Aliens Are Not Designed...

HannebambelHannebambel Join Date: 2002-11-02 Member: 5416Banned
edited November 2002 in Kharaa Strategy
...for "Lone Ranger" tactic.


I think that´s the problem many Alien players still have right now.


They always think of this Alien vs Predator stuff, where those 2 species can work on their own as single unit. But this does not work so well on NS.

OK, you can lurk and strike at a given chance, but attacking an marines installation or "platoon" alone is near suicide.

If your in the Alien team, work as a team. And look what you can do to support your team. I played Onos only once, coz there are too many people playing this. But you also need other form. Most of the time I play Gorge. I then build defense chambers near installations, heal buddies myself or distract marines with the spawnlings.

And most of the time it works.

That´s for those, who think the marines are too strong.

Comments

  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    yeah, Team work is essential for both teams to work.
    It usually becomes less fun when everyone goes rambo.
  • padijunpadijun Join Date: 2002-11-01 Member: 3419Members
    Aliens <i>can</i> work alone, you just need to use hit and run guerilla tactics. Acid rockets, fall back around a corner and regen, attack more, then stealth and regen or fall back to the defense chambers, etc. Working alone still sucks compared to say 2 fades and a lerk moving forward being umbraed... but it can be done. 2 hits from a skulk kills a marine, but a fade with carapace is a bullet sponge. So a fade vs. 2 marines has a far better chance of survival than a marine vs. 2 skulks. Basically, being alone is a bad tactic for both teams, but you can actually swing it as aliens.

    Myself, I try to be a team player (constant umbraing and structure killing, score be damned), so I play as lerk.
  • WarfareWarfare Join Date: 2002-10-29 Member: 1697Members
    It depends on the alien, really.
    In Invictus we have this teamoriented strategy called "Itsy Bitsy Spider". A gorge will place webs on the floor (not nessecarely near turrets) and a skulk will walk to the roof and sit there and wait for the prey. Not only is it a winning tactic, but it's a fun one too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I usuallly always go with at least 1 other skulk. If noone wants to go with me, I just use the hive sight to go with them.

    However, I'd say the Skulk is the actual only one "designed" for lone hunting. Silence/Celerity, Scent of Fear/Enhanced Sight and Regeneration and you're the perfect hunter. I choose Silence if I'm going to need stealth to get to areas closer to them, and when we don't got all hive yet, or I use Celerity when I need to move fast. Scent of Fear is something I always use unless it's very, very dark. If they're wounded, just attack the orange circles anyways.
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <span style='color:blue'>***Moved to Kharaa Strategy.*** </span>
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Weeeel....

    You're assuming that "lone wolf" and "teamwork" are totally opposing strategies. They aren't. A skilled fighter can (and should) fight alone, but fight for the good of the team and respond to attacks on the Kharaa as necesasry. The whole hive mind concept is very applicable; I find myself actively patrolling, waiting for "life-form\structure under attack
    " in order to defend... But while calling for backup to take certain vital spots is necessary at times, it's far better to hunt alone. It's also better, say, for a single skulk to work on a small TSA outpost while the rest of the team focus on a larger base (or on resource nodes. Or on a hive. etc.)

    Anyway, my weapon of choice is Fade with Carapace, Celerity and Scent of Fear; I can take down heavily armoured marines by myself anyway <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    Yeah, I've noticed this too. Lots of times I'll find myself grouping up with two other skulks. Two of us will wait above and to either side of a doorway, while one gets a marines attention and runs away from the doorway. Many times the marine rushes right out firing at the bait, then whirls as we drop down, only to be hopelessly surrounded. (Odd thing is that I've never once detailed this plan beforehand, just lots of times me and other skulks have just DONE it without any verbal or text communication.)

    Even later on, I've mostly seen fades working best in pairs with a lerk escort. The lerk does his umbra thing while the fades alternate their acid rockets. This sort of harassment is brutal, as if the fades are regenerating they regain health faster than an HMG can take it down through the umbra. It's a great way to bottle the marines at their spawn, as I've seen large messes of marines immobilized fighting such a grouping. Grenades are fine and dandy for such a tactic, but it's fairly easy to scatter and regroup and tag the grenadier.

    Usually the only unit I see often working by himself fully is the gorge, since he often builds deep within alien territory.
  • WraithmanWraithman Join Date: 2002-11-14 Member: 8600Members
    <!--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-->You're assuming that "lone wolf" and "teamwork" are totally opposing strategies. They aren't. A skilled fighter can (and should) fight alone, but fight for the good of the team and respond to attacks on the Kharaa as necesasry. The whole hive mind concept is very applicable; I find myself actively patrolling, waiting for "life-form\structure under attack
    " in order to defend... But while calling for backup to take certain vital spots is necessary at times, it's far better to hunt alone. It's also better, say, for a single skulk to work on a small TSA outpost while the rest of the team focus on a larger base (or on resource nodes. Or on a hive. etc.)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I agree 100% with SoulSkorpion on that one. I find myself working alone 99% of the time because thats just how i play, however, im not just flying around killing as many marines as i can. When i play, im an outpost hunter. I patrol from resource node to resource node and take out any marine outposts i can find. I play lerk whenever i can and can take out anything they can put up, providing it's not too heavily guarded, even then it just takes time, and the bigger the station is, the more it costs them when it's tore down... what i do when i am working with people, i tell them to hang back and make sure no marines come to the rescue till the TF is down... once i have that one down, the rest pour in and we level the buildings right quick. If you are not very good at engaging marines one on one or worse odds, you should stay with a group. When everyone is spread out, that forces the marines to be spread out as well, which makes everyone's job easier.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    <!--QuoteBegin--the_move+Nov 24 2002, 03:54 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (the_move @ Nov 24 2002, 03:54 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->OK, you can lurk and strike at a given chance, but attacking an marines installation or "platoon" alone is near suicide.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not on the servers I play on. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
  • padijunpadijun Join Date: 2002-11-01 Member: 3419Members
    edited November 2002
    You guys have got it. You can still be alone and be a team player.

    Lerk: go through the vents, telling your team where enemy advancement is. Find marines gunning down your O/D chambers? Umbra them until the marines get the clue or bust out the GLs, which is more rare. Keep your eyes peeled for places you can fly up to so you're above the fire of their turrets, then chip away at the T-Fac.

    Skulk: Get to an empty hive and give your team the heads up... Is it under attack? A ghost town? Call your friends in to defend it with you. There's also the ever-present "hide above them on a door and bite him in the back". Skulks are extremely good scouts. Constant (but not too much) teamchat is an effective tool.

    Fade: You're near a D chamber or have Regen? Guerilla tactics work marvels. Hit and fade (pun intended), rinse and repeat. You can last forever if you're smart.

    Onos: Charge the T-Facs at their resource points, you should have no problem whatsoever getting it unless there's heavy marine presence. Make sure your team knows that you're around to do this, and to call you when needed.

    Gorge: I haven't played gorge enough to really give my "expert" (haha) opinion, but I keep reading about these badass webbers who can hold off aliens with ease and then build. It makes sense to web around dangerous places before you get vulnerable and build.

    I'm sure someone else could expound so much more on this, but that's all I can think of for right now.
  • RhoadsToNowhereRhoadsToNowhere i r 8 Join Date: 2002-01-24 Member: 33Members
    I think one of the advantages of attacking in groups as an alien is that most of the classes have abilities that complement each other. For instance, a Lerk dropping Umbras provides nice cover for a Fade lobbing acid rockets. Abilities like healing spray and primal scream help just about everyone out, too.

    That said though, there's no reason why a good Fade can't just barge right into a moderately well-defended marine minibase (2-3 turrets) and destroy the turret factory before he gets killed by turret fire. The same goes for marines at close range.
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