Ns: Combat Tips
Alens_pwnzors
Join Date: 2003-10-07 Member: 21504Members
<div class="IPBDescription">What to do and what not to do.</div> PPL, post your fav tactics in combat here. Mine:
Cloak + Focus + Silence. Wait outside MS, marine comes, bite and he dies. (Armor upgrades can prevent this.) Also, try hiding somewhere <i>IN</i> MS, like on the comm chair. rine comes to weld it, eat his face.
Cloak + Focus + Silence. Wait outside MS, marine comes, bite and he dies. (Armor upgrades can prevent this.) Also, try hiding somewhere <i>IN</i> MS, like on the comm chair. rine comes to weld it, eat his face.
Comments
Even with armor upgrades, carapace can give you a few more seconds to get a second or third bite, and most of the time thats more than enough. Then you're free to go cloak in a corner until regen gets you back to full health, at which point you're free to start this whole process over again. Just make sure you pick a new spot to cloak in, the Marines can get wise to this little trick.
depends on the map i'm playing. i'll either go sneaky> cloak, focus, silence-> fade, cara, regen-> onos
or i'll go all out offence> focus, cara, celerity->fade, regen. from there i either upgrade the fade or go onos.
or in certain maps i'll go for the ultimate lerk.
have to toggle between primal, umbra and bite, but once u learn that its pretty darned uber.
OR
leap carapace celerity regen gorge fade onos
A focus leap will absolutely destroy a level 0 armor marine, and it doesn't exactly do any favors for others either.
Never be an onos in combat without carapace celerity and regen. That leaves one slot left over for whatever you want.
Kill some rines, get focus
kill some more, get celerity
kill some more, get silence
(this is enough to ensure a lot of easy skulk kills)
kill more, get regen
kill, get carapace
then leap
then cloak
then adren
Yep, i stay on skulk the entire game.
I get it first. Every game. No footsteps, no bite, no clue in the rines head. Soon to be no rine head.
boom.
celerity.
boom.
SOF.
boom.
silence.
boom.
I just love seeing those splatter kills... heh heh heh.
At the end of the game, it's almost completely useless. 70/30 health means you die to one grenade, you just cannot help in the marine base at all. The best you can hope for in the endgame is either to patrol the access routes to the hive and pick off stragglers, hide in vents and kill JPers, or constantly xeno the CC.
If you want to go Onos, plan to do so at the start. I normally go celerity/regen/fade/slot 3/Onos/carapace. Celerity helps get early skulk kills, I take regen since I won't have adren as fade, slot 3 for meta and stomp when Onos, top off with cara to live longer.
Currently though, my favourite is focus/adren/lerk/celerity/cara/regen/SOF/umbra. Getting to lerk early lets you spore those LA marines in MS, then swoop in and finish with bite in the confusion. Adren to keep flying/biting/sporing, celerity to give uber speed, cara to give you chance to get those shotgunners/HMGs, and SOF to spot sneaky marines. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
2 unlock
3 adren
4 gorge
5 carpa
6 regen
7 cele
save the last 2 in case i need to fade or leark
- do not stay skulk all the game. it makes you nearly wothless in the endgame compared to a 700/750 regen celerity onos.
lerk, fade or onos is the way to go
- do not stay skulk all the game. it makes you nearly wothless in the endgame compared to a 700/750 regen celerity onos.
lerk, fade or onos is the way to go <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
So true. Play skulk if you like but save some levels to go lerk/fade/onos later or your team loses. Skulks can't win a combat game if they don't kill the CC in the first minutes.
anyhoo, focus > celerity > carapace > regen > save for fade > SoF > Silence
its basically one huge pain in the A-S-S that never dies, and generally kills anything that comes close to the hive
1. Don't get cloaking. In the early game ambushes are just as effective without cloaking as with, scanner sweeps negate it but also tell marines that you're nearby which is really bad, and it's worthless in the late game.
2. Make sure your team has at least 1 gorge and 1 lerk. Obvious, really. In small games a gorge is not necessary.
3. Never stay skulk if they get heavies. You don't have the staying power. Ditto for GL's. Remember that if you die you give the enemy an advantage.
4. Try not to die. If the enemy gets fewer levels, your team will dominate them. Don't be afraid to run away to the hive; celerity skulks are especially good at this, as are lerks, and the masters of hit + run, fades. If you die as a fade you probably made a mistake somewhere.
5. All lerks must have umbra and primal rage, all onos must have stomp. These are essential late-game abilities.
Personally, I get celerity, then focus, then cara, then regen, then save for fade. Once a fade I finish off with slot3 and then either SOF or silence, normally silence. I find it a lot easier to blinkslash without all that snarling etc.
Recently, I've been trying focus, slot3, then going straight to fade, but the mid-levels are tough without cara or celerity, and being a fade without cara vs. shotties and HMGs isn't fun. OTOH, focus slash is deadly early on and you can counter jp's quickly.
1.) save 3 res, go fade
2.) save 2 res, go onos
3.) ability 1
4.) ability 2
5.) celer
6.) adren
7.) CHARGE!!!!!
Note: DO NOT CHARGE HAs. Just charge up to em, and munch!
Everything but GLs, shotguns, HMGs unless you flank the target, and CCs. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Focus-leap refers to leap-biting. Focus only affects the slot one ability.
almost without exception.
1. Skulk of Doom
celerity, focus, cara, regen, (Godly Skulk of Doom: silence, leap, adren, cloak, sent)
2. Skulk of Boom
leap, Xeno, Sent, celerity. (save points for other critters maybe)
3. Gorge of Boom.
Evolve from #2 adren, cara, regen.
4. Lerk of Boom.
evolve from #3, focus
5. Fade of Doom
evolve from #1, adren, meta
6: Fade of Boom
evolve from #3
7. Onos Of Doom
Celerity, Cara, Regen, random choice of upgrade. usualy adren, ONOS
8. Onos of Boom
leap, xeno, cara, adren, ONOS
9. Godly Onos of Doom
focus, cloaking, Silence, Regen, ONOS
Focus doesn't effect leap. I mean leap and bite them as you sail past. When the marines have level 0 armor, or little armor left, you are a screaming rocket of doom. They will die before you hit the ground.
Sorry I didn't reply sooner, didn't notice the question <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
if tsi 5 player teams, then very good
7 player teams, you it take another onos doing the same thing then.
I got 2 other people on my team to do the Godly oNos of DOOM combo, and it anhinilated the reens easy. they had, jps, and 1 heavy.
- do not stay skulk all the game. it makes you nearly wothless in the endgame compared to a 700/750 regen celerity onos.
lerk, fade or onos is the way to go <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
So true. Play skulk if you like but save some levels to go lerk/fade/onos later or your team loses. Skulks can't win a combat game if they don't kill the CC in the first minutes. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
hmm..
i say mixed alien combat team is the win, Skulks own jp's in vents.
this is my most succesfull alien.
1 focus
2 celerity
3
4 lerk
5 adren
6 regen
7 carpace
depends on my team if my team has some skilled onos, or if marines are dug in MS,. i go:
8 umbra
9 primal
if marines are all over the map:
8 scent
9 silence