Guides To Different Builds At Co
Fire_Eel
Join Date: 2003-08-19 Member: 19950Members
<div class="IPBDescription">Come! Everyone read and contribute!</div> It is clear that Combat has been out for some time and pretty much everyone has a special build in mind. Why don't everyone post their useful builds? Here's mine.
Marines
<span style='font-family:Courier'>Engineer</span>
Mine
Grenade
Welder
Motion Tracking
Armor Lvl 1
Armor Lvl 2
Jet Pack
( Last can be anything you want )
<span style='font-family:Courier'>Assaulter</span>
Armor Lvl 1
Armor Lvl 2
Jet Pack
Gun Lvl 1
Gun Lvl 2
Gun Lvl 3
Shotgun
HMG
Kharaa
<span style='font-family:Courier'>King Skulk</span>
Leap
Silence
Celerity
Regeneration
Carapace
Focus
Scent of Fear
Cloak
( Last can be anything you want )
Marines
<span style='font-family:Courier'>Engineer</span>
Mine
Grenade
Welder
Motion Tracking
Armor Lvl 1
Armor Lvl 2
Jet Pack
( Last can be anything you want )
<span style='font-family:Courier'>Assaulter</span>
Armor Lvl 1
Armor Lvl 2
Jet Pack
Gun Lvl 1
Gun Lvl 2
Gun Lvl 3
Shotgun
HMG
Kharaa
<span style='font-family:Courier'>King Skulk</span>
Leap
Silence
Celerity
Regeneration
Carapace
Focus
Scent of Fear
Cloak
( Last can be anything you want )
Comments
Celerity
Regen
Save three levels
Fade
Adren/focus (Depends on the level, and the marines)
Focus/Adren
SoF
Cara
Have fun.
I use this main one lots:
2.) Armor 1
3.) Resupply
4.) Damage 1
5.) Armor 2
6.) Catalyst/Shotgun
8.) HA, sometimes Jetpack
9.) HMG if I got a shotgun, but if I got a catalyst, then Armor 3.
Skulks are nice and all, and all nine upgrades as a skulk SOUNDS cool, but in reality, just sucks.
Well, at least for like, completing the objective.. which is killing the chair. A fact that most aliens tend to forget.
My fade order takes out marines quickly and stealthily so skulks/lerks/oni can work on the chair in peace.
Cloaking
Silence
Leap
Xenocide
Celerity
Hide in the rine base, wait for a bunch to armory hump, and blow yourself up.
1) Focus
2) Unlock next ability
3) Regen
4) Adren
5) save
6) save
7) fade
8) carapace
9) celerity
Onos setup
1) Celerity
2) Regen
3) Carapace
4) save
5) save
6) save
7) save
8) onos
9) adren
yes no stomp..... who needs stomp when onos cant really take on a group anyways..... hit and run lol
As for Onos Charge? Dont bother. I would unlock wep4 if I was Lerk, but I dont lerk. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Personally my upgrades are:
=Rine=
1) Weapon 1
2) Shotgun
3) Armour 1
4) Weapon 2)
5) Mines/Welder/Cat pack, maybe even MT.
From here on it varries; either go for Weapon 3, or HMG if I am going to Jet. I only go HA if there are at least 2 other HAs to form a chain with.
=Alien=
1) Focus
2) Cloak
How anyone can expect to level fast without cloak is beyond me. It owns. WALK PPL! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Save 3 levels
5) Fade
6) Regen
7) Cara
At this point you can get Sof, Adren and Unlock Metab, OR save for Onos. Once onos, Clerity is probably the best option.
Don't get SoF early on, as you will not be able to go onos later. Silence is also pretty useless unless you plan to remain as skulk. Who cares if someone hears your onos? You can still kill them in time. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
2) Carapace
3) Celerity
This order gets me countless kills, you can go from there however you want.
1)Mines
2)Armor Upgrade 1
3)Weapon Upgrade 1
4)Weapon Upgrade 2
5)Shotgun
6)Resupply
7)Armor Upgrade 2
Then I usually get a jetpack, though sometimes I choose Heavy Armor.
1. --
2. save
3. save
4. fade
5. carapace
6. celerity
7. save
8. save
9. onos & redemption <--at this time I ONLY attack the CC, maybe devouring a marine first.
10. stomp
1:save
2:save
3:save
4:save
5:onos
6:stomp/regen
7:regen/stomp
8:celer
9:adren
That setup unless lots of jps show up then i just lerk(focus, sof, silence, celer, adren, regen and umbra)
for rines its just lvl 3 shottie resup an jp unless i feel like a change
2. Save
3. Save
4. Save
5. Fade
6. Focus
7. Regen
8. Celerity
9. Cara
10. SOF
Lerk Build
2. Save
3. Lerk
4. Focus
5. Celerity
6. Regen
7. Cara
8. Adren
9. 3rd Ability
10. SOF
Rine Build
2. Weapon 1
3. Shotgun
4. Resupply
5. Armor 1
6. Armor 2
7. Save
8. JP or HA, depending on map
9. Weapon 2
10. Weapon 3 or HMG or GL, depending on map and how well the team's doing.
Cheesy Rine Build (only to be used against nub Skulks.)
1. Weapon 1
2. Shotgun
3. GL
4. Weapon 2
6. Resupply
7. Armor 1
8. Armor 2
9. Save
10. JP
1) Cara
2) Celerity
3) Save
4) Lerk
5) Umbra
6) Adren/Regen
7) Regen/Adren
8) SoF
9) Whatever, probably primal scream
Mostly I play a hit and run lerk, with the option to go onos support once they are ready to win.
Focus
Leap
Silence
Regen
Carapace
Celerity
Adrenaline
SoF
Cloaking
Comments: Superskulks are fun in games where marines never get above LAs, but they will eventually. Skulks are ultimately ineffective at killing the CC and defending the hive and too many of them <i>will</i> result in an alien loss, though you can kill HAs with a superskulk if you're good.
Gorge:
Adren
Gorge
Bile Bomb
Web
Celerity
Regen
Carapace
SoF
Silence
Comments: It's a Gorge. Not a lot of flexibility here, Redemption, Focus and Cloak all pretty much suck for Gorges.
Lerk:
Celerity
---
Lerk
Adren
Umbra
Focus
Carapace
Primal Scream
Regen
Comments: Generally I don't like Focus for a Lerk because their bite is too weak, but against JPers Focus is an absolute must. Primal Scream is seriously underrated for taking out the CC.
Fade:
Focus
Leap(Metabolize)
---
---
Fade
Regen
Celerity
Carapace
Adren/Silence
Comments: I feel very strongly that Metabolize is an extremely important ability for any good Fade, and I think people don't use it anywhere near as often as they should. I use every chance I get, including mid-combat. Excessive usage of metabolize is why I can afford to put off Adren for last, or ditch it altogether for Silence. Celerity is the Fade's best movement upgrade now IMHO. I take Focus and Leap first to make the exp much easier.
Onos:
---
---
Fade
---
Onos
Regen
Celerity
Carapace
Adrenaline
Pretty straightforward. For getting Onos as early as possible it's much easier to get the last levels as a base Fade than a base Skulk. Personally I don't like Stomp for Combat anymore after its nerf and I think the other upgrades are more important(particularly since I can't feasibly trade Adren for Stomp).
2. MT
3. L1 armor or welder
4. whatever isn't three
5. L2 armor
7. jetpack
8. L1 weapon
9. shotgun
10. HMG
Order isn't set in stone. Important part is that if you're going to be the only one in a pub with a welder, it's really nice to have MT to know when something's coming and a jetpack to put some distance between you and it. Jetpack also helps chase down teammates who haven't gotten over their fear of armor. HMG for if the armory goes - save to skip shotgun if that happens early.
Alien is usually whatever I feel like. Always get celerity first. Regen and carapace come relatively late - find speed more useful than armor, and it makes hive runs quick enough to not be major inconveniences. As gorge tend to skip web, as there's generally someone who'll waste them all (if I'm alone, of course, I'll get it). Guess I pick SOF pretty early compared to others here - rarely go above lerk, though. Really not fond of the fade now.
Edit: L1 weapon should really be before L2 armor..
Focus
Leap(Metabolize)
---
---
Fade
Regen
Celerity
Carapace
Adren/Silence <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
This is the exactly, even down to the order of upgrades, that I use. However I always get Silence rather than adren, because you really never run out of energy, given that your attacks are focused, and you can metabolize when not in battle.
As for marines, my order can vary a lot.
Hive harrass:
Weapon 1
Shotgun
Armor 1
Armor 2
Jetpack
Motion tracking/Welder/resupply (Welder can come sooner if I run into webs or need to fix the CC)
Also I might exchange one of the last upgrades for a GL.
Tank/anti-fade:
Weapon 1
Shotgun
Armor 1
Armor 2
Heavy Armor
Welder
HMG
Resupply (for the ammo mainly)
<i>My favorite build</i>
Armor 1
Weap 1
Shotty
Welder (by now I have the basics and can take on anything safely, the rest is gravy)
Armor 2
HA/JP
Resupply
When I first started playing combat I would go weap1--->armor1. Now I know better ;[ I find weap2 and 3 to be overkill and not worth as much as other options. By the time everyone is a lvl 10, I'm the only one with a shotty. Whatever.
Alien:
<i>Standard lerk</i>
Celerity
Focus
Gorge
Lerk
Regen
Cara
Adren
3rd weapon slot
Scent of fear
With this build I can go one on one with most HA/HMG. Some people swear by normal bite instead of focus. I say they're missing a few buttons.
<i>Standard fade</i>
Celerity
Focus
Cara
Regen
Gorge
Fade
Adren
3rd weapon slot
Cloak is worthless with fades, yet I see so many use it. Going fade too early will make things too difficult for you. Carpace and regen, along with either celerity or adren is a must before you think about progressing beyond skulk in this build.
<i>Onos</i>
Celerity
Cara
Regen
Gorge
Fade
Onos
Adren or Stomp
Running out of energy while you're ramming the CC is bad, but hopping-idiot marines can be a challenge to devour. A tough decision. Focus is probably the worst upgrade possible for onos.
<i>All purpose Gorge</i>
Gorge
Adren
Weap slot 3
Weap slot 4
Celerity
Regen
Cara
You need adren for sustained spraying. Other than that, getting web ASAP helps shut down mid-time rushing. Battlegorging can bring the game to a close sooner, thanks to webbing.
2. Focus - Early focus is a must to get maximum benefit of the one hit kill.
3. Leap - When I die as a Skulk, it's usually on the way in. Leap minimizes that time.
4. Celerity - Same reason as leap. Speed is life.
5. Carapace - Speed might be life, but armor doesn't hurt.
6. Silence - Leap is noisy and it's a good when you drop from ceilings.
7. Xeno - I'm a big believer in the xeno/leap combo. I frequently use it to take out those pesky JPers.
8. Scent of Fear - Helps to determine good xeno targets.
9. Regen - Good for those times where you take a round or two and don't want to go back to the hive.
10. Cloaking - Good to stop those vent JPers.
I should note that I rarely stay Skulk for the entire game. The early proliferation of shotguns, HMGs and GLs as well as armor upgrades makes it an unattractive prospect.
Gorge:
I don't have a strict setup for Gorging, as I usually only do it on the way to another lifeform or when necessity dictates. Web and adrenaline are must haves, but other than that, meh.
Lerk:
2. Focus - I find that focus, in conjuntion with spore makes for picking off LAs and JPs.
3. Leap/Umbra - Leap/focus makes getting xp much easier and umbra is just a very useful thing.
4. Save
5. Lerk
6. Regen - Increases my survivability in the field greatly.
7. Scent of Fear - For sporing marines around corners.
8. Adrenaline - Spore spam, umbra, good prereq for primal scream.
9. Primal Scream - Use scream on the way in for that extra damage on the bite and for CC assault support.
10. Silence - The only thing better than primal scream is a silent primal scream.
I enjoy lerking and frequently use this combo. I find cloaking to be quite useless since I'm either attacking or moving at all times. It's also been my experience that lerks are far better support in combat than gorges.
Fade:
2. Save
3. Save
4. Fade - I fade as soon as possible to make the most of the time where marines don't have the upgraded heavy weapons.
5. Celerity - Fades are too dang slow without it. I consider celerity to be the most important upgrade a fade can have in combat.
6. Regeneration - 2nd most important upgrade a fade can have in combat.
7. Carapace - Extra armor is good.
8. Metabolize - Helps get that hp/armor back even quicker. Minimizing downtime is important.
9. Scent of Fear - I really like knowing if I'm blinking into an ambush.
10. Silence - Fades are pretty loud and silent blink is my friend.
It's important to note that I don't like focus on my fade. The one hit kill is almost always gone by the time I get there and it just feels too slow. I like it on my lower lifeforms, since the first hit is more important and they lack the staying power of a fade.
Onos:
2. Save
3. Save
4. Fade - Easier to get more levels as a fade than a skulk.
5. Save
6. Onos - Going Onos as early as possible to maximize the higher lifeform advantage. Especially before JPs appear.
7. Celerity - Onos are slow. Celerity makes them less so.
8. Regen - Do I need to explain?
9. Carapace - The extra life isn't too much, but it does help.
10. SoF/Adren - Either will do. I love the effect of scent, but I also hate running out of energy.
When I Onos, I always go for the CC. Stomp and charge aren't factors since they stomp doesn't last long enough and charge is a joke. I don't get focus, since it decreases the damage over time to the CC.
Marines:
2. Mines - Hehe. That'll teach those skulks to rush.
3. Weapon 1 - Prereq for shotgun
4. Armor 1 - Puts the halt on those one hit focus kills.
5. Shotgun - Skulkbuster extrodinaire.
6. Armor 2 - More skulk proofing and prereq for JP/HA.
7. Resupply - Just too useful.
8. Weapon 2/HMG/GL - This really depends on the situation. If the aliens are diverse or fade heavy, I'll upgrade the shotgun. Onos means HMG. Skulks and lerks means GL.
9. Save
10. JP/HA - Depends on the situation. If they have lots of Onos, JP. Skulks and lerks means HA. If it's mixed or fades, it depends on how I'm feeling, but usually JP for vent access.
I keep my marine setup flexible to counter aliens. If the aliens go heavy with the cloaking, I'd get scan. Lots of focus and I'll move armor up. Lots of lerks and I'll get resupply earlier. I usually don't get a welder unless there's a specific plan to go HA train. If I have to constantly weld the CC, we've probably lost already and there's no sense in dragging it out further.
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
I used to choose mines as my first upgrade, but no longer. Armor 1 is a better counter for early focus skulks.
1) armor 1 if I am against good skulks who I know will get focus, or resupply if I think I can shoot them up and stay alive.
2) if they are using focus I get armor 1 or weapon 1 (depending what I got first)
3) get resupply or weapons 1 whichever I dont have yet
4) shotty
5) armor 2
6) save
7) jetpack usually, or ha if there are alot of lerks or for some reason jp looks bad
8) if they have umbra I get a gl, if they dont I get weapons 2
9) if I got a gl already get weapons 2 now, if not get a gl now.
here are my favorite alien setups:
xeno-rusher:
1)leap
2)xeno
this can be very effective on tighter maps like core and I use acid rocket and primal scream so the skills are not wasted.
uberlerk: I probably get the majority of my kills with this setup.focus
1)focus
2)carapace
3)celerity
4)regen
5)gorge
6)lerk
7)adrenaline
8)umbra
9)primalcream
---------
2. Resupply - will let me stay alive on the front longer
3. Wep 1
4. Wep 2
5. Shotty
6. Wep 3
7. MT - I've waited with MT pretty long since I have good headphones
8. Cat packs
9. HMG
10. Depends, maybe mines or welder.
The order can vary, but this is the main concept, if i wanna be a good anti-fade unit then I'll probably stick with a lvl 3 shotty.
I also dont seem to get armour since:
a) I'm good at dodging skulks
b) I dont find it good since it's gone after 1-2 skulk bites + resupply anyway..
The only thing that usually seems to get me killed is a HPB Focus skulk : ()
Armour 1 - Else you get focus owned.
Weapons 1.
Shotgun.
Anything after this just depends on the game TBH. I don't get catalyst as it's not very useful, MT is just a crutch really and I don't take mines because plenty of other people seem to do so I never bother.
Aside from that HA/JP, HMGs, GLs, resupply and A/W upgrades all get chosen depending on what shappening.
<u>Aliens</u>
Kinda similar to what everyones posted, always get focus first though. Fading with no upgrades is really difficult though, I wouldn't advise it. As a lerk I evolve ASAP at level three, that way I can spore very early on in the game and enable the multitude of focus skulks to still get one-hit kills.
1: --
2: Armour 1 (Stops focus skulks and cheap spawn kills get a little harder)
3: Weapon 1
4: Shotgun
5: Armour 2
6: Resupply in case of armoury destruction or an aux. upgrade, or if you want, save for an early JP/HA
7: Aux upgrade or save
8: If saved from 7, JP or HA depending. If not, Aux
9: Aux
10: Definately resupply if you don't have it by now or Aux
Auxilary: Anything you want. It's all based on the situation.
My reasoning is lke this: Armour as the first upgrade, while you may not use it on this life because you'd probably been bitten once already, will almost assure that those focus skulks won't take you out when you respawn before you got a chance to defend yourself...unless there's two on you...
Then there is the rush for a shotgun, which can serve you very well until they bring in fades. It's basically linear until level 6, where you start getting more flexibility since you're established a somewhat stable platform where you can defend yourself to quite a degree if not outright kill super skulks in a single blast or lesser lifeforms.
If you choose resupply and JP along with the shotgun, you'd have 2 more levels to spend on auxilary. I usually end up going for Welder and save the last point incase I need to hit the hive HARD, which is when I use the shotgun till it's empty then spawn in a GL to dish it out.
For my Focus Super Skulk, again it's probably common but here it is:
1: --
2: Focus (Duh)
3: Celerity
4: Carapace, Regen or Leap
5: One of the defenses if you got leap, preferably carapace or Silence
6: Leap if you don't have it. Adren if you do
7: Adren if you don't have it. The other defense if you do.
8: Anything you've missed (Carapace, Regen, All movements, Focus, Leap)
9: Xeno
10: Save. You might need to go battle gorge if they hammer you hard and no-one else can go gorge. At least this way you have a 50 damage spit and can lay down the webs.
I don't place emphasis on Xeno because rather frankly, most of the time you'll be executing precision strikes while emphasising your small size and speed. (Use leap+Bite A LOT). Xeno is only there at the end when you know you won't survive the next encounter to deny experiance and to set up for the possible battle-gorge introduction, which is the last and reserved point.
If you could possibly secure the first levelup rapidly, the focus would be able to wreck havok for a while, with celerity shortly following for even more devestation as you can move in a lot faster to deliver the killing strike.
Armor 1
Weap 1
Shotgun
Armor 2
<save>
Jetpack
Weap 2
Weap 3
Resupply
Base defense
Armor 1
Armor 2
Welder
<Save>
Heavy Armor
Weap 1
Shotgun
HMG
Weap 2/MT
Haven't really gotten any alien builds I like, other than
Celerity
Carapace
Adrenaline
Regen
<save>
<save>
Fade
<save>
Onos
1. Weapon 1
2. Shotgun
3. GL
4. Resupply
5. Motion
6. Weapon 2
7 Weapon 3
I die alot, and I'm not that good with a jp, so I do as much damage as I can. Resupply and motion are essential.
Hive 2
Hive 3
Scent of Fear
[Carapace,Adrenaline,Celerity,Regen,Redemption (In any order as you see fit)]
(Save point)
Now you sit at level 10 with 1 upgrade remaining to be spent. You are a super-xeno skulk and should be doing JP killing duty, or just blowing up any random LA marines you find. The beauty of this build is that if your team starts losing, you can spend your last point to go gorge, and you have the perfect upgrades for a healing/webbing gorge.
weapons1
shotgun
resuply
weapons2
armor1
armor2
jetpack
welder
<i>marine (co_freefall):</i>
armor1
armor2
jetpack
resuply
weapons1
shotgun
weapons2
welder
<i>superskulk:</i>
focus
celerity
silence
cloaking
carpace
scent of fear
regeneration
leap
adrenadeline
<i>lerk:</i>
focus
celerity
silence
carpace
gorge
lerk
adrenadeline
scent of fear
regeneration
<i>fade:</i>
gorge
fade
adrenadeline
silence
focus
metabolize
acid rocket
carpace / celerity
<i>onos:</i>
celerity
gorge
fade
onos
regenaration
carpace
stomp
- Armor 1
- Weapons 1
- Shotty
- Resupply
- Armor 2
- Jetpack
- Weapons 2
- Weapons 3
Lv. 3 shotgun is good at taking down the hive and lifeforms.
As aliens, I mainly play lerk, and my build order is:
- Lerk
- Celerity
- Regen
- Adren
- Umbra
- Focus
- Carapace
- Silence (silence lerks = super deadly)
focus
leap
silence
celerity
cara
save /regen
save
fade/save
regen/fade
I generally level up insanely fast due to my lethal leap bites. However, if I need to, I can simply get cara instead of silence, go fade, then get my other upgrades.
=Focus Lerk=
focus
leap
silence
celerity
cara
regen
adren
save
lerk
Can also skip focus and get adren sooner, and get SoF at some point
=Hive killer=
Armor 1
Damage 1
Shotgun
Resupply
Armor 2
Save
JP
Damage 2
Damage 3/GL
Works well
=Uber LA=
Mines
Armor 1
Damage 1
Shotgun
Resupply
Armor 2
Damage 2
Damage 3
Armor 3
Fun to play as in maps like co_core
=Heavy=
Armor 1
Damage 1
Shotgun
Resupply
Armor 2
Save
HA
Welder (can also insert anywhere before)
HMG/GL/Damage 2
IMO, heavies should be 1 level. I rarely get them anymore because I live so much longer with the JP.