What Path Do You Choose?
Nullzero
Join Date: 2002-11-05 Member: 6968Members
<div class="IPBDescription">Super skulk, ono, fade?</div> One of the funnest parts about co_ maps is that you get to choose all the upgrades you want for your character.
For me, I decide first what I want to be before I go up any levels. Usually I try for onos. Sometimes the game is over before I can get to level 10, but I still have a good time. Here is my path for going onos:
1) Save point... sure would be nice to have focus, oh well.
2) Save point... god, just one more level!
3) Fade! Now I can kill marines a bit faster, and can take some damage.
4) Save point... I'd kill for regeneration... oh well.
5) Save point... Almost... to... onos... must keep trying!
6) ONOS!! Now it's time to kick ****.
7) Celerity! No more getting owned at long range... I can just charge in there and kill.
8) Regeneration - Now after charging in and killing, I can charge back out and heal, rather than dying
9) Stomp - Heavies watch out... or you'll be my lunch!
This is my chosen path. The first 3 levels are the most difficult... because I'm stuck with a skulk that usually takes 3 bites to kill a marine (who has either L1 armor, or resupply). But once I get to fade, things get easier. And once I get to Onos, things get really easy.
I'm actually surprised more people don't go onos. With enough onos, there is no way the marines can win. Usually people only 1 or 2 people go onos. But I think Onos are the most important, because in late game, we are the ones that win the game for the team. We charge in and hit the CC... skulks, fades, and lerks can't really do that.
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> FOR LIFE!
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Nullzero
For me, I decide first what I want to be before I go up any levels. Usually I try for onos. Sometimes the game is over before I can get to level 10, but I still have a good time. Here is my path for going onos:
1) Save point... sure would be nice to have focus, oh well.
2) Save point... god, just one more level!
3) Fade! Now I can kill marines a bit faster, and can take some damage.
4) Save point... I'd kill for regeneration... oh well.
5) Save point... Almost... to... onos... must keep trying!
6) ONOS!! Now it's time to kick ****.
7) Celerity! No more getting owned at long range... I can just charge in there and kill.
8) Regeneration - Now after charging in and killing, I can charge back out and heal, rather than dying
9) Stomp - Heavies watch out... or you'll be my lunch!
This is my chosen path. The first 3 levels are the most difficult... because I'm stuck with a skulk that usually takes 3 bites to kill a marine (who has either L1 armor, or resupply). But once I get to fade, things get easier. And once I get to Onos, things get really easy.
I'm actually surprised more people don't go onos. With enough onos, there is no way the marines can win. Usually people only 1 or 2 people go onos. But I think Onos are the most important, because in late game, we are the ones that win the game for the team. We charge in and hit the CC... skulks, fades, and lerks can't really do that.
<!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif' /><!--endemo--> FOR LIFE!
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Nullzero
Comments
Lerks are popular because of their versatility and support abilities.
Skulks are more popular because you don't have to save points to skulk and climbing on walls etc. is fun. They are also very good when cloaked.
Onos are generally considered to be big, dumb tanks, boring to play and fun for rines to pump bullets into. Also, onos can't counter jetpacks on most maps (maps with v. low ceilings are exceptions)
Although onos are handy to win, a good number of fades can do the job just as well; skulks and lerks tend to be weak lategame due to grenades and can't crack MS.
Conversely, you can also not have all fades/onos. It's tricky to blink a jper out of the air, and an onos don't really have much of a chance.
I find it hard to recommend going fade or onos without getting at least a few upgrades. Cara, regen, and celerity are just about impossible to get by without when fighting somewhat fair odds. You're just gonna get raped, and that's all the more xp for the other team.
most people dont get this, but charge is very strong
save
save
fade
save
onos
celerity
regen
cara
redempt
just because i can actually devour
xeno
SoF
Celerity
Cara
Silence
I rarely get any higher than that. My strategy is to get individual yet powerful rines. That LA with the nade launcher is going to go boom. Just get past his gaurde and he is toast. If a jetpacker trys to fly around the hive, he will get bombed. If I get to rine spawn just before a group drops, I can really **** some people off. A mass heavy train is not my best friend, obviously.
I sometimes get cloaking, but it is soo aggravating when one rine gets scan. One point should not entirely counter an upgrade. Even worse is when one rine decloaks a whole pack of skulks. That does not seem fair. Can aliens share cloaking or SoF?
It depends on too many things. On larger servers carapace is more useful because of the crossfire, on smaller servers I don't pick it at all.
On smaller maps I pick regenerate pretty late because it's fast to blink back to the hive.
Against a marine team with many GLs I don't pick silence because the explosions are loud enough to hide my blink sound.
Upgrades I never use as fade: acid rocket, cloaking, adrenaline, redemption.
Oh, and first upgrade is always focus...
Celerity
Carapace
Regen
Adren
Unlock Next Ability
Wait till I have 3 extra points
Go gorge
Go Fade
Lots of blink/swipe fun!
Focus
Selerity
Adrenaline
Gorge
Lerk
Regen
Carapace
Silence
Scent of Fear
<!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> owns you
1. It lives longer than every other lifeform.
2. It does double damage to structures.
So it can easily kill the cc and it is a good fighter against ha
Even if you're the crazy rambo divebombing silence/celerity lerk, umbra rules for 1v1 if they have a shotty/HMG. Many times you can sneak up and kill them with focus before they notice, but sometimes they're going to see you, and sometimes your 2nd bite will miss. Try lerking (har) around a corner until they're in range, then two well placed clouds of umbra around them and bite away. You can even solo through marine start this way... throw down two clouds of umbra, kill two guys, then zip your arse out of there, using more umbra to cover your escape path.
I personally don't get scream anymore just because it lasts about .1 seconds...
One of my favorite things about CO is how every lifeform is important.
Edit: just because everyone else is...
1. save
2. Gorge->Lerk
3. Focus
4. Regen/Adren (larger games adren, because spores are more useful, your focus skulks will love you for sporing them)
5. Adren/Regen
6. Umbra
7. Celerity
8. Carapace
9. Silence
1. Leap
2. Xeno
3. Adrenalin
4. Regen
5. Gorge
6. Celerity
7. SoF
8. Carapace
9. Focus
Basically: Leap and Xeno for kills to get to lvl 6, at which point its a webbing gorge capable to do offense and defense against most grenades on most maps.
silence
(at this point i go whatever i need at the time, but generally..)
celerity
carapace
regeneration
adrenaline
gorge
lerk
scent of fear
sometimes i have a skulk strat that is so godly (in that game) that i dont evolve out of it.
(srry if any of you have been affected by said strat)
(if you have no clue what i am talking about (check my name to see if it rings any bells), dont ask)
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Actually yes, some forum guy figured out that umbra wasn't working as it was meant to. Umbra is only supposed to let by 1 out of every 3 bullets, or block 2/3.
In previous versions umbra was supposed to be doing this, but it was actually bass ackward. It was letting through 2 out of 3 bullets, and blocking 1/3.
<b>Super Skulk</b>
celerity
carapace
focus
regen
leap
silence
sent of fear
xeno
adrenline
<b>Skary Lerk Boy</b>
celerity
save
lerk
adrenline
regen
carapace
SoF
umbra
primal scream
<b>Meat sheild Onos</b>
celerity (notice the patern)
save
save
save
save
Onos
regen
carapace
usaly adren, though on some maps SoF
<b>The Unknown</b>
hive 2 ability
have 3 ability
adren
gorge
save
fade
regen
save
ono
Sometimes with the superskulk ill get focus before carapace, but celerity is always first, I rock some rines world with speed, without it i die, alot, its not cool. As the superskulk i am the anti jp, and with some timeing i can usaly take down a gl person spaming a hall (leaping by the explosions in their ebb), when S0F shows a hord of marines, activate xeno, leap-bite at em and then boom, half most usaly go down, if there is a ha, make sure hes the one you bit before you explode, or else he will jsut be hurt.
Lerk boy should be self explanitory, though unlockin next abilities sometimes hapen before certain upgrades. I fly around and bite stuff, generaly anoying, lots of focus on buildings, and umbraing my teamates, and primal screaming them too. not nearly as leathal to la marines as my others, but suprisingly efective against ha (go figure)
Meat Sheild Onos: Celerity first, because i find it easier to get to lvl 7 with it than lvl 6 without, the regen and carapace, and the final is usaly adren. The theory here is giant skulk, run in and horn everything, jp fall from teh sky (i am very good with the horn, even if i couldnt devour my way out of a paper bage). the combination of celerity and carapace alow you to simply not die. very very efective with some skulk suport (run in first takeing all the grenades like they didnt even exist) with your suport faning out behind you to mop op those you dont horn into oblivian, then turn on the chair. If you can get 3 of these 2 focus on teh chair and the other clears oposition, you can kill cc before tehy realize what hapen. Good on most maps, there is the one with the room with the 2 lit up tables with low lights over them (that marines like to crouch and get betwee) were this verson doesnt work well, but other than that it has ben carnage pure and simple.
The unknown: I actualy havnt goten to test it all the way through yet, everytime i try, the game ends before i get half way there, most disgruntling, but the theory is, xeno untile you can gorge, were you pay suport (webs and healing) till you can fade, were you AR down the jp as well as some standard blink swipe, and end it with a bang in the form of suicide onos charge to clear out the rines guarding the cc(not sure wether regen or cara will increase life expectancy the most, will need tests)
unlock
unlock
gorge
fade
onos
regen
adren
but ive found that
gorge
fade
onos
carpa
celer
regen
unlock
is the better way (for me) to go.
makes me wish the max level was 12
Focus
Celerity
Regeneration
Silence
Scent of Fear
Carapace
Cloaking
Leap
Redemption
Has never failed me...
It's usually best to go at least lerk in all practicality though. (Actually, the lerk is quite powerful if used correctly.)
I myself enjoy fading, so I'll save right for it. If it looks like the team needs some onos, I'll save for it from there. If I feel I can win with the fade, or we need some good anti-unarmord rines, I'll stick with the fade.
You go like this:
save
lerk
celerity
regen
adren
get second hive ability
focus
carapace
silence
This is a pure ownage lerk, to say to the least
Focus
Celerity
Carapace
Unlock ability
Save 3 lvls
Lerk
Adren
Regen
SoF
Early and late game killing machine (for me at least)