Kharaa

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The Kharaa

The alien team is where Natural Selection is truly set apart from other games. Unlike the Frontiersmen, the aliens do not have a Commander. Each player has their own resource pool. Resources gained from Resource Chambers are shared between all teammates. Resources gained by killing enemies are not shared. This means each player is free to use his or her resources however they see fit. Because the alien team is decentralized, teamwork is extremely important. While on the alien team, you'll notice that you don't always see through the lifeform's eyes. As a skulk, for example, you will be looking out from the inside of your mouth.

Alien Lifeforms

There are five species of Kharaa -- and each has distinct abilities, strengths and limitations. In NS game mode you can change to any species you can afford, as often as you like. In Combat mode you must evolve according to the Alien Upgrade Path (see "Alien Upgrades (CO)" above).

Each of the Kharaa species has four weapons or attack modes. To gain access to these attack modes the team must build Hives. Each hive grants the player 1 extra attack mode. Only once the 3 hives are fully built will the player fully be able to utilize Kharaa's abilities.

While changing to a new lifeform you are encased in a gestation sac, and are totally defenseless for a number of seconds (see the "Gestation Egg" under "Alien Species". Higher lifeforms require a longer gestation. If you're found while gestating, you are an easy target, so find a place to hide or be sure you have friendly aliens to protect you. Your resources (NS) or level (CO) are spent as soon as you start gestating, so if you're killed before you complete, your investment is lost. Detailed information on each lifeform can be found below.


Kharaa Lifeforms
Cost Gestation Time (sec) Health Armor Speed
Skulk N/A 3 70 10 290
Gorge 10 10 150 70 170
Lerk 30 15 125 30 650
Fade 50 25 300 150 240
Onos 75 35 950 600 240

Gestation times shown are for classic mode and are scaled down in Combat mode.

Alien Structures

The Alien Team will begin at one of the three starting hive locations. At the beginning of each game, the Kharaa start with only one hive in a random location. Each hive allows for one type of upgrade chamber. Aliens must build additional hives in order to expand their abilities and build new upgrade chambers types. Alien Structures can only be placed and built by a Gorge. Alien structures are built in largely the same way as Marine structures, except the Kharaa's structures can slowly build and heal themselves on their own.

Kharaa Structures
Cost Gestation Time (sec) Health Regen Rate hp/s Damage ROF
Hive 40 180 7000 2
Resource Chamber 15 20 2500 5
Offense Chamber 10 11 1000 5 20 1
Defense Chamber 10 20 1200 5
Movement Chamber 10 12 1000 5
Sensory Chamber 10 14 800


Alien Tech Tree

Alien Upgrades are broken down to three main chambers: Sensory, Movement, and Defense. At the start of the round, the original alien hive will not have a designated chamber type. The first of these three chambers to be dropped will mark the hive for that specific upgrade category. The level of the alien upgrades is dependent on how many of the certain chamber is currently placed, and built on the map. The lowest being level one, and the highest being level three. Additional upgrade chambers past three will not continue to advance the alien upgrades.

Sensory Chamber

Movement Chamber

Defense Chamber


http://www.unknownworlds.com/ns/static/manual_files/images/tech_tree_alien_co.gif


Combat

There are a few changes to the Kharaa when you play in Combat mode instead of Classic.

Please see the Combat page.

Misc (rewrite)

Everything beyond here should be rewritten. Links to all of the species exist already? Why are we typing it out again?

Skulk

  • The skulk is the Kharaa's most basic lifeform. Designed to be a scout, the skulk can use it's parasite and wall walking abilities to seek out the enemy while avoiding detection.
  • Alien players will always respawn as a skulk.
  • Even though the skulk can be quite a formidable foe when alone, teamwork can be key to survival.
  • Lying in ambush is a popular and powerful tactic. To ambush, find an well concealed spot (eg. above a doorway or in a dark corner) and wait for an enemy to pass before jumping out of hiding. Use parasite to time your attack.
  • Bunnyhopping as a skulk increases your movement speed. Use this to your advantage.
  • Early on in a match, it's also a good idea to seek out and destroy enemy Resource Towers (RTs).

Attack Modes

  • Skulk Bite (Melee attack causing damage)
  • Parasite (Shoots a parasite, allowing all team mates to see the target player or building until killed/destroyed)
  • Leap (Allows the skulk to leap through the air, covering a large distance in a short time,does small amount of damage)
  • Xenocide (Explodes the player, dealing AOE damage to all enemy players in the vicinity, knocking them back)

Gorge

  • This is the Builder/Medic class of the aliens.
  • The gorge can spend resources on many structures, such as Resource Towers and Hives and chambers.

There are 4 different types of chambers, 3 of which are upgrade chambers. If you drop an upgrade chamber make sure you get 3! Only one Upgrade Chamber can be dropped per hive. Consult your team before choosing a upgrade chamber type.

  • Although the builder/medic of the aliens a gorge should not be underestimated, it can bait marines into ambushes, heal itself and kill a lightly armored marine in 8 spits.
  • A gorge relies on its team to protect it.
  • If you're far away from a hive, look for a green symbol in your hivesight, as it represents a gorge that can heal you.

Attack Modes

  • Spit (A low damage ranged attack)
  • Heal Spray
  • Bile Bomb (Lobs a bomb, causes no damage to units but heavy damage to buildings)
  • Web (Used to slow down Human advances. Especially useful for combating jetpacks)

Lerk

  • A fast, cheap and dangerous lifeform.
  • A lerk is hard to be good at as its movement is so different to a skulks, learn to Pancake and to spore well and you'll do great.
  • A lerk may be weak but the fact that its so fast makes it hard to kill, however if you don't move well you will be killed very quickly - and never challenge a shotgunner by yourself, as they can kill you in one hit.

Attack Modes

  • Bite: Where skulks uses their jaw muscles, the lerk relies on its powerful neck to thrust its razor teeth into its target.
  • Spore: This area affect dissolves organic matter -- specifically, marines. Lasts 6 seconds with a 225 unit radius. Heavy armor blocks spore damage.
  • Umbra: A cloud of particles that deflects 2 of every 3 bullets. Ineffective against grenades, mines, and knives. Lasts 3 seconds in a 225 unit radius.
  • Primal Scream: The rallying cry of the Kharaa -- boosts the power of nearby teammates. Aliens within 500 units gain 30% increased attack speed, 30% increased damage, and 60% more energy for 4 seconds.

Fade

  • The most dangerous of the alien lifeforms.
  • A fade can blink in and out of combat and usually requires more than one marine to kill.
  • Has the same net cost as a hive. (50 res compared to 10 + 40 res)

Attack Modes

  • Swipe: Lightning swipes of their muscled arms shred metal and marines.
  • Blink: Teleportation? Space distortion? However it works, a blinking fade moves nearly too fast to see, or shoot. To use, point and hold down your left mouse button [default]: the space between you and your destination will rapidly narrow. Hitting the jump key while blinking allows impressive leaps.
  • Metabolize: With this ability, the fade converts its energy into health, gaining 20 hp per use.
  • Acid Rocket: The symbiotic organism on the fade's shoulder, once awakened, can spit pods of acid long distances. Upon impact, they splash a 165 unit radius.

Onos

  • 700 health and 600 armour
  • The tank of the aliens
  • DCs are very useful for an onos
  • Can eat marines whole
  • It is HUGE and easy to shoot

Attack Modes

  • Gore: Tons of alien muscle, pointy tusks … who needs subtlety?
  • Devour: Mmm, marine … the onos swallows its victim whole and slowly devours him, gaining health as the marine is consumed. If the onos is killed, the marine is freed.
  • Stomp: With a slam of its heavy feet, the onos sends a shock-wave along the ground, stunning nearby enemies. Effects last in a 250 unit radius for 1.00 seconds.
  • Charge: Knock marines around like bowling pins. Charge works in a straight line.

Gestation Egg

  • Temporary role while evolving to another liveform or invoking upgrades.
  • Unable to move or defend itself.
  • High armor to help protect against marine attacks.
  • Long gestations should be performed in well defended areas (hives, vents).
  • Gestation may be prevented in small areas if the desired lifeform is too big.
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