document updated 17 years ago, on Jun 7, 2007
General
- Alien's problem is they often can't attack head-on (melee vs. ranged, remember?). They have to close the gap without walking slowly into oncoming fire. The easiest ways to do this are:
- attack a marine from behind or the side (eg. by hiding in a place where one is likely to pass you by,
but not realize you're there... vents are the most obvious place, but it's far better to pick an uncommon
hiding spot where they aren't likely to turn around to make sure nobody is following them)
- leap/blink
- silence, especially when attacking from behind
- Whereas marines have to stick together, aliens are best when they can spread out over a map, attacking unpredictably from different hiding spots, especially picking off marines one at a time as they walk from base back up to the front lines. However, aliens are also more effective when attacking as a looser-knit group the surrounds marines, since the first attacking alien will draw fire on that side, allowing another (slower) alien to close the gap from the opposite side with much less fire.
Super-skulk
- build:
- leap
- silence
- carapace
- focus
- scent of fear
- adrenaline
- max thickened skin + max blood lust
- hunger, I guess...
- other comments
- celerity — use only once you're get at aiming during frantic fights... adren+bloodlust is MUCH more controllable speed (because you can turn it on when crossing long distances, and turn it off when targeting a marine)
- regen — the only reason to get it is for thickened-skin... you should be fast enough that escaping through the tunnels to the hive to heal isn't so big of a deal, and doesn't take too much time
- good for keeping JP'ers out of vents (or at least effectively harasssing them)
- better on larger maps where marines are more spread out, where, instead of confronting a marine immediately at the opening of a vent (which is very predictable), you can instead wait for a marine to pass the vent opening a distance and then chase him down (though, as I said, this requires there to be some distance between one group of marines and the next, something that does *not* work on Faceoff, for example)
- also better where there are rooms with a lot of crooks and crannies on the ceiling / floor (eg. co_sava's big room)
- strategy to get from dominating to actually winning — umm... ? It's very hard to stay alive when there's a ton of marines in one single room.... Learn to play Fade?