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Hilarious Tactics

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1: Whack-A-Mole (Alien, Early Game, in the room Gravity Control):
When you enter the room as a Skulk you can hide on top of the tunnel. From here, Marines can't get to you, nor fire on you. You can ambush Marines when you see fit, or simply taunt them to try and catch you, rendering multiple Marines inoperative. The Marines can't let you simply stay there in Grav Control because you might kill their extractor, so they will spend hilarious minutes trying to shoot you down. When you have the resources, evolve into a Lerk on top of this tunnel, then kill all who oppose you.

2: Lerk Peekaboo (Alien, vs Rifles):
Whenever you encounter one or two rifle Marines, simply fly out of a corner, draw fire (by showing yourself and/or using Spikes( and then hide back around the corner. Most Marines will procede to empty their clips on the Lerk that's already gone. When their clips are empty, simply pop back out, bite them and finish them off with Spikes if nessecary.

3: Nexzil's Last Stand (Marines):
This tactic was introduced by Nexzil in the ENSL finals, I will not take credit for it as a result. Basically, a few Marines jump up the Command Station, ever since the patch Aliens can't climb this building anymore so you can safely shoot them down. Watch out for Lerks and Fades though.

4: Skulk Double Jump (Aliens, Mid-game to Late-game, Leap Evolved):
As a Skulk when facing a single Marine, use Leap to leap over his head, then, while in the air, turn around 180 degrees and leap again. The Marine will have their crosshairs aimed at where you were going to land instead of behind him where you now are. Once you leaped again you will be behind the Marine, bite him while you run to his front because most Marines will now try and turn back to see what's there. By the time he has you'll be behind him again and he'll probably be dead.

5: The Purifier (Marines, Late-Game, Flamethrowers and Jetpack required):
A jetpack allows you to move very fast (duh). A Flamethrower does major damage against flammable structures (cysts and clogs). It doesn't take a genius to put these two together. As a Marine, buy a flamethrower and jetpack and procede by simply flying across the map taking out cysts. A half second burst of flame is plenty to kill a fully matured Cyst. As a result you can clear half the map of infestation without too much effort and be a real pain in the Alien Commander's butt. Be sure though not to linger on killing Harvesters manually, just let them die from lack of Infestation. The beauty of this tactic is that you kill infestation quicker than the Alien Commander can replace the Cysts. This means that the Commander will be forced to focus on replacing Cysts rather than expanding or helping his team.

6: The LSD (Alien Commander, Shade Hive Required):
The much too uncommonly used Hallucination ability of a matured Shade allows a commander to create fake life forms whom seem real to Marines. Now the most common way of using this is to create a billion fake Onosses and send them in, but no-one is going to buy that. The best way to use this tactic is when Marines have two bases. Tell your team to stand-by near a Shade outside base A (this will hide them from the Marines). Then send in a couple of fake Skulks and one real Skulk to base B, the real Skulk will trigger the "your base is under attack" message, as soon as the first bite of the real Skulk has landed, send in two fake Onosses. The Marine Commander will see a bunch of Skulks attacking, hears a warning and sees Onosses move into his base. The Commander will then procede to beacon his entire team to that base, then send in your real team to the other base and voila. One base less.

7: The Lerk Strike Team (Sheer Evil required):
In case you don't know this yet. Lerks are usually availible through pRes relatively early in the game and are fast as hell. This tactic works on less experienced servers really well. Simply instruct your team to go Lerk, all of them. Due to the speed of Lerks, as well as their ranged capabilities you can have a very effective strike team. They can pendulum back and forward between two Marine Bases causing major havoc and taking out a structure each time. When attacking a Phase gate have a couple of lerks biting it (causing poison damage and bite damage) and the rest of the Lerks spike down any survivors as well as pressuring the gate even more. Important for this strategy to work is that your Lerk team is spread out and moving around, causing major confusion as to which Lerk is which.

8: The Gorge Rush:
At the beginning of the game, have your entire team go Gorge, have them equip themselves with Babblers and then move them into the enemy base. Once there, tell every Gorge to make Hydras, the Marine base will now be filled with Hydras. When encountering any resistance simply swarm the Marine with your Gorges, Babblers and Heal Spray. As long as the Gorges stick together and keep spamming Heal Spray on each other (which also damages Marines), you'll have a nearly-invincible group of killers. And ofcourse it'll take the Marines ages to clear out the Hydras out of their base.

9: The Building Factory (Alien Commander):
A very underused ability in my opinion is the Echo ability of the Shift, which allows you to freely move buildings across the map (as long as you place them on infestation). This tactic involves having a few Shades and mostly Crags in your base along with a Shift. Then simply Echo these fully grown Crags to where-ever they are needed. Instead of having to wait until the Crags build when your new Hive is under siege, simply Echo-in a Mature one! (this works with Whips too when you need defense or are under attack from Grenades). Additionally, placing your upgrade structures near this Shift can mean echo'ing them to safety when nessecary. My personal favourite use is still the mobile Crags though.

10: Xenocide Finisher (Skulk, Late-game):
Xenocide is often an overlooked ability, mostly because it is considered useless, as are most Tier 3 abilities (except for Stomp and Umbra). Xenocide is however a nice way of finishing off a wounded marine. Biting a A3 Marine once and then activating Xenocide will almost surely kill him and severely damage any Marines around him. When you're attacking a group of Marines with a Skulk you will almost surely die, therefore it's best to go out with a bang. You could spend your last few seconds trying to get in those final bites on the one Marine you were chasing. Or you could spend your final seconds exploding, severely wounding any nearby Marines and finishing off the one you would have killed anyway.

11: The Swarm (Alien Commander, Thanks to Current1y):
I often hear complaints about the lack of an Alien ARC. Well have no fear, Drifters are even better! Create a swarm of Drifters, send them after that pesky lonely Marine sniping all your eggs. Or simply use them to supplement a base rush or harass the other base with them. The best thing about this tactic however is not the attack of the Drifter, but the clusterfuck it generates. Aiming at a Skulk is quite hard when there are 5-15 drifters swarming across the screen. And ofcourse there is the enzyme cloud. Consider combining this tactic with tactic #6 for maximum clusterfuck. (although when you combine these two I recommend making as many fake Skulks as you can due to their small size).

12: The Tunnel of Doom (Alien Commander + Gorge):
If you've ever had pesky Marines taking your Gorge Tunnels into your base, here is the solution for you! Simply make 2-4 (preferably Shaded) Whips around the exit of your tunnel. Turn that tunnel into a meat grinder! Additionally you can use this to set up a trap and create a tunnel having no other purpose than to serve as a trap. Now there are various methods to do this. The most effective way is having a tunnel somewhere undefended and easy for Marines to find, most Marines will be too tempted to go inside rather than kill it, so they will do so gladly. Then when they reach the other end, they find themselves in the middle of nowhere. Now it's up to you what to have waiting on the other end. If you're boring and uninteresting you can have nothing there and simply have them waste time. If you're an efficient commander you'll have (cloaked) whips waiting. However if you're truly sadistic and evil you'll have a swarm of Drifters waiting to nibble their way to victory.

13a: The Invisible Wall (Alien Commander):
Now this one is situational at best. But it involves putting Drifters in a straight line to form a wall. The thing with Drifters is, they are invisible. So a Marine will be minding its own business, running on to say, Crossroads. Only to suddenly stop dead in his tracks and see a Drifter right in front of him. Now the Marine will either choose to walk around this Drifter, finding another one, or to kill it. The fun thing about this wall is, you can use it as a meatshield so Marines will aim at a Skulk but instead hit a Drifter wall, use it to slow down their movement due to bumping into a drifter, and also using it to slow them down even more by having the entire wall biting down at the Marine and chasing him around, body blocking him. Sure, the Drifters may not stop the Marine(s), but it will buy you enough time for the cavalry to arrive. Also, the Marines don't see it coming due to Drifters not needing Infestation.

13b: The Money Wall (Alien Commander):
If you have way too many resources, spare time, or a general hatred towards everything walking on two feet and wielding weaponary, this might be the thing for you. You create a wall with one layer of Crags, one layer of Shades and one layer of Crags again. This will create a nearly impenetrable, and more important, invisible wall. Make sure to use the Heal Wave and Ink abilities of the Shades and Crags to make it even harder to kill, for added evil, use Hallucinatory buildings and units to draw fire from your buildings or real units. You can even add Whips to taste! (Although with whips you won't need a real wall seeing as anything trying to pass through will be killed anyway, so you can leave a few gaps :) ).

14: The Fungal Healer (Alien, Lerk):
You know how Marines always love going to Armories to heal? Well not anymore! Instead of using Spores boringly to make a corridor harder to pass (which is btw totally valid). Instead use Spores offensively during a base rush/push! Simply make a quick circle around the Armory, this will make sure that any Marine trying to heal will be damaged just as much, making it easier for your team to pick them off. And while you're at it, do the Phase Gates and Infantry Portals aswell. Although the Armories are still the most evil thing to do.

15: The Exoploder (Alien, Late-game):
Well this one will require teamwork, but it's the best method I found so far to deal with Exo/Welder/MAC clusters. You know how Exos tend to be surrounded by a cloud of Weldarines and MACs to heal them? Now simply get a group of about 5 Skulks to run in and use Xenocide. This does almost enough damage to kill a A3 Exo, then simply finish it off with a few bites or a bile bomb. Remember, an Exo without support is easy to kill and with this Xeno bomb everything around it will definitely be dead (and the Exo probably too).

These tips I thought were worth sharing, I'm not saying they're useful or anything, but I sure had a lot of fun with them. And in the end, aren't all games about fun?

EDIT: More to be added :)

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