Guides To Different Builds At Co

Fire_EelFire_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 )
«1

Comments

  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    Asstastically lame fade:

    Celerity
    Regen
    Save three levels
    Fade
    Adren/focus (Depends on the level, and the marines)
    Focus/Adren
    SoF
    Cara

    Have fun.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    I find the SuperSkulks don't work out all that well, as you still have 70/30 at max, whilst doing 160 or 80 damage, which is not a lot to a level 10 Marine.

    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.
  • DelphiDelphi Join Date: 2003-04-02 Member: 15134Members, Constellation
    And you get owned by one nubcaek with a GL spamming the rine base (Not that that's a bad thing that needs to be nerfed) and you still get oneshottied by.. uh, a shotty.

    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.
  • MantridMantrid Lockpick Join Date: 2003-12-07 Member: 24109Members
    Stealth Bomb


    Cloaking
    Silence
    Leap
    Xenocide
    Celerity




    Hide in the rine base, wait for a bunch to armory hump, and blow yourself up.
  • EZeroEZero Join Date: 2003-08-12 Member: 19572Members
    Fade setup

    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
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    I personally never unlock weapon 4; Xeno is pretty useless by the time you get it (rines have armour,) and Acid rocket is just not as repsected as some serious blink/swipe ownage.

    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-->
  • DocZDocZ Join Date: 2002-11-24 Member: 9831Members
    1) Focus
    2) Carapace
    3) Celerity

    This order gets me countless kills, you can go from there however you want.
  • Scorpion571Scorpion571 Join Date: 2002-11-24 Member: 9800Members
    Recently, what I go for as a marine is..

    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.
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    My alien setup is as follows.

    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
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    <span style='color:white'>***Moved,***</span> as this is actually valuable feedback.
  • zxahnzxahn Join Date: 2003-11-15 Member: 22907Members, Constellation
    aliens:
    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
  • thedraftthedraft Join Date: 2002-11-01 Member: 2919Members
    Fade build:
    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
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    I don't have a specific build order for particular lifeforms. I just get whatever is necessary in response to the marine team. That also means I don't spend some points until I see what the marines are doing. I usually save 2 or 3 at the beginning for lerk or fade, respectively.
  • AkfekaAkfeka Join Date: 2002-11-05 Member: 6991Members
    Lerk:

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Skulk:

    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).
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    edited February 2004
    Weld monkey:

    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..
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    <!--QuoteBegin-Zek+Feb 22 2004, 09:35 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Feb 22 2004, 09:35 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Fade:

    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)
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited February 2004
    Marine:

    <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.
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    Skulk:

    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.
  • SizerSizer Join Date: 2003-10-08 Member: 21531Members
    edited February 2004
    <!--QuoteBegin-The Finch+Feb 22 2004, 06:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (The Finch @ Feb 22 2004, 06:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 2. Mines - Hehe. That'll teach those skulks to rush.
    <!--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.
  • BreakfastSausagesBreakfastSausages Join Date: 2002-12-19 Member: 11148Members
    as a marine I usually do something like this:

    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
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    Marine
    ---------
    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 : ()
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <u>Marine</u>

    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.
  • TakelTakel Join Date: 2002-11-07 Member: 7496Members
    I use a fairly generic build. The main aim for it is to have the maximum flexibility.l

    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.
  • Janus_KrugJanus_Krug Join Date: 2003-03-26 Member: 14906Members
    Hive Killer

    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
  • RenegadeOTVRenegadeOTV Join Date: 2002-11-28 Member: 10192Members
    The JP + GL/HMG is pretty popular, but if you want to be a pure nader you have to

    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.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    My personal favorite (cant think of a catchy name)

    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.
  • Alurcard2Alurcard2 Join Date: 2003-07-30 Member: 18614Members
    <i>marine:</i>
    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
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    The builds I'm consistantly use for my marine game:

    - 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)
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    =Focus Fade=
    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.
Sign In or Register to comment.