die. its great when you attack factorys (TF) because the rines wont know where you are even when attacking. they WILL find you eventually, but you can sneak in a few extra attacks with this.
The gorge. <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> next level, 10 credits. this is your engineer. This alien builds upgrades, turrets, hives, and kichen sinks. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> also heals anything thats an alien. When useing this slow monkey, get used to running away unless your gung-ho. HORRIBLE against heavys, dont even try without webbing and turret traps.
I recomend these upgds: Adrenalin (energy), carapice OR redemption, and sent of fear.
This guy is another great support asset. Its healing spray (2) heals aliens, and damages marines. The adrenalin can help you get your energy faster and heal more, and celerity on gorges gets anoying when you run out of energy. One of the best ways to win is to cap 1 res node soon as the game starts (with that 25 res you get) so your team gets creds faster, and when done, morph into a skulk or stay a gorge. another great way to help get an edge on the marines is to follow the offensive skulks and heal them as they attack, which lets them attack longer.
bio bomb (3?) is the utimate weapon against buildings. *Please dont waste energy on marines with it- it wont do anything against them.* its wise to hurl these "explodeing boogers" at turrets and electrified "things" because they do aton of building damage. combined with adren, you can fire alot of them.
webbing (4?) is another usefull weapon because you can slow the marines down with it, and they lose their wep's use temporarly. you have to fire it at 1 wall, than at another wall to create a web line FYI. use these near alien turrets to help them attack offensive marines. webbing gets easyer to use after you use it for some time, and soon youl know how it can stop marines chasing you, and let you get some distance.
When you have sent, its the most usefull to gorges becuase if your skulks are lazy and dont tag marines first, this lets you know when one is getting close to you so you dont get ambushed.
when your team has seccured most of the map, go to key locations and build defence/sensory chamber clusters. 4 defeneiv's can get an onos or fade back online FAST. dont get regen, becuse a gorge gets a nice armor bonus with carapice. plus you just build your own regen with defence chambers. Redemption is also nice, because a **** lil' rine will always chase you till jugement day, and it helps to teleport away from him/her/it. (carapice and adren let you go gung-ho with that acid spitter, just jump alot because gorges make nice little targets.) but the best way to run is to use that webbing, its supprisingly effective. stay back, spray health everyware, and build thoes defence clusters, and your team will love you. GET UPGDS MAXED OUT ASAP! hint: 1 chamber = 1 level. 3 levels. get it?
The lerk. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif'><!--endemo--> 30 credits, and an airborne menace. makes nice cannon fodder against grenade launcers and HMG's. <- remember that. good with adren, carapice/redemption/regen (or all 3 if possible), sent of fear.
the lerk is a lovely little turret killer, and a marine humper (yes i mean that) its PERFECT for storming marines with, provided you use hit-and-run tactics, and spike(1) from a distance. the flying thing makes it only that much more loveable, and its incredibly hard to hit a skilled lerk in the air. probobly the best support unit next to defence chambers.
use spores (2) to give the marines asthma. can kill them if they are stupid and stay in the clowd. saddly they dont do this alot, but a few havent quite figgured out the green stuff is what killed them. Lerk's are fun to play as via the flying ability, and they move FAST in the air. Not very wise to go hunting with one if the rines have BIG guns (hmg, Grenade Launcher) but jetpackers and light's HATE you. its not everyday the alien you shoot at shoots back at you. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
The umbra (3) acts like spores, only its yellow. Umbra lasts about 5-6 sec, and any alien in it gets partial bullet protection- use it with turret hunter aliens to take <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> 's down faster. does NOTHING against grenades however. when marines throw nades, you will probly die from one nade, so keep your distance.
primal scream (4) is the offensive's best friend. it makes you and aliens near you move faster, get energy faster, and attack faster. only lasts about 5-6 sec as well, so spam them alot (adrenaline is the only upgd you want with lerks so you CAN do this)
The fade. <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> 50 credits, basicly a skulk on steroids. very good against turrets and electrified things.
goes throu marines fast, and dies faster if you dont hit and run. anti inf/ anti building thing. blink and its gone.
get carapice, adrenaline, and sent. -> this is a great defencive unit due to its blink ability. if stuff is under attack, send a fade to save it.
Ahhh, the fade, my favorite unit. I like these guys more than onos's occasionaly. fades use the claws (1) to turn buildings into dog food. like with skulks strat, hide behind turrets and make them act like cover against other turrets. claws are ok against marines, but ballarina's (marines who jump way to much) will drive you crazy and get you killed, or drop you to about 1/4th your health.
Blink (2) is much more usefull in 2.0 than it was in 1.0. it basicly acts as a temporary celerity when used, and makes you run like the bionic man. if you jump and use it, you can even fly for a bit. this lets these big aliens get to good sniper spots with thier 4th weapon.
the 3rd weapon is metabolism. it lets fades self-repair in the field! when used it takes energy and converts it into health AND armor. VERY usefull, but **** lil' rines whine about it and have admins disable it. (I HATE people who cant cope with it or find a way to kill fades who use it) so most of the time the 3rd weapon wont even be available to you, so get used to visiting hives and defence chambers alot. USE CARAPICE! you get a wonderful chunk of armor, and its supprising how fast you die with regen and redemption. (REDEMPT isnot useless as a fade, its just that youl redempt before you can do anything usefull) when this thing is about 100 hp, you wanna blink to a healing thing. watch for GL's, they hurt. same goes with HMG's.
the 4th weapn is the fades best marine buster to the fade. acid rockets (god i love thoes) are a fades final weapon, and a very nice bonus for getting 3 hives. acid rockets do fair damage against buildings, and also hammer marines without mercy. the nice thing is you dont have to hit marines directly to do damage! you need adren with fades, because rockets gulp their energy down FAST. when attacking heavy HMG's just use it to snipe them, and use hit and run tactics with fades. its really easy to run from a fight with blink. (as long as you can aim yourself and stop ramming into walls <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo--> ) definately a very ballanced defender and offender. good early in the game, but as usual beware the mighty shotty.
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> THE ONOS. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> aka M1Abrams main battle tank. carapice, adrenalin, and sent or cloaking.
100 res. with carapice = 500 hp / 250? AP
Hehe, this thing is noobish to use, but use it anyway. the onos is the ultimate anti-everything. literaly able to mow the marines down, its funny to watch light's run for life as few dare to run after you. just watch it when 5-6 of them gang up on you, you arent indesturctible but very close to being.
first up is the horn attack (1) this is the <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo--> 's main attacking weapon against buildings or marines. it can be used from a short distance, so suprise jettys by hitting them by not even being close to them with it.
2nd is devour. this is the weapon marines hate. this thing has to be used touching a marine. when used, you "eat" a marine. the rine is teported inside of you( i think...) and you get health from the rine till he dies. also works on heavys, but its more tricky against them. It IS possible, but takes practice and heavy's being unable to move or attack. devour can only be used against 1 marine at a time. if you die wtih a devoured marine not dead yet, the rine is freed.
(3) is stomp. the uber-****(ish) weapon in the game, stomp sends a shock wave ahead of you. any marines caught in it cant move for about 4-5 sec. (they cant SHOOT either) this weapon can make you mighty, or can help your teamates get their scores up. If you want to devour heavys, or just any marines, combine devour with stomp to make it easyer. crouching and aiming at marines helps devour chance too. stomp helps heavys die faster like this: use stomp to keep heavys quiet. then have a fade handy to run up and claw/rocket bomb them to kingdom come.
(4) is charge. this is tricky to use becuase it wont activate some times. When you charge, the onos roars and your energy constantly goes down. while chargeing (lasts till you got no more enegry) you get a celerity clone boost. and move really fast. in 2.0 it was fun to hit marines like a bullet train with this attack, but for ballanceing you only hit them like a garbage truck going 3 MPH. still, its usefull for getting around to places faster than walking. use it to speed around the map, but leave long distance defence to fades, they go faster.
Thats the end. Hope this big pile of american ABC's helps you new guys figure the aliens out faster. and play just to screw around occasionaly, you dont have to play serious every game. messing around helps you lern things faster, and frag marines at the same time! i would do a similar marine warfare thing, but the marines are DOOMED till they lern to work as a team and not individuals, or when they get instagib guns.
good luck and good fragging, please keep player anger out of games and chat boxes becuase it makes the game less fun when you cheat, aimbot, and throw temper tantrums beacuse your LEET hax's dont work, or what ever the reason for you people blowing your tops for. the game is for fun, not to give you a reason to IP track someone and blow them up with C4 because you had a bad game day. if you feel like your going to explode from dieing and loseing, just leave the server and find another one, or do what I do when i dont game: DRIVE *NITRO FUEL* POWERED RACECARS! its fun and addictive, and theres no waiting on the batteries! -average joe, aka The_Holy_Headcrab (did i mention i ebay?)
Comments
this should be in Kharaa Strategy, but yes...
good tips/points. only thing is that cloaking has saved me bacon more than once as gorge. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Regen on a onos means that you can just absolutly shrug-off any damage you take from 1-3 LMG marines. really. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
-JohnnySmash
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Very true, i agree with you on that, but its only so usefull when they get 11% of their brains working and send the whole group after you with something bigger than an LMG. good advice to the newbies though. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-JohnnySmash
-JohnnySmash <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
yus.
Actually I'd say all the DC upgrades are useful for the skulk, but I prefer regen or carapace far more than redempt.
And I wouldn't recommend using skulk with redemption unless you really really don't want the marines to get resources for killing you.
-JohnnySmash <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You only keep the 2 res if you went in as a vanilla skulk. Of course, as a vanilla skulk you're really just helping the marines pay for the upgrades they've purchased. Let's face it, vanilla skulks don't last a very long time against upgraded marines.
So if you didn't go in as a vanilla skulk, it means you've already spent at least the 2 res anyway on something. If you spend it on redemption, you have a chance of keeping that, plus any other upgrades you might have. THe difficulty with this is that upgraded weapons pose the same problem -- they'll often cut right through the redemption.
Since vanilla skulks are only terribly useful against vanilla marines, this means that it's probably early game. If it's early game, the marines really enjoy any extra resflow you might provide them, as it lets them RT or turret up a little bit quicker.
So against vanilla marines, redemption is useful specificaly because it avoids giving them that early res boost, and is useful to you because it means when your second upgrade comes online, you've may be able to keep it for even longer than you normally would, thus speeding your way to the next evolution -- for which redemption is a better investment.