Upgrading Pointless?
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Join Date: 2003-10-07 Member: 21501Members
<div class="IPBDescription">upgrade UR SKULK!!</div> when a skulk i think its imperative that a skulk upgrades and gets as many kills as possible even tho ALOT of people i see these days see this upgrading as a waste.....i believe this can turn the tides in a game if the skulks would just use all the upgrades that they have access to ,be it D's and M's or even SC's, people wil just say well i upgraded and i just got owned after only killing one marine where i could've just saved the res and not gotten the upgrades and i could be saving for onos or fade or whatnot...but the way i see it is...once you have access to a chamber everytime you respawn you should upgrade because killing one marine is SO crucial in the beginning of the game cutting them down before they get to res. spots and other important chokepoints....i think this is why people are getting beat early game by marine noone seems to want to use there res. to upgrade while soemtiems it doesn't seem to pay off it really does because you help the team by being effective in the beginning and worry about endgame when the endgame in fact rolls around....jsut my thoughts
Comments
- Regen: regenerates only 3hps... faster to get to nearest hive/DC/gorge
- Redem: why redemp if you will be back in game in a sec anyway (if to not let the marines get the extra rez, just suicide)
- Carapace: best DC upgrade IMO... but it offers only about 30% extra hit points...
Other chambers offer very nice bonuses and should be used:
- Silence: ambush and kill small groups of marines
- Celerity: great for 1 on 1 fights against marines
- Adrenalin <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> : useless in the beginning
- Cloak: guarantees at least one kill
- SoF: may be useful to find those lone marines...
- Pheromones <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> : worst upgrade of all
The problem with MC upgrades in the beginning is that you usually don't get the full bonuses since you don't have all 3 chambers... and with SC you can stay near existing SCs to umbush marines (while it is still VERY useful to get cloak anyway)... Usually i just end up attacking marines without any upgrades suiciding when i get low on health (people wonder why i keep diing -- because I don't want the marines to get rez killing me; my K: D (where D is death through marines) becomes extremely high).
43.5% for Skulks.
- Regen: regenerates only 3hps... faster to get to nearest hive/DC/gorge
- Redem: why redemp if you will be back in game in a sec anyway (if to not let the marines get the extra rez, just suicide)
- Carapace: best DC upgrade IMO... but it offers only about 30% extra hit points...
Other chambers offer very nice bonuses and should be used:
- Silence: ambush and kill small groups of marines
- Celerity: great for 1 on 1 fights against marines
- Adrenalin <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> : useless in the beginning
- Cloak: guarantees at least one kill
- SoF: may be useful to find those lone marines...
- Pheromones <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> : worst upgrade of all
The problem with MC upgrades in the beginning is that you usually don't get the full bonuses since you don't have all 3 chambers... and with SC you can stay near existing SCs to umbush marines (while it is still VERY useful to get cloak anyway)... Usually i just end up attacking marines without any upgrades suiciding when i get low on health (people wonder why i keep diing -- because I don't want the marines to get rez killing me; my K: D (where D is death through marines) becomes extremely high). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
- Regen: 8 hp.
- Redeem: Because you don't want to wait in line to respawn again. Redeem can save you a lot of time believe it or not.
- Carapace: Makes you 1.5 times the skulk.
DC's are actually quite useful for skulks, as they are for all classes. It depends on your situation. If I was at 40 res, I probably wouldn't get any upgrades so I could fade.
If I was at 10 res, I would get all the upgrades I could to help out my team.
As skulk I love celerity and silence. Adren is ok if you intend to para kill, but if you're not screwing around then you want silence for leet IP killage. Celerity is great for countering crack rabbit marines.
This is the way I do it too. If I kill a marine then I can use that res for upgrades. Kinda like positive reinforcement for munching marines. If I'm dying then either I'm off my game or in a death-heavy situation (6 marines storm double, you probably won't kill them all but you can take as many as you can), so upgrading tends to stagnate my res income.
silence OWNS!!! half of the marines out there rely on their hearing to tell them when a skulk is coming - i.e. listening for that pick pick on the floor while theyre knifing a res tower. you can kill a bunch of marines before they notice.
silence also silences your leaps - very handy.
silence+cloaking=ultimate ninja skulk.
As skulk I love celerity and silence. Adren is ok if you intend to para kill, but if you're not screwing around then you want silence for leet IP killage. Celerity is great for countering crack rabbit marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Keep in mind redeem also saves you a long wait in the spawn que, which can be a killer on pubs.
That's true, but as soon as you start seeing 1/1 upgrades, fancier guns, or more than 1 marine at a time, redemption almost certainly isn't going to work before you die. Until that time it's irritating as hell for marines (and especially rambos), though.
On pub servers, silence also owns. On ns_bast, 'rines were taking feed water. Comm dropped everything - armory, pg, & tf. Probably 8 marines total. I sneak up from behind using the vents near atmos as a silent skulk. Maybe 5 'rines building all the crap, and not a one of the others looking towards the way I came in. Killed all of them in a matter of seconds because they were all too damn busy building and no one heard me.
However, on private or clan servers, the story is different. Need the carapace to close the distance, and then bite-bite-bite. Silence is still a BIG bonus.
on topic... if there are lots of marines coming, getting carapace to survive a few bullets more will certainly help your team out
if you're going rambo skulk (and your name isn't shampoo) you'll probably need carapace to even get close to a marine
if you're saving for onos, it doesn't matter, as you probably'll probably protect (read: idle in) the hive room anyway
My mate played NS for 2 weeks before he realized that he can actually get these things called "upgrades". Yet he played good.
My mate played NS for 2 weeks before he realized that he can actually get these things called "upgrades". Yet he played good. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Thats pretty funny. Its cool that he played well enough he did not need the upgrades.
"What do you mean I can regenerate!! How the hell is that guy running so fast!! You see that! That guy just dissappeared!" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->