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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Kharaa Strategy
Sub_zer0
Right as the post i will wrte my tactics...

First tag em send skulks in to tag all stuff and see what they do

then every one build a rt (no res whoring unless for a hive)

if theres a dbl get it build ocs guard it untill it is safe

and 1/4 of team go gorge and build dcs (for first hive) mc (for 2nd hive) sc (third)
You can mabe switch sc and mc depends on whats you need really

and good thing is build a oc or two near some of the more tacticle rts

pin in the enemy dont let them have res but do try not to get killed becuase every time you get killed they get 2 res (which also goses for you also ie if your ocs kill people you get res so you can do a bit of resorces management wink.gif

and use your skulks to keep them back attack them run off get heal etc. or xenocide is the best if you have 3 hives just keep them deprived of res thats the key

-----------
and now misc.

only go onos to clear out a base like a seige base etc.

Use lerks they can hold rines back for a long time (spores) but remeber spores dont effect ha's

Build sc every where! (if you can afford it )

skulks are the most versatile unit use them use gorges which can also be the most powerfull wink.gif

remeber onoses are more of a stormtrooper! they are not a one alien killing machine (well not all of the time) (they are good agains turrets though)

take down enemy rts if you ever see them

TEAM WORK TEAM WORK AND TEAM WORK thats is the ultimate weapon

parasite every thing

im wrists are hurting now so ill leave you to fill in the blanks ! (plus im not giveing you all my good tactics)

Hope this helps so all feel free to give me your comments i know some of this is not perfect but its late and im tierd*

BOBDolol
yeah that works when none of the marines can aim.
Mantrid
Thats also pretty much nothing but common sense...

But don't go promoting DMS. If you aren't surrounded by morons, SDM can work a lot better.
a_civilian
QUOTE (Sub_zer0 @ May 9 2004, 04:29 PM)
then every one build a rt  (no res whoring unless for a hive)

That is a very bad idea if you are fighting competent marines. You cannot hope to hold more than 4, or at most 5 resource nodes in the early game, and without early Fades you will be unable to establish any map control.
Lito
QUOTE
then every one build a rt (no res whoring unless for a hive)


If you're planning to put an rt up, its best to do so immediately. The faster the res node is down, the faster each person gets res, the faster you get that hive/fade/chamber.

And also, smart reswhoring is crucial to win the game. As civilian stated, without an early lifeform (most common: fade), you cannot establish good map control.

QUOTE
and 1/4 of team go gorge and build dcs (for first hive) mc (for 2nd hive) sc (third)
You can mabe switch sc and mc depends on whats you need really


Sensories first, if used effectively, can dominate the game better than the other two chambers. Why always go for the boring old DMC. "Add some spice to your life and use your left hand for once" tounge.gif .

QUOTE
pin in the enemy dont let them have res but do try not to get killed becuase every time you get killed they get 2 res


Actually its randomly chosen between 1 to 3 res for res for kills. And while the whole "don't die" idea is great, skulk is your spawn lifeform, and is mostly disposable. Expect to die. Alot.

QUOTE
and good thing is build a oc or two near some of the more tacticle rts


it takes 2 - 3 ocs to cover an rt completely. Thats a large hit on one gorge's economy :/. You recieve alerts when those rts are going down...maybe you should..oh i don't know..save it? Just a hunch.

QUOTE
and use your skulks to keep them back attack them run off get heal etc. or xenocide is the best if you have 3 hives just keep them deprived of res thats the key


i don't see why you have to worry about keeping them deprived of res when you have 3 hives. 3 hives are usually a luxury: something you get to add the extra punch to your offensive. 2 hives is really all you need to end the game. Which means that if you have 3 hives, you should have the whole map locked down.

Any offensive will just be xenocided to hell anyways.

QUOTE
only go onos to clear out a base like a seige base etc.


a 75 res seige base hammer? a 7 hive 2 gorges could do a hell of a better job. Onos are more than just siege base killers.

QUOTE
Use lerks they can hold rines back for a long time (spores) but remeber spores dont effect ha's


While spores are effective against light armor, sooner or later they'll just smarten up and rush through the spores to kill you. Lerks are more of a support unit (unless you're pancaking, then by all means, take on that heavy train.), and thier fragileness doesn't allow them to stay in battle for long.

However if you are planning to hold them back, then spore out thier armor, and chomp away the lone marines, but run away from groups and spore every so often to keep thier health down.

QUOTE
remeber onoses are more of a stormtrooper! they are not a one alien killing machine (well not all of the time) (they are good agains turrets though)


A fade is more of a storm trooper. Onos work best in groups with lower lifeforms, ie skulks. A fade gets in there, dishes out the damage, then quickly gets out, while an onos can't move that quickly in and out of a battlefield due to his size, he is excellent at supporting lower lifeforms with stomp, and taking out outposts.

QUOTE (BOBDOLOL)
yeah that works when none of the marines can aim.


Comments like these are worthless. You're not contributing to the discussion, nor are you offering any sort of constructive criticism. If a player does not know the game that well, why not teach him instead of posting comments such as these which lead nowhere?

Sub_zer0 took the time to write a couple of tatics. A while, albiet, they are nothing new and mostly known, it is much more contructive than writing a flame post.
jamespsx
go fade (or cloaked skulk) and wait in a res room near the rines base... once rines come in DONT ATTACK YET, wait for them to put down rt then wipe out rines and then rt... comm has wasted res and rines...

and early lerk and wipe out the marine start, plus intimidate them to move because everyone is getting hurt from spores (my favourite one is on eclispe... go lerk and hide in vent directly oppasite cc in marine start)

the rest im not giving out, but try these and ull c that they crpple rines!

guys dont insult ppl for putting posts like this... we eed more of these posts for the so called vets out there to show there tactic (even though nowadays everyone calls themselves a vet!)
Rushakra
I usually don't mind people going Fade before a Hive is up. Of course, there are some people should should never ever ever touch a Fade. They just suck, and that's all I can say. They run into squads of six shottie marines, they beat on elec'd res nodes with elec'd turret factories next to them even though they know there is a marine behind them. They attack double, heavily turret farmed, and insist on hitting the electrified TF while all of the turrets are still up (and then they get pwned because they can't blink out / do so too late) Then they go Fade AGAIN, and usually by late game they're an Onos and they STILL DIE (maybe because we have two DCs and one hive, or maybe because they're just n00bs..) These are those little 10-year-old Brazilian / Korean boys who spam the mic with their native language and ask the Commander for a "Shot. Gun. Jet-Pack. I need.. Shot. Gun. Comm!! SHOT... GUN." in broken English. They gestate and then whine at the team to drop DCs when A) the only Gorge just dropped the hive, B) There is one res node, of course that gorge's 30 res should be spent on 3 DCs.. >_> C) The hive is Sensory.

Of course, if you're a player who knows how to use a Skulk effectively and you've gotten most of your res from killing marines and not from the towers, by all means, go Fade and have at it. Anyone else? Drop a hive. Even complete n00blets can help out the team and seem "leet" by dropping all the junk the aliens need. Hell, it works for me. pudgy.gif
ChkChkChk
I don't see why sensory chambers are up 2nd or 3rd...sensory is at it's prime early game...
Sub_zer0
What i emant by res whgoring was dont leave one guy to put up all teh rts it is good to get fades and lerks early but you also need rts
kiwi
QUOTE (a civilian @ May 9 2004, 08:16 PM)
QUOTE (Sub_zer0 @ May 9 2004, 04:29 PM)
then every one build a rt  (no res whoring unless for a hive)

That is a very bad idea if you are fighting competent marines. You cannot hope to hold more than 4, or at most 5 resource nodes in the early game, and without early Fades you will be unable to establish any map control.

exactly. i prefer trying to get atleast 3-4 good fades up (8 v 8 or 10 v 10) asap. they simply tag team mariens back to ms while the rest of the aliens start capping the rts.
kiwi
QUOTE (ChkChkChk @ May 10 2004, 12:25 PM)
I don't see why sensory chambers are up 2nd or 3rd...sensory is at it's prime early game...

beacuse most people use sc in the following way: holding down shift outside ms, or walking around the whole map holding shift. the result is that aliens end up not covering the map like they are meant to. instead they become focus in a certain area
Lito
QUOTE (kiwi @ May 10 2004, 06:34 PM)
QUOTE (ChkChkChk @ May 10 2004, 12:25 PM)
I don't see why sensory chambers are up 2nd or 3rd...sensory is at it's prime early game...

beacuse most people use sc in the following way: holding down shift outside ms, or walking around the whole map holding shift. the result is that aliens end up not covering the map like they are meant to. instead they become focus in a certain area

not particularily. Sensory alien teams love ambusing. They hide right outside marine base and tries to kill anything that comes out. If you can keep them in check there, there is no need to patrol the other areas. You should always parasite before you start killing anyways, just in case.

oh and kiwi, the edit button is your friend...if you want to place a double quote:

(QUOTE=Kiwi) omgWTHbbq (/Quote) will come out as:

QUOTE (Kiwi)
omgWTHbbq


if you replace the circular brackets with square ones.
kolokol
Teamwork hax cannot be over stressed. If you have two hives and your not getting whipped then getting half your team to rush at once should destroy seige outposts like paper. You may not belive it but two hives pretty much equals maxed out marines. At least on a decent pub anyway. Can i say ...BEWARE OF THE SHOTGUN RUSH... ive seen this win it for the rines when they were losing so often.
Hobojoe
SC first is far too risky to be considered viable as it is currently. It simply does not allow aliens to retake land, if they lose the expansion hive the game is over.
SLizer
confused.gif Has this guy read anything? that is jsu sooo commonsense with typical dms form.... (nothing personal thought)
ChkChkChk
QUOTE (Hobojoe @ May 11 2004, 03:53 PM)
SC first is far too risky to be considered viable as it is currently. It simply does not allow aliens to retake land, if they lose the expansion hive the game is over.

of course it allows to retake land, more then any other chamber!
*cough* cloak *cough*
you can sneak around and take out rts, set up your own with some ocs and sensory, then if they start getting hit then you sneak up on them and kill...
Sensory IS the best starting chamber because it is most usefull early game when they DONT haev mt right away and then DONT have upgrades, dont you see??? the only good counter to Sensory first is MT>A1.

the reason why pubs are lost lots of the time is because it's not a planed out strat to use it and some oaf drops it w/o asking any team members. I can see how this can be frustrating...
Jared101
quoted frm person aboveme
"the only good counter to Sensory first is MT>A1."
------------------------------------------------------------
i guess you dont realize how quick you can get MT and armour 1
v4rA
Nice tactic against completely incompetent marine teams.

Against a normal one, 4 or the 5 gorges are going to get killed at the earli game, then you wont have fades neither second hive early so you will have 3 marines or 4 spawncamping at hive and the other building rts, and then they will get pgs and shotys and you will lose ^^ gg marines, im sure they wont have play such an easy game in their lifes
Church
Sensory doesn't help you against electrification or turret farms...
MistenTH
In any game, at least 2-3 marines out of 8-10 are going to be moving out ASAP at the start of the game. If the comm is even half competent, he'll realise that electrifying every single node those 2-3 rines capture outside the sensory network kill zone, which in your example, is outside MS, then what happens is that until 6 minutes, or teamwork happens on the kharaa side (2 skulks + 1 gorge), the marines have untouchable RTs.

They can tech freely to A1 / MT / HA / JP in that period of time. If you can somehow prevent ANY marines from getting out of MS, then maintaining the skulk - gorge siege at the usually 2-entrance MS until sensories are up, you can pull the containment off. But it takes at least 1 minute for gorges to gestate and build sensories to completion. How are you gonna lock marines in?
Grendel
QUOTE (|ds|meatshield @ May 14 2004, 11:23 AM)
Sensory doesn't help you against electrification or turret farms...

The purpose of sensory is to prevent marines from being able to scamper over the map. So if you build sensories and then treat them like DCs (3 under the hive!) then of course you will lose.

Besides which, sensory chambers also prevent marines from being able to sneak ANYWHERE and also give Lerks scent of fear.
Grendel
And just to add something else...

Motion tracking is not the counter to sensory chambers. Sensory chambers are the counter to motion tracking. They block all tracking in their radius.
Hobojoe
QUOTE (ChkChkChk @ May 13 2004, 04:02 PM)
QUOTE (Hobojoe @ May 11 2004, 03:53 PM)
SC first is far too risky to be considered viable as it is currently.  It simply does not allow aliens to retake land, if they lose the expansion hive the game is over.

of course it allows to retake land, more then any other chamber!
*cough* cloak *cough*
you can sneak around and take out rts, set up your own with some ocs and sensory, then if they start getting hit then you sneak up on them and kill...
Sensory IS the best starting chamber because it is most usefull early game when they DONT haev mt right away and then DONT have upgrades, dont you see??? the only good counter to Sensory first is MT>A1.

the reason why pubs are lost lots of the time is because it's not a planed out strat to use it and some oaf drops it w/o asking any team members. I can see how this can be frustrating...

No, no it doesn't. A good marine team with phasegates and MT will not allow you to put up a second hive ever again. Or, they will kill that second hive before it goes up. I have firsthand seen this against the best alien team there is [exi]
Hobojoe
QUOTE (Grendel @ May 14 2004, 11:31 AM)
And just to add something else...

Motion tracking is not the counter to sensory chambers. Sensory chambers are the counter to motion tracking. They block all tracking in their radius.

Motion tracking is the counter to anything outside of a SC. This means, good luck expanding outside of the SC chambers.
DC_Darkling
just remember ppl. ANY chamber works. its just how to deal with it.

DMS is most know.
DSM is for that little variation.
MDS is my fave. (pure gorge rushes on small teams)
MSD is great for even worse ambushes
SDM is usually used to fix "n00bgorges" while infact its a strong tactic. Early mapcontrol.
SMD is also good for ambushes and for map control anytime. (we got hives for healing ppl)
e_Nadagast
Sensories suck. They were good when people didn't know how to counter them but now they are god awful. It's entirely too easy for marines to just get a PG in the 2nd hive and spam a million mines... and you're screwed. Absolutely nothing you can do. Aliens without 2nd hive are just waiting to die. *EVERY* *TIME*. Something needs to be done about this right now IMO.
Mantrid
I think if your team let the marines lock down the other hives so you couldn't get the second one is more their fault than the Sensory Chamber's.
e_Nadagast
How do you propose stopping a team of damn good shots (you'd call them aimbotters) with just skulks? Besides, it takes about 5-10 seconds for 2 marines to build a PG and you can't be everywhere at once. Once the PG is up, the hive (location) is pretty much lost. They can just put down like 5 million mines and you're screwed...

With DCs and Fades you actually have a CHANCE of breaking the lockdown...
SaltzBad
QUOTE (e.Nadagast @ May 14 2004, 04:49 PM)
Sensories suck. They were good when people didn't know how to counter them but now they are god awful. It's entirely too easy for marines to just get a PG in the 2nd hive and spam a million mines... and you're screwed. Absolutely nothing you can do. Aliens without 2nd hive are just waiting to die. *EVERY* *TIME*. Something needs to be done about this right now IMO.

Right, but its just as bad with Ds. They offer no way to hold that ground any better. To the contrary, both SC and MC give you better options at preventing just that - and hence are the stronger chambers.

Plus, good Fades can use SC or MC juuuust fiiiine.
DC_Darkling
here you are talking bout locks. But.. WHAT ARE YOU DOING IN THE FIRST PLACE?

you can start with DC, MC and SC and BE FINE. Jsut make sure that they do NOT lockdown both hives. Its not that hard:

DCs= push power
MC = speed to be so fast on the scene again that rines have 0 chance to take it. Go for the hiev furthest from MS to make there timelack worse.
SC = cloak and SOF and focus all 3 are VERY good 5 min upgrades. Whats a point of a rine entering a hive if YOU know he is coming? Or if HE does not know YOU are there? take him out.

serious. If you can not keep a hive clear on any upgrade I suggest to go to combat. Cause you are then worthless and need brainless shooting to improve.
e_Nadagast
Oh is it that easy? I just don't let them get into the 2nd hive! DUH! How easy! Again how do you propose doing this with just skulks vs marines you would call aimbotters?

Saltz, with Ds you can use your fades to attempt to take back the 2nd hive.. and you can at LEAST last a lot longer than with SCs.
Sky
You talk as if you can't get a fade with sc first. I don't care how magically mystically accurate a marine is, that early in the game a fade is NOT dying to lvl 0 lmgs. And if they upgrade the lmgs, the fade can get focus, and now every rine is just one blink away from death. And if enough rines are in one place that the concentrated fire would kill a fade, he would know it cause SOMEONE would get sof and tell him. It's called teamwork. Even a cloaked skulk who knows when to parasite without being seen would work wonders in letting his team know exactly where the rines are.

If you're assuming the marines have perfect "aimbotters" you can at least assume the aliens have decent team players, and a few people who know how to blink-swipe. Otherwise, your situation is just a worst case scenario, and guess what, that doesn't prove your point.
jamespsx
guys this aint a topic about weather to put up sc or dc or mc first... pls get bak to topic at hand...

anyways,

a assasin fade is a gud way for l8 noob fades with 2-3 hives up... get regen or cara, silence and cloaking... wait in any marine active area and wait for rine/s to walk past u... and silently take them/him out... with regen ull regenrate if u get hit without making a sound whole u are cloaked, with cara u can use metabolize, but ur cloak will dissapear, but u can hear marines coming if u listen carefully, and silence is the most important... u wouldnt belieave how helpful silence is to a skulk... if uv ever seen the sps clan ns frag movie, remember that skulk then plus X2 more kills to it... sound is ur enemys first danger sense, as it is in real life... u hear a car brakeing hard behind u, u jump around or run (its not like ur gona stand still and wait for car to come into ur sight until u react...)

now about the car above... think of it now as a skulk without silence in a group of noob marines... they are approaching hive and expect all resistence from one location, but u can pick all of them off with silence as a skulk...

all in all what have i been saying if u cant be bothered to read? fades with regen,silence and cloaking are marine killers and not rt killers... skulks with silence are marine killers too...
SaltzBad
QUOTE (e.Nadagast @ May 16 2004, 05:54 PM)
Saltz, with Ds you can use your fades to attempt to take back the 2nd hive.. and you can at LEAST last a lot longer than with SCs.


Which they have an easier time delaying, because holding your RTs in the first place with Ds is a pain. Its easier to stay aware with the fairly strong response you can provide to any movement with MC Skulks, than it is to hope you can hold onto your ground long enough with DC Skulks.
e_Nadagast
QUOTE (5kyh16h91 @ May 16 2004, 03:09 PM)
You talk as if you can't get a fade with sc first. I don't care how magically mystically accurate a marine is, that early in the game a fade is NOT dying to lvl 0 lmgs. And if they upgrade the lmgs, the fade can get focus, and now every rine is just one blink away from death. And if enough rines are in one place that the concentrated fire would kill a fade, he would know it cause SOMEONE would get sof and tell him. It's called teamwork. Even a cloaked skulk who knows when to parasite without being seen would work wonders in letting his team know exactly where the rines are.

If you're assuming the marines have perfect "aimbotters" you can at least assume the aliens have decent team players, and a few people who know how to blink-swipe. Otherwise, your situation is just a worst case scenario, and guess what, that doesn't prove your point.

Uh marines won't have lvl 0 LMGs... they will have lvl 1-2 Shotguns and in a minute or two, HMGs. A fade that has to go back to the hive for ~20 seconds every time he swipes once is NOT an effective fade.

Saltz... MC skulks are good but get raped *SO HARD* by medspam. Besides, we come around again to saying that MC Fades aren't nearly as effective as DC fades.
SaltzBad
DC Skulks get raped harder by medspam, again no point to that. Celerity or Silence both improve the odds of killing them before any spamming, or faster than they can run over meds, dramaticly.

And MC Fades, while not having as much lasting power, are still good enough to defend a Hive or nearby nodes. And thats all they should have to do for the up to 3 minutes before the Hive goes live. Not to mention, MC lerks are pretty powerful.

Its really just a bit of a switch of balance - alot stronger in the earlygame, but a bit weaker between 3 and 6 minutes (at which point we're even again).
jamespsx
skulk with silence;
a) dont make any give away signs for marine and comm to listen to
b) once a marine see's that his health is going down he is a gud as dead unless he is HA... like i said before, sound is our first warning sign... take away the sign... take away the warning...
c) WTH IS COMM DOING IF HE IS FOLLOWING A MARINE INSTEAD OF A GROUP!

fades with dc's are a bit more powerful, but once again iv said this before so read my post above..

and now one more tactic... tounge.gif

now marines are all about tech and res right? well take one of these away and u break the bond that keeps marines from loosing... early land grabs screw marines big time... u take out there only arms lab l8 in the game, and u got weaker marines... asrifle.gif tiny.gif
DC_Darkling
skulks recon. or they should.
If noone sees rines moving to a hive you failed @ point one and can better quit.
Hobojoe
you guys know you're arguing against nadagast right?
jamespsx
another bit of help... (at least i am helping newbies instead of flaming... lol)

allways stay calm, dont hesitate... if ur a skulk with 10 health in a group of marines, still dont hesitate... use marines themselves as cover (especially with ff is on lol)
kolokol
Nad wins. Does anyone actually get dc upgrades as a skulk? I generally would rather save res tbh.
DC_Darkling
only on insane res. or on a mission. (as in trying to take something down with DC camping)
jamespsx
i never get dc uppys as skulk... waste of res on something u can get infinite numbers of tounge.gif
jamespsx
wow double post... anyway simple, effective tactic to use on pub servers...

cant get ur aline team to listen? they always complaining that rines have to much tech and res? a skulk can ruin the marines team... how? by the one hive ability... parasite

if marines are slightly experienced they will try to get a hive, but only put up certain buildings in marine start... rush in as a skulk and parasite buildings that make the marines soooooo hard to kill (i.e. arms lab, ob etc) hopefull ythe fades and onos will hunt those down thinking that they are marines (it helps if u say the parasited things are camping HA to an onos... they go crazy lol), they will try to attack those first, while killing rines of course, and slowly, these structures will die because aliens dont really attack them that much to make them serious to comm (fades and onos are more important than that arms lab at the bak thats been taken down to 2 bars...)

the same thing can be done to rt's if ur in a rush to get somewhere and c marine rt... just parasite it and i gurrentee that itll be under attack or dead when u respawn...
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