<div class="IPBDescription">heard enough of sensory first</div> heard enough of sensory first. I like 1 bite kills early on myself and to use different strategies. What about movement first? What upgrades are used first for movement first? general strategy?
Place a movement in your hive, a central and a distant vent or equally unreachable place for marines. If they attack your first or second hive you are then either at the hive or a short run from a movement chamber which will get you there instantly.
For example: ns_eclipse your first hive is maintenance, you'd have a movement in the hive, one around the power sub/station access node in the vents and you'd have another in the high vent near triad.
Another example: ns_caged your first hive is cargo, one movement in cargo, one above power silo and another in red room.
Protects your investment and increases your capability of protecting the hive.
Make sure u place movements not just in the hive but in vents scattered across the map. This basically gives aliens a one way phase gate. Also, focus on lerks if u get movement first. Andrenaline w/ movement chamber will cause a lerk to take out marines very quickyl.
Movements is also an interesting phase gate for aliens. When I am a gorge and I am defending a place, I try to my best to heal and such, drop a movement, and when I cant hold, I just use it and heal at hive.
I save no ressources, but at least I'm alive, and I don't have to wait for respawn + Go gorge.
I almost always get celerity as a gorge since a gorge that doesn't die brings the alien economy down a lot. Plus if you put the chambers in vents like the poster suggests, you can camp there and get the passive energy regen if you need it.
Plus, a huge benefit of movement is that you can drop the second hive as soon as you have res, you don't need to worry about whether it will be defended or not, since as soon as it is under attack your whole team can move there instantly.
I highly recommend adrenaline for lerks. Celerity, although useful, usually results in the lerk running out of energy while biting the marine, and not being able to fly away. Silence has the same problem. Unless the marines always rambo, you will need adrenaline for sporing.
Lerks should almost always be in the air, patroling the level. If something or someone is under attack, respond quickly. Lerks are far more mobile than skulks, and can either quickly kill lone marines, or spore large groups of marines. Try to stay near the ceiling, as you can always dive downwards for extra escape speed. Before attacking, spore the marine a bit, then fly in, bite quickly, and fly away. Lerks do not need to land at the hive to heal, when simply gliding around the hive is enough.
Lerks are better off with carapace over regeneration. It's far quicker to fly back to the hive to heal than to hide in a vent, where you'll likely face hand grenades. I recommend scent of fear over focus, as this will allow the lerk to prevent phasegates from showing up at the hive.
Yeah, there's something extremely satisfying about sporing as you approach, biting once or twice and seeing them die to spores as you make your escape!
I personally love movement first with larger teams - it makes early WoLs and fades less effective, but man silence/celerity skulks are awesome. The trouble is, with pubbers accustomed to DMS, people have become complacent about getting the first hive put up, waiting around 6-7 minutes to do it. Even with D, there's no reason you shouldn't get it up by 5 minutes tops, and movement and sensory absolutely require it. Movement first and a quick hive up will be much better than a lazy D start.
One downside to M first is that adrenaline isn't really as useful until 2 hives, with the exception of healspray and spores. If you're a gorge at one hive, I'd usually get celerity - can't tell you how many times it's saved my butt, plus you can do riskier OC drops. The one exception would be an early gorge gang, where constant healspray is a must. And don't even get me started on the gorge rush with adren! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Uh, for Gorge, I'd usually go with Adrenaline at two hives or more because of Bile Bomb, otherwise Celerity. As long as you don't spam Leap, I'd always go with Celerity for Skulks, because it helps them close gaps so much faster. For Fades, I'd go with Adrenaline to keep the Blinking up, clerity for ground movement, or Silence if I want a Super Stalker Fade. And for Onos, I'd get Adrenaline for stomp spam, or Celerity for fast cover. Lerk's always going to be Adrenaline for me, no matter what... It's speed on the ground is pathetic, even with celerity, so you might as well fly, and Silence just ain't for Lerks - They're not as good at ambushing.
<!--QuoteBegin-D.C. Darkling+Mar 9 2004, 01:23 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Mar 9 2004, 01:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> A gorge who pick a MC upgrade other then adren is useless. he can't keep up his job.
fade can hell do without adren, I do cara.
onos depends.
lerk adren if he is going to endgame fight. (umbra, spore, scream). If not speed to never get hit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I disagree 100%
Simply put, a Gorge should not be in a fight unless escorted by other aliens. Even fully upgraded hes a pretty even match for a vanilla marine. So if your just going to be building and staying out of battle, celerity is the far better choice over adrenaline.
gj weggy, i totally agree. A celerity gorge kicks ****!!! Y? Because your everywhere at once. You can get between res points at super speed. If a marine is chasing you addren 9 times out of 10 wont save you. Celer will! Run forest RUN!!!
+When u have extra res, a quick trip back to hive and put up some chambers and keep going.
IMO when i have celerity I last much longer and can put up more buildings then with addren and thus i beleive I can contribute better to the team.
<!--QuoteBegin-weggy+Mar 10 2004, 04:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (weggy @ Mar 10 2004, 04:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yup - in case you do come across a marine, you can outrun him and save your tail... and 10 res.
Though you should never have to run away from a marine... I just cant bear to shoot the cute little things =D <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Well, you can bunnyhop to escape too.
Adren makes you far more valuable- Like a portable hive of sorts to heal others. You shouldn't be alone as a gorge facing a rine anyways, communication works well.
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
lemme say why i think adren is the only one.
Insane healspray keepup. you do not need to spend minutes healing a structure, you can also heal teammates like hell. And that rine which found you will eat bacteria alot aswell.
Spit runs out like almost never.
BB. you like building gorges? i like being able to build. Adren ups my time by double atleast. Also its great for building.
Webs. you can web when running, web when fighting and you do nto need to wait to web a few webs in locations.
Why pick silence? MT nukes this perfectly, I calculate ahead. i take that I will live that long. And if you DO get ambushed you got nothing.
Celerity, wow. so you can run. Still lets think how much dmg a LMG does. According to the simulator it takes 23 bullets. Thats one clip. if we take it worst, lvl3 cara, 3 hives, lvl0 LMG then ti takes 42 bullets. Still one clip.
ANY desent rine can empty a clip before you are out of range. i prefer to fight and take him down with me.
If I play with MCs first I try to make sure that my team get's a second hive as soon as possible. should your hive be under attack you can quickly jump to it and try to save it. This is extremely usefull on maps where you take quite a lot of time to get from hive to hive (nothing, metal and agora for example).
Celerity is good for bilebombing risky locations. If you have a nearby WoL to run to, you can throw 5-6 BB's right under the marines' noses, than escape to safety to heal up. With adren in this situation, you can stand there and throw 8-9... and then die.
Adren is useful more often as a gorge. But for hive healing, you should have a MC in range of the hive, that way you can take celerity and still heal the hive nonstop. The extra speed lets you run out and take some potshot bilebombs at the siege station, then run back to safety and resume healing.
Movement is the best chamber for a skilled and smart team, which is hard to find in the pubs.
D is best for noob elites. Its something everyone can use.
Sensory is best for standard pub games were you have 3 people who can full utilize the system(sensorys outside marine spawn+focus+3skulls= marines aint going anywhere)
If i'm a marine and i know aliens have movement i'm a lot more cautious, especially if i'm capping RTs. You're extremely vunerable when capping rts and i rely on hearing the skulk pitter patter to save myself 9/10 of the time. Silence just makes me very uneasy and jumpy unless the comm gets early MT.
I actually prefer silence as a gorge with movement. I can get adrenaline effect by building an MC, and celerity is nowhere near as fast as that same movement chamber gets me to the hive. Basically, silence is the one ability I don't get simply from having an MC around.. and since as the gorge, I'm the guy who can build my MC's, why bother duplicating what I can get another way?
Without silence, any marine team knows when a gorge is around. Any competent marine team takes out the gorge first when it comes to a fire-fight.
With silence, I can actually hide behind my OC's and healspam them for a much longer time before the marines get wise and pull out the grenades. They don't hear me healing so they keep thinking they're going to go down any second. Usually long enough to net me one more kill from them than I'd otherwise get.
I go celerity as gorge, for getting places faster and running away, and maybe for dodging if I get in a fight with 1 vanilla marine. (People underestimate the effectiveness of increased speed in a fight) If I need to spam healspray on some buildings, I'll plop down a movement chamber in the bunch. It is annoying when you have to bilebomb an RT or heal an onos, but overall I like celerity better.
As for first, I really don't know about that. It could work as long as you get the second hive pretty soon. Fades and onoses don't really work all that well without regen. Same goes for the sens first strategy I guess. The advantage of the movement first over the sens first is that when you get to two hives, you're better off, even if you forgo cloaking at one hive.
Eh I really don't mind MC first, it's just a DCs field abilites are much more useful IMO. I usually don't even get upgrades as a skulk anymore, but with DC if you can get some placed in strategic map locations (generator-ns_nothing,PSJ-ns_eclipse) then I'll get carapace and own up the marines with healing. With MC, aliens don't really have any abilities that eat large amounts of stamina to need to hang out near MCs. Considering the MCs two field abilites, fast stamina refill, and hive teleportation, the only useful one at one hive is hive teleportation, and thats only useful if a hive is going up.
As for the upgrades, celerity is great for skulks, as it helps close the distance that much quicker. But usually I always take silence when we go MC first. Only problem is, as soon as one or two marines complain about silence skulks, the commander bumps MT up on his priority list, and it's back to square one.
Movement is awesome upgrade for skull and lerk both good against Lt marines this also deters people from going ono or fade too fast and putting up the hive faster. This will protect a building hive by allowing you to teleport to it even if it isnt finished if its under attack.
Most people just place d chambers in hive or stuff like that. I like putting 3 together in a vent next to a rt by the marines base. If they elec is a skull can still take it out. Also 3 d healing skull with cara will help block that path.
i used to use my trusty adren always,cause i didnt wanna try and fly away and not be able to get the first few flaps,but.....
with celerity,with 1 flap already going fast,you can fly around the map and it makes it harder for the rines to shoot you down,yes,there is the lack of extra spore spam,but,just dont spore as often,i dont know if spore is more effective if theres 2 spores in same area,but if you spore slow enough,it will be close to as good as regular spore spam
Spores dont stack and if you have celerity you dont use as much stamina when flying. You can fly around dodging the bullets(early game) with 1 spore cloud hurting them. When they run out just dive bomb them. Even with level 1 armor if you spored first it will only take 2 bites.
Comments
Place a movement in your hive, a central and a distant vent or equally unreachable place for marines. If they attack your first or second hive you are then either at the hive or a short run from a movement chamber which will get you there instantly.
For example:
ns_eclipse your first hive is maintenance, you'd have a movement in the hive, one around the power sub/station access node in the vents and you'd have another in the high vent near triad.
Another example:
ns_caged your first hive is cargo, one movement in cargo, one above power silo and another in red room.
Protects your investment and increases your capability of protecting the hive.
Fades = celerity
Onos = celerity
Gorges = Adren (always... by going gorge you are dedicating yourself to the team)
Skulks = silence/celerity... adren works once you get leap
I save no ressources, but at least I'm alive, and I don't have to wait for respawn + Go gorge.
Plus, a huge benefit of movement is that you can drop the second hive as soon as you have res, you don't need to worry about whether it will be defended or not, since as soon as it is under attack your whole team can move there instantly.
Lerks should almost always be in the air, patroling the level. If something or someone is under attack, respond quickly. Lerks are far more mobile than skulks, and can either quickly kill lone marines, or spore large groups of marines. Try to stay near the ceiling, as you can always dive downwards for extra escape speed. Before attacking, spore the marine a bit, then fly in, bite quickly, and fly away. Lerks do not need to land at the hive to heal, when simply gliding around the hive is enough.
Lerks are better off with carapace over regeneration. It's far quicker to fly back to the hive to heal than to hide in a vent, where you'll likely face hand grenades. I recommend scent of fear over focus, as this will allow the lerk to prevent phasegates from showing up at the hive.
One downside to M first is that adrenaline isn't really as useful until 2 hives, with the exception of healspray and spores. If you're a gorge at one hive, I'd usually get celerity - can't tell you how many times it's saved my butt, plus you can do riskier OC drops. The one exception would be an early gorge gang, where constant healspray is a must. And don't even get me started on the gorge rush with adren! <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
fade can hell do without adren, I do cara.
onos depends.
lerk adren if he is going to endgame fight. (umbra, spore, scream). If not speed to never get hit.
Uh, for Gorge, I'd usually go with Adrenaline at two hives or more because of Bile Bomb, otherwise Celerity. As long as you don't spam Leap, I'd always go with Celerity for Skulks, because it helps them close gaps so much faster. For Fades, I'd go with Adrenaline to keep the Blinking up, clerity for ground movement, or Silence if I want a Super Stalker Fade. And for Onos, I'd get Adrenaline for stomp spam, or Celerity for fast cover. Lerk's always going to be Adrenaline for me, no matter what... It's speed on the ground is pathetic, even with celerity, so you might as well fly, and Silence just ain't for Lerks - They're not as good at ambushing.
fade can hell do without adren, I do cara.
onos depends.
lerk adren if he is going to endgame fight. (umbra, spore, scream). If not speed to never get hit. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
I disagree 100%
Simply put, a Gorge should not be in a fight unless escorted by other aliens. Even fully upgraded hes a pretty even match for a vanilla marine. So if your just going to be building and staying out of battle, celerity is the far better choice over adrenaline.
A celerity gorge kicks ****!!! Y? Because your everywhere at once. You can get between res points at super speed. If a marine is chasing you addren 9 times out of 10 wont save you. Celer will! Run forest RUN!!!
+When u have extra res, a quick trip back to hive and put up some chambers and keep going.
IMO when i have celerity I last much longer and can put up more buildings then with addren and thus i beleive I can contribute better to the team.
Though you should never have to run away from a marine... I just cant bear to shoot the cute little things =D
Though you should never have to run away from a marine... I just cant bear to shoot the cute little things =D <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Well, you can bunnyhop to escape too.
Adren makes you far more valuable- Like a portable hive of sorts to heal others. You shouldn't be alone as a gorge facing a rine anyways, communication works well.
Gorges CAN kill with adren, as with celerity, but I find adren a bit better...more spitting and less jumping around.
Adren for heath spray is the real bonus- unlimited healing, essentially.
Insane healspray keepup. you do not need to spend minutes healing a structure, you can also heal teammates like hell. And that rine which found you will eat bacteria alot aswell.
Spit runs out like almost never.
BB. you like building gorges? i like being able to build. Adren ups my time by double atleast. Also its great for building.
Webs. you can web when running, web when fighting and you do nto need to wait to web a few webs in locations.
Why pick silence? MT nukes this perfectly, I calculate ahead. i take that I will live that long. And if you DO get ambushed you got nothing.
Celerity, wow. so you can run. Still lets think how much dmg a LMG does. According to the simulator it takes 23 bullets. Thats one clip.
if we take it worst, lvl3 cara, 3 hives, lvl0 LMG then ti takes 42 bullets. Still one clip.
ANY desent rine can empty a clip before you are out of range. i prefer to fight and take him down with me.
Adren is useful more often as a gorge. But for hive healing, you should have a MC in range of the hive, that way you can take celerity and still heal the hive nonstop. The extra speed lets you run out and take some potshot bilebombs at the siege station, then run back to safety and resume healing.
D is best for noob elites. Its something everyone can use.
Sensory is best for standard pub games were you have 3 people who can full utilize the system(sensorys outside marine spawn+focus+3skulls= marines aint going anywhere)
Without silence, any marine team knows when a gorge is around. Any competent marine team takes out the gorge first when it comes to a fire-fight.
With silence, I can actually hide behind my OC's and healspam them for a much longer time before the marines get wise and pull out the grenades. They don't hear me healing so they keep thinking they're going to go down any second. Usually long enough to net me one more kill from them than I'd otherwise get.
As for first, I really don't know about that. It could work as long as you get the second hive pretty soon. Fades and onoses don't really work all that well without regen. Same goes for the sens first strategy I guess. The advantage of the movement first over the sens first is that when you get to two hives, you're better off, even if you forgo cloaking at one hive.
As for the upgrades, celerity is great for skulks, as it helps close the distance that much quicker. But usually I always take silence when we go MC first. Only problem is, as soon as one or two marines complain about silence skulks, the commander bumps MT up on his priority list, and it's back to square one.
Most people just place d chambers in hive or stuff like that. I like putting 3 together in a vent next to a rt by the marines base. If they elec is a skull can still take it out. Also 3 d healing skull with cara will help block that path.
i used to use my trusty adren always,cause i didnt wanna try and fly away and not be able to get the first few flaps,but.....
with celerity,with 1 flap already going fast,you can fly around the map and it makes it harder for the rines to shoot you down,yes,there is the lack of extra spore spam,but,just dont spore as often,i dont know if spore is more effective if theres 2 spores in same area,but if you spore slow enough,it will be close to as good as regular spore spam