Skulk late game usage/uselessness

VicVic Join Date: 2010-11-20 Member: 75106Members
I'm pretty sure this was already brought up, but why are skulks nerfed so hard in the late game?

4 bites to kill a marine with armor 3 means the skulk has a very slim chance of winning a fight. Not the mention how useless Xeno is right now, with the huge delay to activation (cancelled by attacking) and low damage.

Nerfing the base unit like that is a really uninspired idea. Devs, please take a moment to dissect the units in SC2 and their utility (neither marines, nor zerglings are ever completely obsolete, with passive weapon/armor upgrades for both, plus stim/combat shields, respectively speed/cracklings upgrade to keep them relevant in late game).
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Comments

  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    I'd really like to see Xeno beefed up.

    I'm mean come on, I was standing right next to a rine and blew myself up and for what? Absolutely nothing except to kill myself and make the marine say; "huh, what was that?" as he walks away...
  • DJPenguinDJPenguin Useless Join Date: 2003-07-29 Member: 18538Members
    edited June 2012
    <!--quoteo(post=1947405:date=Jun 28 2012, 04:46 PM:name=Vic)--><div class='quotetop'>QUOTE (Vic @ Jun 28 2012, 04:46 PM) <a href="index.php?act=findpost&pid=1947405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nerfing the base unit like that is a really uninspired idea.<!--QuoteEnd--></div><!--QuoteEEnd-->

    boost to end game skulk and an incentive to not have a jetpack or exosuit on a marine would be just dandy.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    edited June 2012
    skulk lategame is probably best picking off undefended rt's and buildings. alien team has fades and oni for anti personnel, gorges and lerks for area denial...but skulks still have the 2nd fastest rt kill time behind the onos (but onos is pretty slow getting around the map so having an onos snipe rt's is inefficient).. if xenocide did 15% damage to an rt, it would make skulks very effective as rt suppression.
  • rantologyrantology Join Date: 2012-02-05 Member: 143750Members, NS2 Developer, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Gold
    edited June 2012
    Not related to skulks in specific, but I think a maybe a part of the problem is that grenade launchers do too much damage to players. They should be anti building, but currently they do ~75% of a shotgun shots worth of damage (75% if you hit all 10 of the shottie's pellets- Shottie does 170 with all 10 pellets and a GL nade does 130) and they have a decent hallway size AoE. Not to say that a skulk should be able to survive a dead on hit with a GL nade, but I think they are way too easy to spam and effectively make a skulk-proof barrier (and a big deterrent to the other lifeforms).


    Not having an upgrade like Focus or Adrenaline hurts too, landing 4 consecutive bites on JPs without dying is very difficult considering you only get ~3 leaps before you're out of energy. I would say the Fade has similar problems late game, his only saving grace is the grief machine that is Vortex.


    ..but yes, when in doubt try to pick off what you can structure-wise as a skulk. If all areas are being defended decently then have fun staring at the spawn queue until you can get enough resources for higher lifeforms. I think 4/5 of my deaths late game as skulk are from GL spam :/ and on that note I can say I really hate the "no p-res on death" thing they have going because it accomplishes absolutely nothing tech-explosion-wise which is why it was originally put in and it is somewhat unintuitive.
  • JoracyJoracy Join Date: 2012-06-17 Member: 153367Members
    Am I the only person who just isn't a fan of xenocide as a mechanic? One of the main problems I see with the skulk late game is that they are super duper squishy and die quite easily, which can be frustrating as being dead is generally less fun than it seems. The fact that the best a skulk has to offer is a way to get dead even faster doesn't really make me jump for joy, even if it was perfectly balanced in terms of damage, radius etc.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited June 2012
    <!--quoteo(post=1947430:date=Jun 28 2012, 05:41 PM:name=rantology)--><div class='quotetop'>QUOTE (rantology @ Jun 28 2012, 05:41 PM) <a href="index.php?act=findpost&pid=1947430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not related to skulks in specific, but I think a maybe a part of the problem is that grenade launchers do too much damage to players. They should be anti building, but currently they do ~75% of a shotgun shots worth of damage (75% if you hit all 10 of the shottie's pellets- Shottie does 170 with all 10 pellets and a GL nade does 130) and they have a decent hallway size AoE. Not to say that a skulk should be able to survive a dead on hit with a GL nade, but I think they are way too easy to spam and effectively make a skulk-proof barrier (and a big deterrent to the other lifeforms).


    Not having an upgrade like Focus or Adrenaline hurts too, landing 4 consecutive bites on JPs without dying is very difficult considering you only get ~3 leaps before you're out of energy. I would say the Fade has similar problems late game, his only saving grace is the grief machine that is Vortex.<!--QuoteEnd--></div><!--QuoteEEnd-->


    I think making them do partial dmg to teammates would go a long way to discouraging GL spam (which I find is at its worst when a skulk is trying to kill someone and is thus confined to a small area and becomes an easy target for a supporting GL marine). Also yes to focus and adren, I have no idea why they removed those (I think I heard that they thought adren was too boring, which seems silly to me considering how useful it was).


    <!--quoteo(post=1947441:date=Jun 28 2012, 06:02 PM:name=Joracy)--><div class='quotetop'>QUOTE (Joracy @ Jun 28 2012, 06:02 PM) <a href="index.php?act=findpost&pid=1947441"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Am I the only person who just isn't a fan of xenocide as a mechanic? One of the main problems I see with the skulk late game is that they are super duper squishy and die quite easily, which can be frustrating as being dead is generally less fun than it seems. The fact that the best a skulk has to offer is a way to get dead even faster doesn't really make me jump for joy, even if it was perfectly balanced in terms of damage, radius etc.<!--QuoteEnd--></div><!--QuoteEEnd-->

    If it was sufficiently deadly I would not mind so much, but they certainly should have other viable ways to contribute late game than suicide bombing the enemy.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    edited June 2012
    Huh? Skulks are <b>awesome</b> in end-game. They're free, they're fast and they take buildings down as well as anyone, cept Oni. I don't feel like you're supposed to be able to attack turret-infested marine outposts and solo a random structure. I think you're supposed to run around biting everything you can and fleeing at the sight of a marine, being super PESKY all the time.

    I do feel like leap should have more upward thrust. Can't reach 'em damn jetpackers. Also it feels kinda numb when you aim high and press leap and you just go forward not up. Brrrh.

    EDIT: One combat way to feel useful as Skulk: Follow an Onos around, when he gets into trouble and starts backing out and the marines chase him, LEAP ALL OVER AND BITE LOTSA AIR n stuff, some of 'em get scared and forget about the Onos.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    The skulks have a few issues in late game. Those are just the issues i could think of in about 5min. There are probably more.

    <ul><li>The damage against Armor 3 marines is to low.</li><li>They die to easily, lot of sentries and of course the GL.</li><li>The skulk has very low hp/armor in late game, which is problematic when you respawn and there are marines in the hive. Marines spawn with increased armor.</li><li>Xenocide does not enough damage.</li><li>When you're dead you don't get any resources. So it is kinda stupid to attack and/or use xenocide since you will lose time where you can gain res which you obviously need to evolve into a higher lifeform.</li><li>If you miss one leap against a jetpacker you're already nearly out of energy, if i remember correctly you can do about 2 leaps then you have to recover for the third. So its hard to fight jetpackers as a skulk, they have much more "energy" to use to escape than the skulk has to get in melee range to the jetpacker. (could just be me sucking with leap against jetpackers)</li><li>Since the gorge is currently no combat lifeform and to many gorges at once don't make much sense and it's pretty much the same with lerk you have to save up 50res to be able to fight again effectively.</li><li>The standard LMG marine is doing far better in comparison since he is ranged and can pickup dropped weapons.</li></ul>
  • RowenRowen Join Date: 2012-05-04 Member: 151545Members
    <!--quoteo(post=1947421:date=Jun 28 2012, 11:17 PM:name=Wheeee)--><div class='quotetop'>QUOTE (Wheeee @ Jun 28 2012, 11:17 PM) <a href="index.php?act=findpost&pid=1947421"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->skulk lategame is probably best picking off undefended rt's and buildings. alien team has fades and oni for anti personnel, gorges and lerks for area denial...but skulks still have the 2nd fastest rt kill time behind the onos (but onos is pretty slow getting around the map so having an onos snipe rt's is inefficient).. if xenocide did 15% damage to an rt, it would make skulks very effective as rt suppression.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Absolutely. When I want a quick game, I create a LAN game, enable cheats and fill the map with structures, then change to alien and run around biting those down. It's a very close experience to late game play, except without the random grenade deaths.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1947405:date=Jun 28 2012, 02:46 PM:name=Vic)--><div class='quotetop'>QUOTE (Vic @ Jun 28 2012, 02:46 PM) <a href="index.php?act=findpost&pid=1947405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm pretty sure this was already brought up, but why are skulks nerfed so hard in the late game?

    4 bites to kill a marine with armor 3 means the skulk has a very slim chance of winning a fight. Not the mention how useless Xeno is right now, with the huge delay to activation (cancelled by attacking) and low damage.

    Nerfing the base unit like that is a really uninspired idea. Devs, please take a moment to dissect the units in SC2 and their utility (neither marines, nor zerglings are ever completely obsolete, with passive weapon/armor upgrades for both, plus stim/combat shields, respectively speed/cracklings upgrade to keep them relevant in late game).<!--QuoteEnd--></div><!--QuoteEEnd-->
    because skulks are the base alien and by late game youre supposed to be attacking mainly with your big guns. if skulks remained offensively relevant all game why would alien need any higher lifeform
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    Xeno right on top of an armor 0 marine brings him down to 35 health in b210. Needs to be quite a bit stronger IMO.

    I see xeno's role in NS2 as something that's a good idea to use when you see 2 or 3 marines clustered together. It should be strong enough to make marines a little worried about clustering together too tightly.

    Also constantly dying to nade spam as skulk late game is not much fun. I'd be glad to see any change that let me spend a bit less time respawning late game.
  • serpicoserpico Join Date: 2012-02-12 Member: 145150Members, Reinforced - Shadow
    edited June 2012
    <!--quoteo(post=1947471:date=Jun 28 2012, 06:20 PM:name=VeNeM)--><div class='quotetop'>QUOTE (VeNeM @ Jun 28 2012, 06:20 PM) <a href="index.php?act=findpost&pid=1947471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->because skulks are the base alien and by late game youre supposed to be attacking mainly with your big guns. if skulks remained offensively relevant all game why would alien need any higher lifeform<!--QuoteEnd--></div><!--QuoteEEnd-->
    Because design principles:

    <!--quoteo(post=0:date=:name=NS2 High-level Design)--><div class='quotetop'>QUOTE (NS2 High-level Design)</div><div class='quotemain'><!--quotec-->Purity of purpose/Non-obsolescence

    No unit, weapon, ability, evolution, etc. should make another obsolete. Ie, every capability in the game should have a pure purpose. So as the game progresses, there should never be a time where something in the game will no longer be viable for the rest of the game. Examples:

    Fades are not better Skulks
    Bombard should be different than Bile Bomb
    There is no heavy machine gun - which you would essentially always choose over a marine gun (however, miniguns are planned for the Exo, but they aren’t simply machine guns that do more damage)<!--QuoteEnd--></div><!--QuoteEEnd-->
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=1947475:date=Jun 28 2012, 05:24 PM:name=serpico)--><div class='quotetop'>QUOTE (serpico @ Jun 28 2012, 05:24 PM) <a href="index.php?act=findpost&pid=1947475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because design principles:<!--QuoteEnd--></div><!--QuoteEEnd-->
    youre speaking in the broader sense of viable, hes talkin about attacking. sure you can run around and hit rts as a late game skulk or xeno but you can better help the team playing another class if you have the res (USE YOUR RES)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Skulks are still relevant late-game (as the RT harassment is still very valuable), but I don't think its reasonable to expect you to keep up with upgraded marines w/better weapons or tech. A JP marine with a shotgun or grenade launcher should wipe the floor with skulks because he spent 30-35PRes while you spent nothing. Otherwise, better tech would become functionally useless.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    I think a part of the issue is that lategame, your basic 0 cost lmg marine has a huge advantage over your basic 0 cost skulk due to weapons3/armor3 and motion tracking. They're even a major threat to higher lifeforms.

    When one side's "free" unit gets better as the game goes on and the other side's doesn't, you're gonna have problems.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    <!--quoteo(post=1947591:date=Jun 29 2012, 12:24 AM:name=Typhon)--><div class='quotetop'>QUOTE (Typhon @ Jun 29 2012, 12:24 AM) <a href="index.php?act=findpost&pid=1947591"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think a part of the issue is that lategame, your basic 0 cost lmg marine has a huge advantage over your basic 0 cost skulk due to weapons3/armor3 and motion tracking. They're even a major threat to higher lifeforms.

    When one side's "free" unit gets better as the game goes on and the other side's doesn't, you're gonna have problems.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This.

    I've said it before and I'll say it again. Aliens need an arms labs equivalent that allows them to upgrade weapon speed, or damage, and armor. Remove carapace from Crag hive and replace it with something else. This will balance aliens out at the beginning of the game and keep most alien life forms relevant during the late game.

    Inb4 someone cries about asymmetry.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    i feel celerity and wall jumping to be pretty redundant, something feels off with these and no doubt it effects skulks late game.

    Wall jumping is ok in the first 2 minutes of the game when the corridors aren't littered with structures. once you get Leap and celerity it almost useless. You never get time to run around to find walls to rebound off in combat, lets be real, you'll be killed.

    Then celerity, how are you supposed to kill anything with 20fps and moving 200km/h Its pretty much only good for the first bite then running away and getting to battle.

    I believe these features need to be looked at as it feels off to me.

    I also have issues with FPV of the skulks, it makes you feel smaller then you actually are.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Let's say the marines kills all aliens lifeforms mid-game shouldn't they quickly win the game against skulk only ?

    I would say they should.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1947631:date=Jun 29 2012, 02:34 AM:name=Yuuki)--><div class='quotetop'>QUOTE (Yuuki @ Jun 29 2012, 02:34 AM) <a href="index.php?act=findpost&pid=1947631"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Let's say the marines kills all aliens lifeforms mid-game shouldn't they quickly win the game against skulk only ?

    I would say they should.<!--QuoteEnd--></div><!--QuoteEEnd-->

    In theory yes. But the Problem is that the lifeforms of the aliens are expensiver than a fully equiped marine. It is unbalanced if the marines can survive being wiped out and loosing all their equipment but the aliens can not.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    edited June 2012
    <!--quoteo(post=1947642:date=Jun 29 2012, 12:21 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jun 29 2012, 12:21 PM) <a href="index.php?act=findpost&pid=1947642"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In theory yes. But the Problem is that the lifeforms of the aliens are expensiver than a fully equiped marine. It is unbalanced if the marines can survive being wiped out and loosing all their equipment but the aliens can not.<!--QuoteEnd--></div><!--QuoteEEnd-->

    All that mostly comes down to too much resources available as always/too cheap equipment. If the aliens can play the game well enough to even deserve to win a match, they shouldnt have much problems wiping unequipped marines. Especially when you get onos going they cant really do anything about the stomp.

    One reason why the vanilla lmg rine has to remain effective later on with free equipment is the lack of hmg, which imo is a big flaw.

    Slight armor scaling for aliens later might be needed, with upgrade of the shell or just amount of hives like in ns1. Armslab equivalent is not a good idea imo. Maybe allow the shell to mature over a long period of time and then you can upgrade the armor slightly. For damage, just add focus in already. Celerity still should be reworked to not be useless for the mid-late game kharaa force backbone aka. the fade.

    The skulk still even now remains very usefull through the round. Be it eating res/other structures or simply rushing in with the other aliens to provide distraction and to still deal massive damage with the bite. Alone its not effective against marines later on, and that is the way it should be.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1947644:date=Jun 29 2012, 03:44 AM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Jun 29 2012, 03:44 AM) <a href="index.php?act=findpost&pid=1947644"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All that mostly comes down to too much resources available as always/too cheap equipment. If the aliens can play the game well enough to even deserve to win a match, they shouldnt have much problems wiping unequipped marines. Especially when you get onos going they cant really do anything about the stomp.

    One reason why the vanilla lmg rine has to remain effective later on with free equipment is the lack of hmg, which imo is a big flaw.

    Slight armor scaling for aliens later might be needed, with upgrade of the shell or just amount of hives like in ns1. Armslab equivalent is not a good idea imo. Maybe allow the shell to mature over a long period of time and then you can upgrade the armor slightly. For damage, just add focus in already. Celerity still should be reworked to not be useless for the mid-late game kharaa force backbone aka. the fade.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I dont agree with you.
    The HMG won't be missing anymore soon, the exosuit will have a HMG like weapon. And the Onos has the problem that he still has to get in melee range to do damage. With a lot of long corridors and the now decreased movement speed with carapace. It's size is sometimes also counter effective especially in corridors or when you have to retreeat also its impossible to miss a Onos because of its size.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    <!--quoteo(post=1947646:date=Jun 29 2012, 12:54 PM:name=Nakorson)--><div class='quotetop'>QUOTE (Nakorson @ Jun 29 2012, 12:54 PM) <a href="index.php?act=findpost&pid=1947646"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I dont agree with you.
    The HMG won't be missing anymore soon, the exosuit will have a HMG like weapon. And the Onos has the problem that he still has to get in melee range to do damage. With a lot of long corridors and the now decreased movement speed with carapace. It's size is sometimes also counter effective especially in corridors or when you have to retreeat also its impossible to miss a Onos because of its size.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The hmg will still be missing. You have to buy a very expensive piece of equipment to be able to use the minigun. So you cant just get an hmg for the price of the gun itself only, and thus the lmg still has to be effective later on to provide competent weapon for jps/vanilla rines. 1 vs 1 onos will always win vs unequipped marine. When youre facing a group of marines alone and playing on the melee side which requires more teamwork to be effective, or going through areas that give huge natural advantage to ranged units, why should you stand a chance?
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1947648:date=Jun 29 2012, 04:08 AM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Jun 29 2012, 04:08 AM) <a href="index.php?act=findpost&pid=1947648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The hmg will still be missing. You have to buy a very expensive piece of equipment to be able to use the minigun. So you cant just get an hmg for the price of the gun itself only, and thus the lmg still has to be effective later on to provide competent weapon for jps/vanilla rines. 1 vs 1 onos will always win vs unequipped marine. When youre facing a group of marines alone and playing on the melee side which requires more teamwork to be effective, or going through areas that give huge natural advantage to ranged units, why should you stand a chance?<!--QuoteEnd--></div><!--QuoteEEnd-->

    As far as i know the exosuit will start with a minigun which is basically the hmg. And for the price we have to see. In my eyes it should cost at least 50pres.
  • CodeineCodeine Join Date: 2010-11-22 Member: 75155Members
    only 50 pres? an exosuit with a minigun sound op as hell.
  • NakorsonNakorson Join Date: 2012-01-13 Member: 140253Members, NS2 Playtester, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1947656:date=Jun 29 2012, 04:44 AM:name=Codeine)--><div class='quotetop'>QUOTE (Codeine @ Jun 29 2012, 04:44 AM) <a href="index.php?act=findpost&pid=1947656"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->only 50 pres? an exosuit with a minigun sound op as hell.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The 50 pres were just some number i said. As far as i know the exo will have trade offs like that it cant use the phasegate and i guess that it will be slow. We'll have to wait for it.
  • JoracyJoracy Join Date: 2012-06-17 Member: 153367Members
    Yeah, I wonder what an exosuit is going to cost. jetpacks are fantastic for increasing your survivability and versatility and they only cost 10 res. Hopefully exosuits are vastly more expensive if they are as powerful as it seems they might be.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    cant wait for exo suits + nano shields +++ medpacks roffffffl

    then youll see how stupid some of the nerfs in this patch were, when they get reverted.
  • TheIcarusKidTheIcarusKid Join Date: 2012-03-23 Member: 149258Members
    Xenocide being stronger should really solve a lot of these problems. Right now its damage is completely laughable.
  • MisterNubsMisterNubs Join Date: 2012-03-01 Member: 147912Members
    I bet Exosuits are going to be able to 1v1 an Onos.

    Skulks are failures late game because there is no scaling.
  • shad3rshad3r Join Date: 2010-07-28 Member: 73273Members
    Scale alien carapace and other upgrades by number of hives (or number of upgrade structures, with only one allowed per hive)

    Tone down Onos and Fade carapace based on assumption that there will be at least 2 hives up when they appear.
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