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you see a Web, pull out your Welder and burn it away. Webs are bad things.
Trip Mines - I almost never see these used, as they are not very good.
Skulks and Lerks can evade them, and Fades can set them off with Acid Rockets and Bile Bombs. They might be good if placed on the ground, but I need to try this.
Heavy Armor - This piece of equipment is essential if you are to go on the attack. With this, your can have up to 290 Armor, and the Armor takes 95% of that damage. The only downside is that you are slow. Very slow. This should not be too much of a problem, as you should be using Phase Gates to get to the battle. Remember, that lone Skulk can still kill you if you are not careful, so work in groups. I cannot re-emphasize this enough. Also, bring a Welder or seven.
Jetpack - Another rarely seen piece of equipment, yet this one can be useful if used correctly. Don't use it to go up, use it to go fast. Combined with a shotgun, you can dance around Fades, pumping shells into them. Great for a hit-and-run strike on a Gorge trying to set up defenses, you can be in and out before reinforcements get there. You can drop down long shafts, fire your jets before you hit the bottom, spray some grenades, and rocket back up before whatever was down there knew you were there. Guerrilla warfare is the name of the game with this device. Remember, your amount of energy, while it does recharge, is finite.
Marine Tactics
Hit and Fade - This is an effective use of the Jetpack, and can be done solo or in a group. Get a heavy weapon and jet around the base. If you see an enemy, spray at him while retreating. You can tie up many enemies this way, and for every enemy fighting you, there is one less bothering the rest of the team. Try to lure them near your team's turrets if you can.
Strike Team - This consists of several Marines equipped with Heavy Armor and various heavy weapons. Everyone should have a Welder, and one person should be carrying a Grenade Launcher. This force is ideal for taking any position that is not too heavily defended. If you can't take a room, fall back and call in for Siege Turrets.
Handyman - For this role, all you need is a Welder. Your job is to build the things that no one else wants to, and to go around repairing things. It may seem like a boring job, but it is the most efficient way of doing this.
Blockade - Grab some Marines and blow up all of the Kharaa Resource
Chambers. This forces the Gorges to rebuild these, and will slow down any new Fades or Lerks from popping up. Generally used during the fifth stage.
4.2. The Kharaa
Remember, these strategies above WILL NOT WORK as a Kharaa. You have a class system, while they have to buy everything. Also remember, your resources are pooled. Meaning that if you have 100 resources, your extra is not wasted, it goes to other Kharaa.
4.2.1 The Gorge
Don't Have Too Many!
Remember, the Kharaa pool their resources, and Gorges get a larger share than the others. So if you have three or more Gorges, everyone will accumulate resources at a snails pace. Two Gorges are enough.
Get a Hive Quickly.
While the Skulks on your team are doing their job and splattering themselves against the Frontiersmen defenses, it is your job to secure a Hive.
Get some Offense Towers up in there, and back them up with Defense Towers.
Now, have one Gorge save up for the hive, while the other either builds some defenses or goes to get more resources. Once you get this hive up and running, start thinking about Hive Three.
Offense Chamber + Defense Chambers + Webs = Death
Don't just put your Offense Chambers in random spots, put them like this:
__________________________________________________________________
| W OO D
| W OO D
| W__________________OO D___________________________________
| |
| |
| |
The end of the hallway is in range of the Offense Chambers, the Defense
Chambers heal the Offense Chambers, and are back far enough to be Siege Turret proof. The Webs should be on the floor on the corner. This way, the Marines won't see it, and will walk right into the trap. Remember, Offense Chambers have a limited range, so be careful when placing them. Also remember to replace the webs every once in a while.
Remember to Heal Things.
Gorges have Healing Spray for a reason. Go around and heal everything.
Very good trait to have, as you can keep those expensive Fades in combat that much longer.
Sensory Chambers Are Early Warning Sites
A Sensory Chamber placed in a strategic location can alert everyone to an approaching assault. Used right, you can have the whole enemy team end up as if they were parasited.
Babblers Are the Creation of SATAN.
If you see a Marine caught in your Web, chuck a few Babblers at him.
Remember to aim upwards, and the Babblers will fall right on him. And if they happen to Xenocide on him, sucks for him.
Good Upgrades
Carapace - This will let you take that much more damage, in order to get to your Defensive Chambers. Get in closer to the battle and heal your team, or build a wall of Offense Chambers.
Adrenaline - Use Healing Spray, Web, and Spawn Babblers that much faster.
Cloaking - Because the other upgrades from Sensory Chambers suck.
4.2.2. The Skulk
The Skulk is what all Kharaa spawn as, and is effective until massed groups of Marines come knocking. Use these guys in packs; a Skulk rush early on can screw the Frontiersmen over big time. Remember, you are small, fast, and weak. You can walk on walls, so use this to your advantage. Sneak attack is the name of the game for you.
Wall Walking
You can run up walls just by moving your mouse up to look up the wall. A good trick, you can climb a wall, get on a ledge, go Gorge, build a Sensory
Chamber, go back to Skulk, and you have an alarm system. This also allows for ambushers to drop down from the ceiling to scare the crap out of your opponents.
Parasite Your Foes
Using your Wall Walking ability, you can get in a good position near the enemy base and parasite all of them as they walk out. This makes sneaking up on them that much easier, and it distracts the Marines. If you see someone coming up with your Hive sight, climb a wall and wait for that person to walk by. Easy targets are always the best.
Leaping Around the Base
Leap is not good for an attack. It is useful, however, for getting from one location to another quickly. You jump a HUGE distance when you Leap, so keep this in mind
Xenocide in Packs
Xenocide does double damage against structures, so if you can't evolve into heavier forms when you have three hives, get some friends and Xenocide in the middle of the Marine base. If you see a Phase Gate sitting around somewhere, jump in, hit Xenocide, and evade fire until you explode. Chaos in the enemy base is good. And if your friends come along, the chaos just keeps increasing. Xenocide is what keeps a Skulk useful in the end game.
Preferred Upgrades
Regeneration - Carapace only adds 20 armor to you, Redemption doesn't kick in fast enough, so get this. Perfect for a hit and run attack, you rush in, bite some people, run past them, heal, then repeat.
Celerity - You don't need more energy that often, and a Skulk with this trait makes a four year old seem dull by comparison. Nobody can catch you now, and with inventive use of the strafe keys, you can dodge bullets like something out of The Matrix.
Cloaking - Same reason as for a Gorge, the other upgrades suck.
4.2.3. The Lerk
Lerks are rarely seen in games, mostly because they are weaker than a
Skulk. However, if you are adept at flying around with these things, they are great support classes. Especially at the end game, when Spore Cloud and Umbra are available, these are great supporters for a Fade bombardment team.
Pepper the Opposition With Spikes
You can act as a sniper with the spikes, as they do not have a loud noise.
Quite often, a Marine will just stand there shooting at a Skulk, and won't notice this stream of spikes until he is almost dead.
Flight is Good
You are the only class that can do more than fall, so you can move pretty quickly. Like a Marine with a Jetpack, flight costs energy, so watch it.
Remember that sentry turrets can't shoot straight up. If you fly high enough, you can avoid much gunfire that way.
Umbra Your Teammates
When a bunch of Fades get together to bombard a base, go with them. Umbra blocks bullets, so those Marines with the HMGs are now useless. Feel free to mock them as you keep spraying Umbra. Just watch out for grenades, they punch right through Umbra.
Spore Clouds Kill
Spore Cloud will throw a base into utter chaos when combined with a Bile
Bomb attack. No Marine will be able to survive for long, so if the Infantry
Portals go down, you have won.
Preferred Upgrades
Regeneration - You are weaker than a Skulk, and likely to be at the front lines, so don't bother with Carapace or Redemption.
Adrenaline - Now you can fly around forever. All your attacks come from your energy, so more energy is always good.
Cloaking - Same reason as all the other classes.
4.2.4 The Fade
Fades form the backbone of any decent Kharaa team, as they are brutal at both melee and ranged combat. They are capable of indirect bombardment, so the Fade is perfect for taking a Marine firebase.
Blink Past Those Defenses
Blink allows you to move past any small defenses set up in a hallway, so this can let you get behind the Marines and surprise them. Also, if you are being hammered, you can Blink out of there and regroup. Use Blink liberally.
Blink is your friend.
Acid Rockets at Range, Swipe Close up.
Acid Rockets do 40 damage, double against players, so it is ideal for ranged combat. However, if you get close, you should use Swipe. Swipe does
80 damage, and fires faster. A single Fade, using these tactics, can decimate any opponent foolish to come without Heavy Armor.
Bile Bomb Barrage
Bile Bombs do 80 damage to players, and 160 damage to structures. With the splash damage done, a group of Fades can quickly knock a base out of commission. Bile Bombs fire in an arc, so remember this when firing. Try to get a Lerk to come with you for Umbra protection. The only thing to worry about is an attack from behind, or a grenade bouncing your way.
Preferred Upgrades
Carapace - Here is where Carapace becomes useful, as you gain a LOT of armor from it now. You can now take incredible amounts of damage, then blink away. Actually, it is a tie between this and...
Redemption - You have a LOT of health, and it takes awhile to get all those resources for the upgrade, so go ahead and get this. You can take damage
Trip Mines - I almost never see these used, as they are not very good.
Skulks and Lerks can evade them, and Fades can set them off with Acid Rockets and Bile Bombs. They might be good if placed on the ground, but I need to try this.
Heavy Armor - This piece of equipment is essential if you are to go on the attack. With this, your can have up to 290 Armor, and the Armor takes 95% of that damage. The only downside is that you are slow. Very slow. This should not be too much of a problem, as you should be using Phase Gates to get to the battle. Remember, that lone Skulk can still kill you if you are not careful, so work in groups. I cannot re-emphasize this enough. Also, bring a Welder or seven.
Jetpack - Another rarely seen piece of equipment, yet this one can be useful if used correctly. Don't use it to go up, use it to go fast. Combined with a shotgun, you can dance around Fades, pumping shells into them. Great for a hit-and-run strike on a Gorge trying to set up defenses, you can be in and out before reinforcements get there. You can drop down long shafts, fire your jets before you hit the bottom, spray some grenades, and rocket back up before whatever was down there knew you were there. Guerrilla warfare is the name of the game with this device. Remember, your amount of energy, while it does recharge, is finite.
Marine Tactics
Hit and Fade - This is an effective use of the Jetpack, and can be done solo or in a group. Get a heavy weapon and jet around the base. If you see an enemy, spray at him while retreating. You can tie up many enemies this way, and for every enemy fighting you, there is one less bothering the rest of the team. Try to lure them near your team's turrets if you can.
Strike Team - This consists of several Marines equipped with Heavy Armor and various heavy weapons. Everyone should have a Welder, and one person should be carrying a Grenade Launcher. This force is ideal for taking any position that is not too heavily defended. If you can't take a room, fall back and call in for Siege Turrets.
Handyman - For this role, all you need is a Welder. Your job is to build the things that no one else wants to, and to go around repairing things. It may seem like a boring job, but it is the most efficient way of doing this.
Blockade - Grab some Marines and blow up all of the Kharaa Resource
Chambers. This forces the Gorges to rebuild these, and will slow down any new Fades or Lerks from popping up. Generally used during the fifth stage.
4.2. The Kharaa
Remember, these strategies above WILL NOT WORK as a Kharaa. You have a class system, while they have to buy everything. Also remember, your resources are pooled. Meaning that if you have 100 resources, your extra is not wasted, it goes to other Kharaa.
4.2.1 The Gorge
Don't Have Too Many!
Remember, the Kharaa pool their resources, and Gorges get a larger share than the others. So if you have three or more Gorges, everyone will accumulate resources at a snails pace. Two Gorges are enough.
Get a Hive Quickly.
While the Skulks on your team are doing their job and splattering themselves against the Frontiersmen defenses, it is your job to secure a Hive.
Get some Offense Towers up in there, and back them up with Defense Towers.
Now, have one Gorge save up for the hive, while the other either builds some defenses or goes to get more resources. Once you get this hive up and running, start thinking about Hive Three.
Offense Chamber + Defense Chambers + Webs = Death
Don't just put your Offense Chambers in random spots, put them like this:
__________________________________________________________________
| W OO D
| W OO D
| W__________________OO D___________________________________
| |
| |
| |
The end of the hallway is in range of the Offense Chambers, the Defense
Chambers heal the Offense Chambers, and are back far enough to be Siege Turret proof. The Webs should be on the floor on the corner. This way, the Marines won't see it, and will walk right into the trap. Remember, Offense Chambers have a limited range, so be careful when placing them. Also remember to replace the webs every once in a while.
Remember to Heal Things.
Gorges have Healing Spray for a reason. Go around and heal everything.
Very good trait to have, as you can keep those expensive Fades in combat that much longer.
Sensory Chambers Are Early Warning Sites
A Sensory Chamber placed in a strategic location can alert everyone to an approaching assault. Used right, you can have the whole enemy team end up as if they were parasited.
Babblers Are the Creation of SATAN.
If you see a Marine caught in your Web, chuck a few Babblers at him.
Remember to aim upwards, and the Babblers will fall right on him. And if they happen to Xenocide on him, sucks for him.
Good Upgrades
Carapace - This will let you take that much more damage, in order to get to your Defensive Chambers. Get in closer to the battle and heal your team, or build a wall of Offense Chambers.
Adrenaline - Use Healing Spray, Web, and Spawn Babblers that much faster.
Cloaking - Because the other upgrades from Sensory Chambers suck.
4.2.2. The Skulk
The Skulk is what all Kharaa spawn as, and is effective until massed groups of Marines come knocking. Use these guys in packs; a Skulk rush early on can screw the Frontiersmen over big time. Remember, you are small, fast, and weak. You can walk on walls, so use this to your advantage. Sneak attack is the name of the game for you.
Wall Walking
You can run up walls just by moving your mouse up to look up the wall. A good trick, you can climb a wall, get on a ledge, go Gorge, build a Sensory
Chamber, go back to Skulk, and you have an alarm system. This also allows for ambushers to drop down from the ceiling to scare the crap out of your opponents.
Parasite Your Foes
Using your Wall Walking ability, you can get in a good position near the enemy base and parasite all of them as they walk out. This makes sneaking up on them that much easier, and it distracts the Marines. If you see someone coming up with your Hive sight, climb a wall and wait for that person to walk by. Easy targets are always the best.
Leaping Around the Base
Leap is not good for an attack. It is useful, however, for getting from one location to another quickly. You jump a HUGE distance when you Leap, so keep this in mind
Xenocide in Packs
Xenocide does double damage against structures, so if you can't evolve into heavier forms when you have three hives, get some friends and Xenocide in the middle of the Marine base. If you see a Phase Gate sitting around somewhere, jump in, hit Xenocide, and evade fire until you explode. Chaos in the enemy base is good. And if your friends come along, the chaos just keeps increasing. Xenocide is what keeps a Skulk useful in the end game.
Preferred Upgrades
Regeneration - Carapace only adds 20 armor to you, Redemption doesn't kick in fast enough, so get this. Perfect for a hit and run attack, you rush in, bite some people, run past them, heal, then repeat.
Celerity - You don't need more energy that often, and a Skulk with this trait makes a four year old seem dull by comparison. Nobody can catch you now, and with inventive use of the strafe keys, you can dodge bullets like something out of The Matrix.
Cloaking - Same reason as for a Gorge, the other upgrades suck.
4.2.3. The Lerk
Lerks are rarely seen in games, mostly because they are weaker than a
Skulk. However, if you are adept at flying around with these things, they are great support classes. Especially at the end game, when Spore Cloud and Umbra are available, these are great supporters for a Fade bombardment team.
Pepper the Opposition With Spikes
You can act as a sniper with the spikes, as they do not have a loud noise.
Quite often, a Marine will just stand there shooting at a Skulk, and won't notice this stream of spikes until he is almost dead.
Flight is Good
You are the only class that can do more than fall, so you can move pretty quickly. Like a Marine with a Jetpack, flight costs energy, so watch it.
Remember that sentry turrets can't shoot straight up. If you fly high enough, you can avoid much gunfire that way.
Umbra Your Teammates
When a bunch of Fades get together to bombard a base, go with them. Umbra blocks bullets, so those Marines with the HMGs are now useless. Feel free to mock them as you keep spraying Umbra. Just watch out for grenades, they punch right through Umbra.
Spore Clouds Kill
Spore Cloud will throw a base into utter chaos when combined with a Bile
Bomb attack. No Marine will be able to survive for long, so if the Infantry
Portals go down, you have won.
Preferred Upgrades
Regeneration - You are weaker than a Skulk, and likely to be at the front lines, so don't bother with Carapace or Redemption.
Adrenaline - Now you can fly around forever. All your attacks come from your energy, so more energy is always good.
Cloaking - Same reason as all the other classes.
4.2.4 The Fade
Fades form the backbone of any decent Kharaa team, as they are brutal at both melee and ranged combat. They are capable of indirect bombardment, so the Fade is perfect for taking a Marine firebase.
Blink Past Those Defenses
Blink allows you to move past any small defenses set up in a hallway, so this can let you get behind the Marines and surprise them. Also, if you are being hammered, you can Blink out of there and regroup. Use Blink liberally.
Blink is your friend.
Acid Rockets at Range, Swipe Close up.
Acid Rockets do 40 damage, double against players, so it is ideal for ranged combat. However, if you get close, you should use Swipe. Swipe does
80 damage, and fires faster. A single Fade, using these tactics, can decimate any opponent foolish to come without Heavy Armor.
Bile Bomb Barrage
Bile Bombs do 80 damage to players, and 160 damage to structures. With the splash damage done, a group of Fades can quickly knock a base out of commission. Bile Bombs fire in an arc, so remember this when firing. Try to get a Lerk to come with you for Umbra protection. The only thing to worry about is an attack from behind, or a grenade bouncing your way.
Preferred Upgrades
Carapace - Here is where Carapace becomes useful, as you gain a LOT of armor from it now. You can now take incredible amounts of damage, then blink away. Actually, it is a tie between this and...
Redemption - You have a LOT of health, and it takes awhile to get all those resources for the upgrade, so go ahead and get this. You can take damage
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Other files from this game:
- Half-Life - Natural Selection solution by System on 09/03/2006, 09:50
Marine/Kharaa Guide - Half-Life - Natural Selection FAQ by System on 09/03/2006, 09:50
- Half-Life - Natural Selection FAQ by System on 09/03/2006, 09:50
Kharaa Perfect Guide






