ShockehIf a packet drops on the web and nobody's near to see it...Join Date: 2002-11-19Member: 9336NS1 Playtester, Forum Moderators, Constellation
Well, I might as well join in... everyone else does. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
Aliens :<ul>2. Leap 3. Focus 4. Celerity 5. Save 6. Save 7. Fade (Game over usually occurs basically at this point) 8. Carapace 9. Silence 10. Regen</li></ul> Marines :<ul>2. Arm 1 3. Wep 1 4. Shotgun 5. MT 6. HMG 7. Resupply (usually the armoury vanishes at this point) 8. Arm 2 9. Save 10. JP, go kill hive.</li></ul>
Lately I get carapace first as alien. Many marines get armor1 first fearing focus. But this delays them getting weapon ups and shotguns, so a cara skulk can own early. I guess it comes down to 2 focus bites vs 3 regular bites. The later is easier for me, especially if you can take more hits. Then just work to fade or onos.
I always change it up depending on the situation, but I usually do something like this:
Of course, we still need people getting focus first or marines will stop getting armor so early. It's all a matter of analyzing and responding to trends.
Very weird pattern but it definately gets the job done. Fades,lerks,gorges,and skulks are made into mince meat by this combo.Onos don't last too long either. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
Ok now alien 1.regen 2.carapace 3.celerity 4+5+6.fade 7adrenaline or ability depending on wheter i wanna onos 8+9 maybe onos or just other upgrades if they have no heavies and i got ability
<!--QuoteBegin-Bobbybirdtree+Mar 16 2004, 05:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bobbybirdtree @ Mar 16 2004, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 4.damage2 5.shotgun <---Both are 5 lol 5.resupply <---Both are 5 lol 6.armor2 <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Seriously though mistacks happen. but fun to look at. my Usualy reen combo 2.Meds/ammo 3. Armor 1 4. weap 1. 5. weap 2. 6. weap 3. 7. shoty 8. arm 2 9-10. JP
If they go early fade, I get armor 2 and Shoty quicker
Other team 2-3 save 4 fade. 5. Regen 6. abil 2 7. Celerity 8. Abil 3 9. Focus 10. Still haven't figured out a good one. I just pick on randomly. Eather Cara, or SOF
Ideal marines setup for me: -Weapons1 -Shotty (I find it lets me rack up the exp fast with the many one hit skulk kills) -Armor 1 (armor 1 might come earlier, depending on factors like what day of the week it is) -Armor2 -HA (I rarely JP) -Weapons 2 (maybe HMG or GL) -Resupply -welder/weapons3/motion/scan (don't like scan much tho)/cat pack/hmg/gl
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> 2. MT (counters most cloakers, and eliminated possibility of ambushes nicely) 3. A1 (since most good skulks get focus first or second) 4. W1 5. Shotgun 6. W2 7. Resupply 8. W3 9. Spare point, either scan, hmg, gl or welder, depending on situation.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> 1. Leap. Really. Try it. 2. Focus (to get rid of nub marines and stragglers way more easily) 3. Scent of fear (! wallhax omgWTHlolbbq) 4. Silence. 5-9. Xeno, adrenaline, carapace, regen, celerity - in any order, or I go gorge if noone else has.
It really depends on the server... but, Aliens: Generic Start: Silence (Yep, I'm one of the **** you hate.) Celerity/Focus Focus/Celerity (Order depends on map and skill of marines- no skill, focus 2nd) Carapace Regeneration From here I split into different orders depending on what I'm doing-
Gorge- gorge adren (I HATE running out of energy) ability 3 ability 4
Lerk- adren (again. Lerks running out of juice SUCK <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> ) x gorge-lerk ability 3 (Gotta be able to umbra. Gotta. Saves your hive, and helps with kills/CC assaults)
Fade- x x x fade adren (Fades arn't nearly as vulnerable when low on energy)
For marines, 90% of the time it's the same order- Armor 1 Weapon 1 Shotgun Resupply/ Weapon 2/ Weapon 3 (I generally only get resupply early if either our Armory's dead, or it's a small server) Armor 2 x Jetpack Occasionally I'll switch it up and maybe get Sensor Scan, a Welder, or a GL depending on circumstances.
All in all, I rely heavily on my audio. I don't get SoF or MT because 90% of the time I can tell where enemies are nearby by sound (oddly enough, I don't run into many Silenced aliens, but when I do.... eeeek.) I absolutly love being a skulk before I split into lerk/fade/gorge, because my speed, silence, and manuverabilty allow me to kill even heavies rather often. Basic marines don't stand a chance unless they get a lucky shotgun shot, or have MT and see me coming (I almost never attack from the front) I almost never get Cloaking because 1. It's very easily negated with Scanner (and also alerts the scanning marine that enemies are camping nearby) 2. Doesn't help later in the game when you gotta keep moving to either kill the CC or protect the hive, and 3. Is only *really* useful for skulks. I also never get leap because I can't leap-bite for anything (that goes for blink-slash as well) Oh, and I will NOT lerk without focus... otherwise it's ridiculously hard to kill resupplying JPers, and JPers are usually what make me go lerk.
Wow... long post.. sorry 'bout that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
NEO_PhyteWe need shirtgons!Join Date: 2003-12-16Member: 24453Members, Constellation
for aliens
1)adren (if we need a gorge) 2) silence 3)celerity 4)cara 5)regen
those are the 5 i will always get no matter what after that, i change as needed (but will never get focus) also, i try to always save a level for a victory egg
as marines
1)A1 (for focus) 2)welder (usually by now cc has been hit at least once) 3)a2 4)save 5)JP/HA (depending on how the map is going 6)W1 7)shottie 8)resupply (i actually havent gotten this in a while) 9)W2/HMG
1) Mines (kills stupid skulks easy giving loads of XP) 2) Lvl 1 armour 3) If i have seen a cloaked alien by now, scanner sweep. If not lvl 1 weapons 4) Level 2 weapons 5) Shotgun 6) If i haven't got scanner sweep yet and i see an alien, i get it. If not resupply. 7) Level 2 armour. 8) Level 3 weapons. 9) Heavy armour
<b>Aliens</b>
1) Focus 2) Celerity 3) Leap 4) Adrenaline 5) Regen 6) Silence 7) Cloaking 8) Scent of Fear 9) Carcapace
Comments
for marines!
level 1. medpack
level 2. catalyst
level 3. shotgun
level 4. grenade launcher
level 5. hand grenace
level 6. distress beacon
level 7. heavy armor
level 8. motion tracking
for aliens!
level 1. gorge
level 2. lerk
level 3. scent of fear!
level 4. focus
level 5. fade.
level 6. silence!
3. sg
4. weap 2
5. weap 3
6. armor 1
7. resupply
8. armor 2
9,10. jp
2.celerity
3.carapace
4.save
5.save
6.fade
7.regen
8.hive2
9.save
10.onos
^__^
marines
2.armor1
3.weps1 or resupply
4.see above
5.shotty
6.armor2 or weps2
7.see above
8.save
9.jp
10.weps3
if i need scan or welder then weps3 drops away.
2. focus
3. save
4. lerk
5. adrenaline
6+ carapace/regeneration/umbra/celerity/primal scream etc...
But as Alien:
focus - cel - cara - leap - regen - sof - silence - adren - xeno <-- anyways superskulk :E
Aliens :<ul>2. Leap
3. Focus
4. Celerity
5. Save
6. Save
7. Fade (Game over usually occurs basically at this point)
8. Carapace
9. Silence
10. Regen</li></ul>
Marines :<ul>2. Arm 1
3. Wep 1
4. Shotgun
5. MT
6. HMG
7. Resupply (usually the armoury vanishes at this point)
8. Arm 2
9. Save
10. JP, go kill hive.</li></ul>
I always change it up depending on the situation, but I usually do something like this:
carapace, save, save, fade
-> celerity, focus, adrenaline, metabolize, regeneration
-> save, onos, celerity, regeneration, stomp
Of course, we still need people getting focus first or marines will stop getting armor so early. It's all a matter of analyzing and responding to trends.
IMHO silence is even better than cloaking since they won´t here you coming and in combat rines prefer scan over motion tracking.
2.armor1
3.damage1
4.damage2
5.shotgun
5.resupply
6.armor2
7+8.jp or armor
9.damage3
Very weird pattern but it definately gets the job done. Fades,lerks,gorges,and skulks are made into mince meat by this combo.Onos don't last too long either. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
1.regen
2.carapace
3.celerity
4+5+6.fade
7adrenaline or ability depending on wheter i wanna onos
8+9 maybe onos or just other upgrades if they have no heavies and i got ability
5.shotgun <---Both are 5 lol
5.resupply <---Both are 5 lol
6.armor2
<!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Seriously though mistacks happen. but fun to look at.
my Usualy reen combo
2.Meds/ammo
3. Armor 1
4. weap 1.
5. weap 2.
6. weap 3.
7. shoty
8. arm 2
9-10. JP
If they go early fade, I get armor 2 and Shoty quicker
Other team
2-3 save
4 fade.
5. Regen
6. abil 2
7. Celerity
8. Abil 3
9. Focus
10. Still haven't figured out a good one. I just pick on randomly. Eather Cara, or SOF
-Weapons1
-Shotty (I find it lets me rack up the exp fast with the many one hit skulk kills)
-Armor 1 (armor 1 might come earlier, depending on factors like what day of the week it is)
-Armor2
-HA (I rarely JP)
-Weapons 2 (maybe HMG or GL)
-Resupply
-welder/weapons3/motion/scan (don't like scan much tho)/cat pack/hmg/gl
focus
cara
yes redem
save
save
save
fade
save
save
onos
arm 1
wep 1
arm 2
shirtgun
save
save
ha or jp usually jp
wep 2
wep 3
arm 3
welder
2. MT (counters most cloakers, and eliminated possibility of ambushes nicely)
3. A1 (since most good skulks get focus first or second)
4. W1
5. Shotgun
6. W2
7. Resupply
8. W3
9. Spare point, either scan, hmg, gl or welder, depending on situation.
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
1. Leap. Really. Try it.
2. Focus (to get rid of nub marines and stragglers way more easily)
3. Scent of fear (! wallhax omgWTHlolbbq)
4. Silence.
5-9. Xeno, adrenaline, carapace, regen, celerity - in any order, or I go gorge if noone else has.
Generic Start:
Silence (Yep, I'm one of the **** you hate.)
Celerity/Focus
Focus/Celerity (Order depends on map and skill of marines- no skill, focus 2nd)
Carapace
Regeneration
From here I split into different orders depending on what I'm doing-
Gorge-
gorge
adren (I HATE running out of energy)
ability 3
ability 4
Lerk-
adren (again. Lerks running out of juice SUCK <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> )
x
gorge-lerk
ability 3 (Gotta be able to umbra. Gotta. Saves your hive, and helps with kills/CC assaults)
Fade-
x
x
x
fade
adren (Fades arn't nearly as vulnerable when low on energy)
For marines, 90% of the time it's the same order-
Armor 1
Weapon 1
Shotgun
Resupply/
Weapon 2/
Weapon 3 (I generally only get resupply early if either our Armory's dead, or it's a small server)
Armor 2
x
Jetpack
Occasionally I'll switch it up and maybe get Sensor Scan, a Welder, or a GL depending on circumstances.
All in all, I rely heavily on my audio. I don't get SoF or MT because 90% of the time I can tell where enemies are nearby by sound (oddly enough, I don't run into many Silenced aliens, but when I do.... eeeek.) I absolutly love being a skulk before I split into lerk/fade/gorge, because my speed, silence, and manuverabilty allow me to kill even heavies rather often. Basic marines don't stand a chance unless they get a lucky shotgun shot, or have MT and see me coming (I almost never attack from the front)
I almost never get Cloaking because 1. It's very easily negated with Scanner (and also alerts the scanning marine that enemies are camping nearby) 2. Doesn't help later in the game when you gotta keep moving to either kill the CC or protect the hive, and 3. Is only *really* useful for skulks.
I also never get leap because I can't leap-bite for anything (that goes for blink-slash as well)
Oh, and I will NOT lerk without focus... otherwise it's ridiculously hard to kill resupplying JPers, and JPers are usually what make me go lerk.
Wow... long post.. sorry 'bout that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
2: Weapons 1
3: Armor 1
4: Weapons 2
5: Shotgun
6: Resupply
7: Catalyst
8: Weapons 3
9: Armor 2
10: Armor 3
Aliens
2: Celerity
3: Carapace
4: Leap
5: Regeneration
6: Adrenaline
7: Scent of Fear
8: Silence
9: Redeption
10: Cloaking
1)adren (if we need a gorge)
2) silence
3)celerity
4)cara
5)regen
those are the 5 i will always get no matter what
after that, i change as needed (but will never get focus)
also, i try to always save a level for a victory egg
as marines
1)A1 (for focus)
2)welder (usually by now cc has been hit at least once)
3)a2
4)save
5)JP/HA (depending on how the map is going
6)W1
7)shottie
8)resupply (i actually havent gotten this in a while)
9)W2/HMG
1) Mines (kills stupid skulks easy giving loads of XP)
2) Lvl 1 armour
3) If i have seen a cloaked alien by now, scanner sweep. If not lvl 1 weapons
4) Level 2 weapons
5) Shotgun
6) If i haven't got scanner sweep yet and i see an alien, i get it. If not resupply.
7) Level 2 armour.
8) Level 3 weapons.
9) Heavy armour
<b>Aliens</b>
1) Focus
2) Celerity
3) Leap
4) Adrenaline
5) Regen
6) Silence
7) Cloaking
8) Scent of Fear
9) Carcapace