Upgrades

RiddlerRiddler Join Date: 2005-04-16 Member: 48658Members
Can someone help me out and tell me wich upgrades are best to take wich wich combination of ither race (aliens) of armor/weapons with marines , wich make the most proficient killers?

thanks

Comments

  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    It is up to the player to make choices, but I can give some advice <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    For marines is armor 1 the best upgrade at the start of a ns_ map

    My prefered Kharaa upgrade is celerity with leap and silence.

    Play the game and find out yourself <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    also: ns_ > co_
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    If you mean classic ns_ games, then a standard order would be something like a1, w1, w2, w3, a2, a3. If your playing combat than anything that suits your playing style, there are heaps of different possible orders to experiment with.
  • RiddlerRiddler Join Date: 2005-04-16 Member: 48658Members
    Yeah like , in combat , can anyone give me some tricks , helpful hints or tips? lol would be really appreciated , and ive heard some good combos are like , leap and focus , and perma charge with onos with hunger i think , havent heard any for the marines tho , i totaly suck with the aliens tho , unless i just go and slash and slash , that's about it , im from DoD , so its very very foreign to me to go and play aliens when you come from Axis vs Allies lol just wondering if anyone can help me out a little seeing as you all sound like you know what your doing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Hunger? That's not standard NS upgrading. That comes from a plugin. You should ask people who regularly play on those servers or even the maker of the plugin (I think Depot made it).
  • ChareyCharey Join Date: 2004-08-07 Member: 30441Members
    You could get the welder if the com chair is damaged, you get free exp for fixing the com chair. Two things to remember when fighting is to stay in a group to increase firepower and try to stay at the ends of hallways if you are going to stop, the ailens have almost no range attacks.
  • OrionStarOrionStar Join Date: 2005-01-30 Member: 39121Members
    Mines are a good upgrade in combat - you can get quick points without being hit. An upgrade path for me (as marine) could be: resupply - a1 - mines - mt - w1 - sg - hmg - w2 - w3. But it depends on the map.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    mines become useless really quickly, but if the alien team is agressive at the beginning, you can rack up some nice exp early on. the key to playing combat is to be offense oriented. even if you're defending, getting weapon upgrades over armor is usually best. if you're gonna tech quickly to jp or ha, make sure you at least have upgraded to at least a shotgun. teching to level 3 shotgun quickly, even with no armor or resupply will quickly have people yellin h4x cause you'll be ripping up skulks like mad
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    Weapon upgrades give you an extra ten percent damage per level. A LMG does 10 dmg, pistol 20, knife 30. Weapon upgrades don't effect the knife. At lvl1 weapons, LMG does 11, pistol 22, etc. At lvl3, LMG 13, pistol 26. Armor upgrades give you an extra bite's worth of armor. Lvl 0 armor and you die in two bites or one bite and three parasites. Lvl1 armor and you need three bites or two bites and four parasites. Lvl2 armor and it takes four bites or three and one parasite. Lvl3 lets you take around 5 hits as a light armor.

    The HMG is the gun to use against enemy lifeforms. Base damage is 20 dmg per bullet. Generally I'd advise getting one of these early, but not at the price of armor upgrades. The shotgun is perfect for CQB, but the HMG is too, and is a much stronger deterant against aliens. Nobody wants to mess with you.

    Motion tracking lets you see moving aliens as blue circles through the walls. It's the ultimate intelligence tool.

    Carapace, Celerity, and Focus or Scent of Fear are typically good alien upgrades. Having hive2 abilities lets you play harder as the aliens by giving you better skills to attack, evade, defend, and extend your time on the battlefield. Having three weapons to fit different situations lets you be more tactically versatile, assuming you know what you're doing.

    Hive 2 unlocks Leap, Bilebomb, Umbra, Metabolize, and Stomp. Stomp stuns non-JP marines long enough to stomp them again, making them easier targets for other aliens to munch. Running backwards with stomp allows an onos to run away in a jam, keeping enemies "behind" him stunned too much to focus their fire on him. Metabolize lets a fade regain 20 hp and a chunk of their adrenaline bar, letting them make extremely rapid successions of one-strike hit and runs, metabolizing quickly back to full health and adrenaline after retreating and repeating. Fast fingers can let you metabolize in the middle of a fight. Umbra blocks 1/2 (unless it's 1/3) of all bullets, LMG, pistol, HMG, and shotgun against any alien or alien structure inside the cloud. You'll know when bullets are being blocked because they will make a dull thump noise instead of a hit noise. Putting umbra on a slowmoving onos lets him become twice as durable as long as he stays inside the clouds, and putting umbra on a crowd of marines opens an opportunity for fast moving aliens like fades and skulks and lerks to dive into the crowd and take an extra shotgun blast or two. Bilebomb doesn't hurt marines, but it hits their buildings for 200 damage on a direct hit, and the smallest splash clears minefields in practically one shot. Leap is like blink for skulks.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    DCs:
    Carapace - This is very useful for skulks, lerks, and fades, because it gives them a significant amount of survivability. Gorges rarely go in close combat where they need the armor, they stay back where regeneration is more useful; if they do get in close combat, they'll almost always die regardless of carapace, so redemption is more useful. Onos with carapace die without losing all their armor, so carapace doesn't give them as big of an advantage as you'd think.
    Regeneration - This reduces your downtimes greatly, but it doesn't help you very much in combat situations. If you're facing heavy weapons, you may need the survivability of carapace. If you're facing LMGs, then I'll almost always regeneration. For skulks, this gives a very small boost to regeneration, so I never get it.
    Redemption - This is good, but it's too risky in my opinion. Often, it takes me away when I don't want to be taken away and it doesn't take me away when I want to be taken away. Skulks and Lerks will usually die before redemption goes off, especially at close range. Fades get too big of a boost from regeneration or carapace. In combat, you can combine this with carapace to have a much larger chance to redeem successfully. Don't get this with regeneration, since regeneration will often get you just above the level you need to redeem and you won't have enough armor to survive in the time it takes to redeem.

    MCs:
    Celerity - This helps all lifeforms tremendously. You can dodge better, traverse the map faster, and reach the marines faster. I'd recommend this for any alien.
    Silence - This is a very useful upgrade. High skill marines rely heavily on sound and this will allow you to ambush them much more successfully. It can sometimes be even better than cloaking at remaining undetected. You can get around the back of a marine and take one out without his friends noticing. However, for Onos, Fades, and Lerks, I'd rather take celerity or adrenaline, since they are just too good to pass up. However, it can be good to change things up occaisonally; a silenced focus fade can be devastating. Be warned that motion tracking will almost completely nullify this upgrade.
    Adrenaline - This is another good upgrade. For skulks, it will let you take down RTs without running out of energy and utilize leap to its fullest extent. For gorges, you'll be able to healspray, bilebomb, or spit for a much longer period of time. For lerks, you'll never run out of energy and be stuck on the ground in front of a marine; you'll also be able to keep umbra and spores up almost constantly. For fades, you'll be able to blink erratically and repeatedly. For onos, you'll be able to stomp more often and you'll digest faster.

    SCs:
    Focus - This is an amazing upgrade, if you know how to use it. This will double your attacks but halve your rate of fire. You'll be able to get one hit kills against Armor0 LAs and JPs and 2 hit kills against every marine not wearing heavy armor. This is great against jetpacks, since it's difficult to hit them several times and it's great for hit-and-runs, because you have to spend less time on the ground attacking. I always get this for fades and I usually get this for skulks and onos.
    Scent of Fear - This allows you to choose your targets from around a corner and it will tell you when you're running into a trap. I almost always get this as a lerk and I often get it for everything besides the fade (since focus is so good for fades).
    Cloaking - This is great early game, since you'll be ambushing a lot, but late game, there's too much stray fire and battles are too intense for stealthiness to work. This isn't as good late game as focus and sof are. I only get this as a gorge or skulk. In combat, one player with scanner sweep can nullify a whole team with cloaking.

    Here's what I usually get:

    Skulk
    Any MC upgrade, depending on what I'm doing.
    Carapace
    Any SC upgrade, depending on what I'm doing.

    Gorge
    Adrenaline or Celerity
    Regeneration or Redemption
    Usually SoF, but sometimes Cloaking.

    Lerk
    Usually Adrenaline, but sometimes Celerity
    Regeneration or Carapace
    Scent of Fear

    Fade
    Celerity
    Regeneration or Carapace
    Focus

    Onos
    Usually Celerity, but sometimes Adrenaline.
    Usually Regeneration.
    Scent of Fear or Focus.
  • N_3N_3 &#092;o/ Join Date: 2004-03-12 Member: 27291Members, Constellation
    <!--QuoteBegin-Swift Idiot+Apr 20 2005, 01:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ Apr 20 2005, 01:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Lvl 0 armor and you die in two bites or one bite and three parasites. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats for a marine on 100/0. Level 0 armour is 100/25, so thats 2 bites, or 1 bite and 8 parasites (assuming they dont get medpacked).
  • Evil_penguinEvil_penguin Join Date: 2005-03-23 Member: 46194Members, Constellation
    If you got a good start in co, lets say something like 4-0, then definelty get shotgun as soon as possible. Its so easy to kill those level 2 skulks with shotgun <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->

    My strat is (almoust)always: dmg1,sg,a1,a2,jp,resupply
    Then if all aliens are skulks,i stick with sg. But if theres onoses and fades, then ill take hmg and damage 2 and 3.

    You dont really need resupply first, if you take sg asap, you will kill all skulks before they bite you
  • TyKoNTyKoN Join Date: 2005-01-31 Member: 39304Members
    if you want to jp rush [the most fun one]
    a1-a2-jp-w1-sg-res-cat
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