<!--QuoteBegin--Jeebus+Nov 13 2002, 07:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jeebus @ Nov 13 2002, 07:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... -If a marine touches a sensory chamber he becomes parasited ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Actually I believe just being near a sensory chamber parasites you, it shoots them into you, they don't just rub off. Also I think that like alien turrets there isn't a map limit to the # of webs placed but a limit to the number at a location, Im not sure of this but I think thats how it works.
acutally there is a map limit to webs so web carefully!!!!! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Now, does a sensory tower parasite damage a marine? I've been wondering about that for a while... If it did, I'd stick em in front of off towers to ward off welders <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--Typhon+Nov 16 2002, 12:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Typhon @ Nov 16 2002, 12:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->-you can quickly know if your parasite hit a legal target or not. If you shoot it and it just goes 'shoof' you missed. If it goes 'shoof tack' you hit a marine or building and successfully parasited it. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Not to mention you can see a new yellow blob on Hivesight, too. . . .
<!--QuoteBegin--Lindstrom+Nov 28 2002, 02:36 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lindstrom @ Nov 28 2002, 02:36 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Jeebus+Nov 13 2002, 07:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jeebus @ Nov 13 2002, 07:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->... -If a marine touches a sensory chamber he becomes parasited ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Actually I believe just being near a sensory chamber parasites you, it shoots them into you, they don't just rub off. Also I think that like alien turrets there isn't a map limit to the # of webs placed but a limit to the number at a location, Im not sure of this but I think thats how it works.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's been changed in one of the patches (1.02 I think).
Sensory chambers only rub a parasite off now. One of the groovy things though is to drop them in sinking floors (those places where towers disappear through the floor). The pipe leading towards the sewer hive (caged) is a classic. If you drop a sensor tower outside the pipe, facing the weldable vent that's inside the pipe, it dissapears into the floor, but parasites any marines that wander over it.
Chuckling gives you away so fast. If you sit somewhere chuckling, you're as good as dead because they can tell right where you are, next best thing to an observatory.
At the beginning instead of biting everything as a skulk try to play scout and parasite the marines, usually they'll go lone rambo cause it gives away the position of the pack so easy kill, also help the team to see where defences are needed, you won't rack kills but u'll help your team a lot. Also try to parasite one or two buildings in each marine base u come across even main one, don't parasite every building it is useless and cause a lot of trouble to ur team with all these yellow dots all over the hud.
<!--QuoteBegin--Yassum+Dec 12 2002, 03:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yassum @ Dec 12 2002, 03:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Also try to parasite one or two buildings in each marine base u come across even main one, don't parasite every building it is useless and cause a lot of trouble to ur team with all these yellow dots all over the hud.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Best building to parasite is the turret factory. That way skulks know where it is when it's buired inside a hord of turrets, and can find an easy spot to bite it.
Well I can say Skulks take fall damage. Ive fell from moderate heights and have landed to lose like 8-12 armor or so.
And yes Lerks can fly themselves into a bloody, messy death. Example, I was on that map with the Cargo bay area. I dont know map names, just hive names <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Anyways, Theres that long vent in the back that leads to that res nozzle en route to the other hive. From the vent, for fun, I held strafe right and hit spacebar as fast as I could. I was killing time. And I flew through, came out the little opening, passed the hive, and SPLAT instant death on the wall. It chalked it up to killed self from worldspawn.
And my lerkage skills have doubled. Instead of umbra and spiking turrets, that takes too long. Just fly up to the turret, umbra, and chomp away.
Great tip for Skulk which I've sometime's used to single handedly used to turn the course of a game :
- Marines structures that have been built on metal-grated surfaces, usually a turret factory or resource tower, come from underneath and start chomping away, it will do damage through the surface and you will not take any fire from turrets etc. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
On defence chambers: Again, the regen through walls. If there is a hallway running past a marine base that isnt easily accessable by that said base, build a wall of dts. You can then have your skulks (with carapace) running in circles, being regenerated nice and fast half the time. Being regenerated by 3 or 4 chambers is enough for a skulk to go one on one with a couple turrets with little l33t maneuvering.
Also, i find most gorges are very stingy on the defence chambers. A fade or two attacking a marine base with a nice gorge around the corner spraying and amassing 3 or 4 d chambers is a force to be reckoned with. D chambers also eliminate the need to evolve the Regen ability, as the Carapace is much more practical when constantly using the d chambers much superior regeneration.
Carca is awsome when you go agains HMGs, you get massive hitpoint increases. I can actualy take out 3-4 marines (with LMG) with carca before haveing to go heal (4th is risky) vs 1 or 2 before haveing to retreate to regen if I picked that. A (3-4) skulk rush with carca and 2 gorges with carca are a nightmare come alive for marines, even with a resonable turretfarm. The gorges just have to remember to try and heal as many skulks (and the other gorge) as possible while not spending to much energy since they prob won't have adren at this point.
I'd just like to point out that the kharaa buildings are very good at not paying attention to the material world.
For example:
Def chambers and Hives heal through any walls to a specific distance in any direction. Offense chambers fire through other kharaa and their buildings as easily as through open air. Any chamber that is built by the kharaa (except the obvious resourcer) can be stacked to unbelievable levels. (exercise caution, as you will tend to get stuck on the 3rd+ level)
to stack buildings, you must have a completed building as a base. Then you simply jump on top of it, and lay a new building on an adjacent <i>completed</i> building.
There thats my 2 cents... Not like you bugs need any help anyways....
Edit: had ALOT of fun outside the generator hive on NS_CAGED with the stacking... hehehe
Actually, Offense Chambers will have trouble shooting through one another, but only through the base of the chamber. think of each chamer as being a pyramid, the shots come from roughly the top of the chamber. if stacks directly behind another they won't shoot through, however all they need to have done is a little staggering to let them have a path through
here is a great tip i have used many times to get <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> gorges all over the map
u need a skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> as a friend ok get the skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> to sit under a vent and get the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> to jump ontop of the skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and then the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> need to jump on the spot while the skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> slowly moves up the wall and when the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> get to the right hieght can just go in the vent but plz keep close to the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> as they may need your help again
From ya tips master Alien Bounty Hunter
P.S this is effective at getting gorges to hives without the marines seeing them
another little trick i found is very handy is On ns_bast there is a water tunnel leading from back of refinary to feed water I have found u can place defence all the way along so u can stay underwater as long as u need to this is handy for when your fades need to get to feed water unseen this way they dont sie while tring to swim throught the tunnel and if they are badly hurt they can dive back under and heal up and is handy in the fact the marine cant shoot under water Try it and see what ya think gorges can build the feed water hive from near the bottom so ya can sit there as a gorg waiting for res in almost safty as marines can siege it if they place the sieges right But hey thats another story lol
i have a dirty rotten strategy i used on ns_caged the other day. as a skulk, i ran into the vent at the sewer vestibule sublevel. it's the one that goes to the marine base. i went towards the end, right near where i could parasite marines. instead of climbing up and doing that, i gorged and stacked def chambs like stairs to climb up there. then i ran up and webbed their base from above. when i got shot, the def chambs healed me. you can keep jetpacks out with web too, which bothers them. after we got a second hive, i faded and another guy came with me. we climbed the stairs up there again and started rocket spamming their base. we had been on a losing streak before, but we cleaned in about ten minutes when we did that.
Here;s one... On ns_Hera, when u have the resouces, get a gorg to set up about 8 D chambers in General Cargo Storage, right up close to the wall.(This is right beside the marine spawn). I had one alien team do this to us. It gets all the n00bs screaming "HACKS!!!!!"... it took us a while to figure out that they were all hiding behind that one crate in our spawn to get mad healing!.. It gets them so preoccupied, that every single marine is trying to kill 2 or 3 skuls..Leavin a poorly defended hive up for grabs.
All thanks to the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
-Use Parasites as much as possible, If you aproach a marine from behind, hit him with 3 para not only do you weaken him you also drown out your foot steps with the "Tack Tack Tack" aswell as tagging him <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Whenever your challenged by a knife just step back and para him to Death.
-Umbra your hive if threatend by a jp
-Its best to play it safe with fades dont get sucked into the lone marine bait, If the comm is watching over him he can give you more trouble then you can handle
-Always go for the Observatory, If your lucky you could take out Motion tracker at the same time costing the them 140 rez >_<
-Once you have secured a 2nd hive Defend your main hive asap a Late hive is better then No Hive
-Try going movements 1st, place 3 in an unocupied hive. Now sit every skulk in this hive if main is attack they can use the movement, If main hive is lost atleast you will already have Movement upgrades and now with your new hive you can spam d cmbrs all over the map.
-I beleive this game is a Rez War, always scout for ungaurded rez, and place a few o cmbrs at each rez nozzle if possible. As aliens its easier to secure rez points so take advantage of this.
<!--QuoteBegin--Fossa+Nov 18 2002, 05:57 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fossa @ Nov 18 2002, 05:57 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Be careful of your gliding key, in the tunnel on bast I flapped like 6 times, was going REALLY fast, and I glided, into the wall. BAM! Like a bird into a wind sheild. I died.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
If you are flying really fast, you can spin yourself 90-180 degrees and flap again to rapidly reduce your speed for a corner or upcoming wall.
If the marines have control of the main computer core (i think thats what it is called) one of the panels with the green and blue lines is hollow, it looks a lot different than the others. The funny thing is it is dark enough that marines i think can't (I have never been on the recieving end of this strat) see you. You can pop out with a few friends, spike a few turrets or mariens then go back to your hidey hole. Also, incase you get discovered, at the top inside the panel wayyy out of sight is a small platform large enough to hide a Lerk and it really dark. The platform is also transparent from the top so you can see and shoot at those pesky marines stealing your hidey hole <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
I have never been discovered using this tactic though.
It is quite amusing to watch the Marines run by you and never see you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Another thing for added fun, if you are feeling lucky, spike the marine, and watch him turn around and run down the corridor they came from looking for you. heh stupid marines \
Since meele isn't my best skill, I mostly go parasite and annoy people like hell. Running around map lookin for victims to parasite so they become easy targets for my a little more 1337 chowing teammates. Its also fun to support parasite them, then run away (cloaking/regeneration/celerity) and get them to follow you and your (cloaking/regeneration/silence) backstabber, many-a-marines has been done this way... just so fun every time!
ive done a bit of testing and beleive leap does around 300-375 dmg for a complete leap, this can kill buildings alot faster then if you bite them and also kills marines very fast with low risk of actually beeing hurt.
if you see a marine in a vent do NOT try and bite him as he will either kill you before you get near him or in some vents you jhust cant hurt him with bite (buggey), leap will get you to them much quicker and also kill them much quicker (ust make sure you duck when leaping in vents)
- theres a vent in computer core on eclipse right at the top facing the hive where turrets cant shoot you at all but you can shoot them (just watch out for marines) and you can stick def chambers in there too.
- marines cant upgrade anything in eclipse hive so always try and get maint hive and comp core hive first so if they decide to relocate to eclipse they cant do much (some may see this as an exploit tho).
- lerks bite does 75 dmg NOT 50 dmg as is displayed.
- you can kill your self from flying into walls too fast.
- if you try charging buildings and keep sliding off just sit on top of them and face down.
i cant think of any more right now but will keep add any if i think of some
- some weldables that marines can weld shut, so u cant get through it, so you must evolve to gorg and start spitting at it, then magically it opens it takes about 2-5 mins but it works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
also there is a thing called gorge lift <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> you need 2 gorges for this, one gorge stands on top of another gorge, the bottom one shoots up at it and the top one shoots down at it and you can touch the roof on ns_siege005 <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
<!--QuoteBegin--Lucky Fragger+Feb 4 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky Fragger @ Feb 4 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you are flying really fast, you can spin yourself 90-180 degrees and flap again to rapidly reduce your speed for a corner or upcoming wall. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> no need to spin around... just hold back instead of forward and flap and you kill your momentum real quick
heh that helped me a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> now i can shoot the enemy i am accelerating at while decellarating <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
<!--QuoteBegin--altairian+Jun 17 2003, 05:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (altairian @ Jun 17 2003, 05:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Lucky Fragger+Feb 4 2003, 09:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lucky Fragger @ Feb 4 2003, 09:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you are flying really fast, you can spin yourself 90-180 degrees and flap again to rapidly reduce your speed for a corner or upcoming wall. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> no need to spin around... just hold back instead of forward and flap and you kill your momentum real quick <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <span style='color:orange'>lol that was common sense to me, I sometimes needed to turn around it was basic instinct to hold back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--></span>
Comments
-If a marine touches a sensory chamber he becomes parasited
...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually I believe just being near a sensory chamber parasites you, it shoots them into you, they don't just rub off. Also I think that like alien turrets there isn't a map limit to the # of webs placed but a limit to the number at a location, Im not sure of this but I think thats how it works.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Not to mention you can see a new yellow blob on Hivesight, too. . . .
-If a marine touches a sensory chamber he becomes parasited
...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Actually I believe just being near a sensory chamber parasites you, it shoots them into you, they don't just rub off. Also I think that like alien turrets there isn't a map limit to the # of webs placed but a limit to the number at a location, Im not sure of this but I think thats how it works.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That's been changed in one of the patches (1.02 I think).
Sensory chambers only rub a parasite off now. One of the groovy things though is to drop them in sinking floors (those places where towers disappear through the floor). The pipe leading towards the sewer hive (caged) is a classic. If you drop a sensor tower outside the pipe, facing the weldable vent that's inside the pipe, it dissapears into the floor, but parasites any marines that wander over it.
K.
Also try to parasite one or two buildings in each marine base u come across even main one, don't parasite every building it is useless and cause a lot of trouble to ur team with all these yellow dots all over the hud.
Also try to parasite one or two buildings in each marine base u come across even main one, don't parasite every building it is useless and cause a lot of trouble to ur team with all these yellow dots all over the hud.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Best building to parasite is the turret factory. That way skulks know where it is when it's buired inside a hord of turrets, and can find an easy spot to bite it.
And yes Lerks can fly themselves into a bloody, messy death.
Example, I was on that map with the Cargo bay area. I dont know map names, just hive names <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->. Anyways, Theres that long vent in the back that leads to that res nozzle en route to the other hive. From the vent, for fun, I held strafe right and hit spacebar as fast as I could. I was killing time. And I flew through, came out the little opening, passed the hive, and SPLAT instant death on the wall. It chalked it up to killed self from worldspawn.
And my lerkage skills have doubled. Instead of umbra and spiking turrets, that takes too long. Just fly up to the turret, umbra, and chomp away.
- Marines structures that have been built on metal-grated surfaces, usually a turret factory or resource tower, come from underneath and start chomping away, it will do damage through the surface and you will not take any fire from turrets etc. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Again, the regen through walls. If there is a hallway running past a marine base that isnt easily accessable by that said base, build a wall of dts. You can then have your skulks (with carapace) running in circles, being regenerated nice and fast half the time.
Being regenerated by 3 or 4 chambers is enough for a skulk to go one on one with a couple turrets with little l33t maneuvering.
Also, i find most gorges are very stingy on the defence chambers. A fade or two attacking a marine base with a nice gorge around the corner spraying and amassing 3 or 4 d chambers is a force to be reckoned with. D chambers also eliminate the need to evolve the Regen ability, as the Carapace is much more practical when constantly using the d chambers much superior regeneration.
For example:
Def chambers and Hives heal through any walls to a specific distance in any direction.
Offense chambers fire through other kharaa and their buildings as easily as through open air.
Any chamber that is built by the kharaa (except the obvious resourcer) can be stacked to unbelievable levels. (exercise caution, as you will tend to get stuck on the 3rd+ level)
to stack buildings, you must have a completed building as a base. Then you simply jump on top of it, and lay a new building on an adjacent <i>completed</i> building.
There thats my 2 cents... Not like you bugs need any help anyways....
Edit: had ALOT of fun outside the generator hive on NS_CAGED with the stacking... hehehe
u need a skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> as a friend ok get the skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> to sit under a vent and get the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> to jump ontop of the skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and then the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> need to jump on the spot while the skulk <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> slowly moves up the wall and when the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> get to the right hieght can just go in the vent but plz keep close to the gorg <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' valign='absmiddle' alt='pudgy.gif'><!--endemo--> as they may need your help again
From ya tips master Alien Bounty Hunter
P.S
this is effective at getting gorges to hives without the marines seeing them
All thanks to the <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
My tips ....
-Use Parasites as much as possible, If you aproach a marine from behind, hit him with 3 para not only do you weaken him you also drown out your foot steps with the "Tack Tack Tack" aswell as tagging him <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
-Whenever your challenged by a knife just step back and para him to Death.
-Umbra your hive if threatend by a jp
-Its best to play it safe with fades dont get sucked into the lone marine bait, If the comm is watching over him he can give you more trouble then you can handle
-Always go for the Observatory, If your lucky you could take out Motion tracker at the same time costing the them 140 rez >_<
-Once you have secured a 2nd hive Defend your main hive asap a Late hive is better then No Hive
-Try going movements 1st, place 3 in an unocupied hive. Now sit every skulk in this hive if main is attack they can use the movement, If main hive is lost atleast you will already have Movement upgrades and now with your new hive you can spam d cmbrs all over the map.
-I beleive this game is a Rez War, always scout for ungaurded rez, and place a few o cmbrs at each rez nozzle if possible. As aliens its easier to secure rez points so take advantage of this.
If you are flying really fast, you can spin yourself 90-180 degrees and flap again to rapidly reduce your speed for a corner or upcoming wall.
If the marines have control of the main computer core (i think thats what it is called) one of the panels with the green and blue lines is hollow, it looks a lot different than the others. The funny thing is it is dark enough that marines i think can't (I have never been on the recieving end of this strat) see you. You can pop out with a few friends, spike a few turrets or mariens then go back to your hidey hole. Also, incase you get discovered, at the top inside the panel wayyy out of sight is a small platform large enough to hide a Lerk and it really dark. The platform is also transparent from the top so you can see and shoot at those pesky marines stealing your hidey hole <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->
I have never been discovered using this tactic though.
It is quite amusing to watch the Marines run by you and never see you. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Another thing for added fun, if you are feeling lucky, spike the marine, and watch him turn around and run down the corridor they came from looking for you. heh stupid marines \
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
Its also fun to support parasite them, then run away (cloaking/regeneration/celerity) and get them to follow you and your (cloaking/regeneration/silence) backstabber, many-a-marines has been done this way... just so fun every time!
ive done a bit of testing and beleive leap does around 300-375 dmg for a complete leap, this can kill buildings alot faster then if you bite them and also kills marines very fast with low risk of actually beeing hurt.
if you see a marine in a vent do NOT try and bite him as he will either kill you before you get near him or in some vents you jhust cant hurt him with bite (buggey), leap will get you to them much quicker and also kill them much quicker (ust make sure you duck when leaping in vents)
- theres a vent in computer core on eclipse right at the top facing the hive where turrets cant shoot you at all but you can shoot them (just watch out for marines) and you can stick def chambers in there too.
- marines cant upgrade anything in eclipse hive so always try and get maint hive and comp core hive first so if they decide to relocate to eclipse they cant do much (some may see this as an exploit tho).
- lerks bite does 75 dmg NOT 50 dmg as is displayed.
- you can kill your self from flying into walls too fast.
- if you try charging buildings and keep sliding off just sit on top of them and face down.
i cant think of any more right now but will keep add any if i think of some
- some weldables that marines can weld shut, so u cant get through it, so you must evolve to gorg and start spitting at it, then magically it opens
it takes about 2-5 mins but it works <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
no need to spin around... just hold back instead of forward and flap and you kill your momentum real quick
no need to spin around... just hold back instead of forward and flap and you kill your momentum real quick <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<span style='color:orange'>lol that was common sense to me, I sometimes needed to turn around it was basic instinct to hold back <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--></span>