Kharaa on offense

SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
A few things I've picked up about fighting as Kharaa...

First of all, one of the things which new players might find hard to get their heads around is the ease with which the TSA kill our offense chambers, yet how hard it is to remove human turrets.

The answer is simple: humans HAVE to remove our defenses, otherwise they will be killed by them.

On the other hand, we don't. Kharaa move fast enough to avoid turret fire. As long as you keep moving, circle the turret fire and <b>keep moving in the same direction, without getting stuck on some obstacle</b> you can avoid the turrets all together in the early stages.

EARLY STAGE:
1: From when the game starts to when the humans get heavy armour, the Kharaa have the advantage. The soft skins of the humans are unprotected and easy to pierce. You HAVE to make this advantage last as long as possible. As a skulk you have to secure resource nozzles to stop the humans getting to them - as long as you reach the nozzles first you can stop them setting up those infernal turrets by killing everyone who approaches.

2: When attacking human bases using skulks early in the game, focus your energies on the turret factory, not the turrets. It is more expensive to replace, and will cripple the turret production at the base.

3: Also when attacking bases, expect to die a lot. That is common, and it's normal. Just remember that every bite you do counts - even your presence counts. Every resource their commander wastes on defending a single resource outpost is doing your team good.

LATER IN THE GAME:
Fades. Fades fades fades fades fades. I mean it. A fade with carapace, in good hands, is one of the most powerful attacking tools at your disposal, especially if your team can't secure that third hive. For attacking bases, use a fade with carapace and celerity. Secondly, you need a place to heal. On one pass, at full health and armour you can kill one or two turrets. At one pass, you can kill one marine with heavy armour and a heavy machinegun. In order to do more, you need to have a place to heal. Your team needs to set up forward outposts of offense chambers and defense chambers to heal. Such outposts have been mentioned repeatedly in these forums; I cannot stress their importance enough. These outposts allow you to 1: contain the enemy and 2: heal in between attacks.

FADE COMBAT
Ok, say you've got your fade. How do you kill things with it?

First of all, you need carapace. Armour counts for far more in Natural Selection than in other games; attacks do less damage to your armour than they would do to your health without any armour. Second, you need celerity. You have to have the speed to dodge enemy weapons. Thirdly, if you have the hives, you need cloaking. The ability to lie in wait for your enemy if a powerful one.

Right, now you've got your fade set up. How do you kill people?

There are two kinds of prey you'll be hunting: difficult and dead-humans-walking. Marines in light armour are no match for a fade. A fade who can't handle a marine in light armour has a problem. Heavy armour, on the other hand, is harder to deal with in that you have to work for longer.

The basic idea is to not let enemy bullets hit you. The way you do that is to not be standing wherever they are aiming. Anyone who plays as a spy in Team Fortress Classic will have some idea of what I'm talking about. Dodge their guns. Do NOT charge a heavy machinegun head on, nor stand next to one, thwacking away, and expect to kill. When closing the distance, use blink. In the fight, keep the dangerous end of their weapons pointing away from you. It's as simple as that. Get behind them and stay behind them. They are much slower than you and can do practically nothing to stop you.

Also, keep an eye on your armour and treat it as if it were your health. When you run out of armour, it is time to retreat and regen.

By the way, enemies with grenade launchers should be your easiest prey. Dodge the weapons like you would any other enemy, but keep in mind where the grenades are landing - especially if you're running circles around them and the room is filling up with grenades. Do not merely let them blast you with the grenades, killing themselves in the process, because you want to stay as healthy as possible for your next opponent. If the room is filling up with grenades, time it so that you leave it at the last possible moment before they go off. Again, those who play Team Fortress Classic have the advantage of being able to time four seconds in their heads relatively accurately.

....I think that's about enough for one post... good luck <!--emo&;)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/wink.gif" border="0" valign="absmiddle" alt=';)'><!--endemo-->

Comments

  • SunderSunder Join Date: 2002-11-03 Member: 5843Members
    Allow me to add a comment.

    Lerks and spores are very useful for softening the infantry support, provided if the human outpost has a vent.

    All you have to do is peek your head, and fire spores, and mabye an umbra when you are done.

    Good ol tatic got me accuse of cheating when I was in a vent <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->
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