Someone Tell How To Be Pro Skulk Plz
Wormtail
Join Date: 2002-11-26 Member: 10033Members
<div class="IPBDescription">i need strats, what upgrades, etc....</div> Okay all you peeps. i need to learn some pro skulk tips from anyone who's a skulk pro. ANyone jsut gimme tips, strats, or what upgrdes i should use.
I know a skulk strat: this one i call the stealthy assasin: Okay first you need 2 hives. This strat works well o maps with just 1 marine entrance/exit (i think it's thw one with the mess hall) Okay first you upgrade lvl 3 silence. then get lvl 3 cloaking. Now you go to the marines entrance and cloak in a hiding place. Once a marine pops out, do'nt attack him once you see him. check if other mariens are backing him out. remember, it's hard to take out multile mariens shooting at you. then ambush time. LEAP at the marine(s)(don;t get in front of them) and qucikly switch to bite. THen start biting em. easy kills. jsut be quick and try not to get killed. Cloaking keeps you concealed. Silence don;t let em know if you are coming. that's why this is effectoive. only problem is Motion Tracking <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
Any other? post skulk stuff up here.
I know a skulk strat: this one i call the stealthy assasin: Okay first you need 2 hives. This strat works well o maps with just 1 marine entrance/exit (i think it's thw one with the mess hall) Okay first you upgrade lvl 3 silence. then get lvl 3 cloaking. Now you go to the marines entrance and cloak in a hiding place. Once a marine pops out, do'nt attack him once you see him. check if other mariens are backing him out. remember, it's hard to take out multile mariens shooting at you. then ambush time. LEAP at the marine(s)(don;t get in front of them) and qucikly switch to bite. THen start biting em. easy kills. jsut be quick and try not to get killed. Cloaking keeps you concealed. Silence don;t let em know if you are coming. that's why this is effectoive. only problem is Motion Tracking <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' valign='absmiddle' alt='mad.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
Any other? post skulk stuff up here.
Comments
First I will be begin by stating what advantage the basic early marine has over the skulk.
A)Range
B)A com that can potentially spam health and ammo.
Next i will state what the skulk has
A)superior Speed
B)2 hit kills (if marines have 0 armor upgrades)
C)Parasite
D)the ability to climb walls/ceilings.
Now how does 1 take away the advantage of range? Let the enemy come to you.
When marines travel they usually travel in packs, which is ok becaue as a skulk you are going to use your EAX enabled soundcard with headphones to hear which direction they are comming from and how far away they are.
Now the key to fighting marines is to get the drop on them, and making them acutally aim!
As a skulk jump around and try to dodge bullets while you are trying to chomp on a marine, use walls and structures as cover (if it applies), and if worse comes to worse, run away, but while you are running away, attempt to parasite whomever you can so you can heal up and attack later.
Take away the range advantage, and most marines are toast. If you would like to discuss this further you can join my clans IRC channel and I can send you demos of what I am demonstrating (though u might have to wait till saturday, I am at school and I have finals =(.
Anyways I hope this helps a little.
its not skulk-specific but rather is based on melee combat.
My tips/general overview of Skulk-Fu:
the skulk is built for speed and quick kills, and is obviously very weak in the defense department.
what you want to do as a skulk is NEVER stand still, NEVER walk in a straight line, and NEVER rely on the floor completely. these basics will help keep you from getting shot, which is the first step to killing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
the problem facing all melee units is closing the distance between you and your target.
If you turn a corner and see a marine down a hallway, you can:
a) charge straight at him, which is what the marine expects, and you will die
b) hold forward, jump and strafe left or right to touch the wall, climb the wall and/or cieling as you 'spiral' your way towards him, making it VERY difficult for him to hit you. when you are close enough you make him your meal <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
aside from speed, another one of a skulk's biggest advantages is SURPRISE. in almost any game, if you surprise your opponent you get a huge advantage. Hide on cielings, above doorways, ANY place where you are out of sight, and hold still. looking around turns the skulk model, (which is pretty long) making it easier for them to see you. Try to attack enemies from ABOVE or from BEHIND and you are almost guaranteed a kill
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <--- if possible, this is the situation you want
Knowing the map very well can help you find good ambush points.
Next is Parasite. This little bug works wonders. Fire it at a marine who is too far away for you to get to without dying, and retreat. Draw him out. If he comes to you, he's done your most difficult objective (once again, closing the distance) FOR you.
If you are ever in a place where the walls and cieling are very jagged or have lots of things sticking out of em and you absolutely MUST use the floor, JUMP like a bunny on crack. JUMP from side to side and bounce around as much as possible. Remember it is mind-numbingly easy for a marine to shoot a skulk traveling a straight line.
Use hivesight. If you see a friendly about to attack a yellow blob, wait a split second (if you are closer than he is to the target, i.e. you are in a vent), or charge straight in (if he is closer). It's hard enough to hit one skulk, but if the marines have TWO skulks to aim at, you haven't just doubled your chances of winning the skirmish, you've probably squared them.
That brings me to the next point - skulks are SKIRMISHERS, that is, they are built for small battles, not assaulting bases. They can take down small outposts by either:
a) finding a blind spot on a turret factory (turrets cannot shoot thru the TF) and chomping on the factory there to bring down the turrets, or
b) finding a place where only ONE turret will shoot at you, and kill it.
Killing turrets involves holding down your attack button while circling the turret. It takes some bravery the first few tries, but you will quickly learn that <i>turrets turn slower than you can circle them</i>. After 13 bites the turret will go down.
Advanced stuff:
Leap - this thing makes a skulk about 20 times more deadly to a marine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> As you should know by now, closing the distance is the only thing that can keep you from killing. This gem of an attack sends you hurtling thru the air straight at your target, effectively covering your distance in under a second.
You can use leap to "fly" by leaping again in mid-leap. Leap is also GREAT for hard to reach places, and for surprising the hell out of a marine. In places with tall ceilings, such as the Cargo Bay on ns_nancy or most anywhere in ns_hera, instead of leaping <i>at</i> a marine, you can leap at the ceiling <i>above</i> him, then drop down on him from behind in a split second. It's <b>extremely</b> disorienting for the marine and even if he does see you leap, he's not expecting you to go straight up, making it super-hard for him to hit you. An easy kill <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
The most simple use of leap is to leap straight at the target, and while in air switch to Bite, to deliver upon contact with the marine's face <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Xenocide - You won't often get the chance to use this awesome ability, but when you do, make good use of it. This attack turns you into a giant BOMB - any marines in the blast will become red wallpaper instantly <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I highly recommend you run towards where you want to explode, press Xeno (it has ~1 second arming delay), then <i>quickly</i> select leap and leap straight at your target. Splat. You can take out clumps of unarmored marines with this.
Upgrades and combos:
Carapace - great upgrade for skulks, always. Those extra armor points can EASILY mean the difference between life and death.
Regeneration - only useful if you're camping a vent, parasiting people, taking a hit, and retreating. In normal combat, if the marines are worth their salt you will not have much of a chance to use this; you'll be dead. My recommendation is with Carapace.
Redemption - Like regeneration, except it doesn't always work and COMPLETELY displaces you from what you were doing, no matter how important it was. I really dislike this upgrade, but its up to you.
Adrenaline - Not very useful for the athletic skulk. Only leap and parasite place a considerable drain on your adrenaline, and those are not things that you need to use in rapid succession.
Celerity - my favorite upgrade for the skulk. Makes closing distance a cinch, lets you practically fly across the walls and ceilings onto unsuspecting prey. In close combat it makes your opponents wince at the fact you aren't in their sights for more than a tenth of a second. Especially nasty with Xenocide <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Silence - good for stalking people, especially in combo with parasite and liberal use of Chuckle <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> It does NOT, i repeat, does NOT mute your attack sounds, it has been changed since the manual's publishing. If you're the kind that likes to surprise your enemies and kill them quickly without insinuating fear, this is your best choice.
Cloaking - sadistic at level 3, almost useless at lesser levels. Cloak in a commonly traveled area and eat people from behind. Get creative with this you can do almost anything with it. Note that when you are cloaked, you can make tiny movements or single attacks without decloaking. Wait 2-3 seconds in between each step or each attack and you will stay cloaked.
Enhanced sight - i don't really use this much. IMO its useless - if you can't see the enemies, turn up your gamma a bit <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Scent of Fear - moderately useful, depends on the situation. makes hunting down endgame hiding marines a lot easier <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Stick with cloaking <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Late game skulk duties:
-Since you have minimal chance of killing HA/HMG marines, parasite them. Parasite every single one and make sure your teammates know what they are doing, where they are headed, everything. Intelligence is vital to victory.
-Stopping grenadier troops. While all other kharaa run away from troops with 'nade launchers, you should be running <i>towards</i> them. A grenade launcher is useless against a skulk point blank, and you can probably rip him apart, even in heavy armor, faster then he can switch to pistol/welder and kill the guy who already has him halfway down his throat. Make sure you know the rhythm of grenade explosions before you do this, and dont walk on the floor in the off chance you will step on a grenade.
-Softening heavy armor. When the HA/HMGs are battling it out with the fades, lerks, and other critters, you should be in there, biting the rear ends of the heavies who are busy shooting the other direction. This can <b>easily</b> swing the tide of the battle into your favor. Since heavy armors tend to travel in packs, Xenocide can weaken a group of them down the point where 3 acid rockets could kill the whole group <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
If you're going after heavies specifically with Xeno, try going scent/celerity/carapace if you have the spare resources and NEED to perform this costly action <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Hope i helped!
have fun chomping away!
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
<!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
If you can get fades/lerks to tank for you, skulls are insane killers.
They should also be the one chomping at buildilngs while the fades are covering them.
Being a good skull is not just killing marines, but to act as a scout, and kill defenceless targets. Let fades handle the targets that are shooting back at you.
Then just hide!. When they start to build, attack them, usually they die before they get their guns drawn. Eat the building too, thats nice a small victory because their comm just wasted good rp's , and if hes doing it again..well they deserve to be chomped.
As for the upgrades, my all time favourite is Carapace, just remember to heal after its made.
Some scenarios, if marines have their backturned on you.. they are easy, just jump in & chomp the nearest, then next one, next one..etc. If marine is facing you, and other one is building..i would go and chomp the dude building it. He usually gets angry because the other guy failed to cover him (affects the team morale), then eat the other one.
The hardest is probably when marine is coming towards you and starts to fire & strafing, depends on the distance you got but if your far away..flee. Lets say you see a single HA with HMG, and he sees you from a distance and starts to shoot, what do you do?.
Lonely skulk vs ha = ..cannon fodder <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
lerk vs ha , if you got the distance (and resources) lerks can really drive ha -marine mad.. Just pump up the adrenaline and spike away.
Brag: my skulk record is 5 marines at the base <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->.
Basically, you need to have a good sound card, and either headphones or a nice surround sound system. Now, when you get into combat, forget about aiming for your opponent. Aiming takes time and is distracting you from what you should be doing: killing. It also hinders your ability to kill by making you think you must be facing your enemy to kill him, but infact you dont. Just listen to the gunfire/footsteps/jumping noise and use your movement keys to run yourself towards the sound. Your mouse is just be there to hold down the attack button.
also ur gorgs wills stay alive much longer at the lategame .
attacking a marine will cause him to attack u or yell for his commander <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
killing a marine with only 7 damage isnt easy but mostly we doesnt attack anymore .
with regeneration at 1 u can hold 1 or 2 marines very easy , if their commander is busy somewhere else <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
On the other hand if there are no turrets around, then keep jumping, and climbing and falling of walls to make your target waste his bullets then go in for the kill.. using the <i>skulk-fu</i> method!
Dude,
I did this the other day on the map with the unnamed hive. WOW!
Chewed up 3 marines and one of them types something like: It looked like a skulk but it
moved and sounded like a lerk. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> (I didn't think that leap sounded like any noise a lerk
made, but it was awesome to know that I had rattled these guys.)
Leap is an amazing skill. It brings up the scariness of the Kharaa again. It improves your
rate of movement. It lets you unpredicatably change spots in a fray. It just rocks.
Folks, you gotta try the flying thing. While going down a corridor with a corner ahead, leap
and turn 90 degrees to look down the new corridor and leap again before you land. It's piles of fun. It's an easier and faster way to fly then lerking.
Also, the aiming for the ceiling trick rocks as well. Marines just aren't practiced in
following something up to the ceiling.
<i>My patented</i> (well it could be patented if I worked for Amazon) <i>skulk trick</i> is
for chasing marines from the ceiling. Strafe.
You can look straight down at your prey and straff towards him. Strafing never has any
vertical movement at all, so you stay attached to the ceiling. Marines almost never look up,
so just follow them across the room, hit crouch to let go of the ceiling and then chew their
heads off.
And yes, you will have to turn 90 degrees so that you strafe towards them.
In closing: When the marines start falling like rain, all I have to say is "I wanted to be a
marine this time you n00bs. You took up all the marine spots. You made me eat your butt and your friends butts." (Seems like everyone wants to play marines, game after game.)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i suggest you read this post:http://www.unknownworlds.com/forums/in...hl=melee+combat<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
...and not just because I wrote it <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Second of all, the upgrades to get are Carapace and Celerity.
There's not much to it, really. Keep moving. Don't get hit, and you won't die. Learn how to use leap; it's what will keep you alive in the mid\end game. Don't leap into your targets, leap past them (if you graze them as you fly past you'll wound them anyway). If you have to change direction, try jumping as you do it (so that the bullets pass under you, instead of rake over your body).
Marines are known to expect it now even more than lets say a week ago, its 50/50 change that it will do them any harm at all. Now it only seems to harm us more because it takes time to respawn. If marines move quickly after the initial rush they can secure stratetic areas quickly, pin us down <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
Turret farms well some of them are hard to take down nowadays, because its 90% possibility that they have built a phase gate too. And as for turrets...there is alot more turrets around the TF & other structures today than last week for example.
Statistics (class = skulk ) I had:
60% of 100% change to chomp marine when i was attacking him from front.
5% of 100% change to chomp someone at the initial rush.
95% of 100% change killing marine from behind. If he didnt use pistol, its extremely accurate.
8 repeats until TF was down (when marines had no phase gate) but they had built lots of turrets.
four times more repeats to take down TF when they had built a phase gate.
about 2% of 100% change to take down a HA+HMG with buddies from front.
This ends my skulk lecture for today.
60% of 100% change to chomp marine when i was attacking him from front.
5% of 100% change to chomp someone at the initial rush.
95% of 100% change killing marine from behind. If he didnt use pistol, its extremely accurate.
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Ah. I knew there was SOMETHING I forgot. Just as with TFC, never attack your opponent from the front. Always get behind them. Keep the dangerous end pointing away from you and you'll do just fine.
and learn to bite them in mid-leap as you do this <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
be creative and the skulking possibilities are endless! great thread we have here <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Always go to heal.
If you die you contribute to the appauling respawn queue, permiting marines free acess to the entire level.
In that scenario, you have too options, to run away and recover your lost energy or go and get the other guy! I haven't quite perfected the technique yet on closing on the marine (perhaps thats why I've been dying so much lately!), but what I have discovered is that half the success is determining whether you are facing someone who is a good shot or a bad shot.
I've had quite alot of success closing the distance on good aimers by strafing left and right while pressing the forward key. If they are pretty good at tracking you, then you might have to strafe up the walls as well, varying the pattern so its unpredictable. If you do manage to get close, never, I repeat <b>NEVER</b> try to chew them in the face, try to get them from the side.
It takes alot of patience, alot of carapace to master, but I'm sure that if you practice hard enough you'll be as good at dodging bullets as Keanu Reeves in the Matrix!
I've played so many game where I was jump-biting Marines in the face and chest only to have them blow me apart with their rifle
I'd probably get them down to 1/3 HP and then have some rookie bite their foot and get the kill, lol
Many of the tips in this thread have already explained how to turn a skulk into a deadly assassin, but they did seem to leave something important out. Don't be an ankle-biter. You need to bite marines in their hitbox, which does not include their feet and drops annoying low when they crouch. Look up when you bite and aim for their chest. This also means a marine in a vent or on a ladder can make for a tricky target. While eating marines couched in vents I like to time my bites with a jump to bite their faces off. To eat a marine crouched on a ladder, don't charge up the ladder and try biting his feet off, it won't work, his feet are immune from harm. Run up a wall and get above him, and then bite his face off.
<b>Live and Let Die</b>
At first I assumed that as a skulk I was the cheap, expendable, suicide unit of the Kharaa since it didn't cost any resources to become a skulk. The long spawn queue delay of having a single hive has since changed my opinion of the matter and I will repeat what better players than I have already said: Don't die, it takes longer to respawn than it does to find someplace to heal. This leads nicely to our next point.
<b>Hit and Run</b>
Besides being a deadly killer, a skulk also plays other important roles. Use your speed and parasite ability to scout out areas for your team. And above all keep the marine commander annoyed. You can start by chomping on anything that isn't protected.
Since the phase rush has become so popular many commanders like to move fast and may cap RTs on the run without wasting the precious time and resources to protect them with turrets. Many bases are left without turrets early on. Run in and eat an Infantry Portal or Observatory, they go down fast allowing you to run away before those pesky marines show up. Force them to post guards and turrets everywhere and constantly check things for repair welding. If a single marine shows up with a welder to repair your handiwork, eat him from behind while he's welding. Then hide and wait for another marine to show up and pick up the welder and then eat him too.
Remember that wounded marines cost resources to heal, and bad ones will whine nonstop to their commander for medpacks. The rambos hate to see a skulk run off and will chase you. Bait him into OTs or your hungry friends. Rather than charging, hit the marines with a parasites, and then run back to heal before attacking. Parasite gives you a huge edge in eating marines, and allows your teammates to sneak up behind them while they're busy shooting at you.
I prefer the wait outisde and bait em out with a friend and bite their faces off tactic,I find this works well as if U can keep the marines in their base your gorg has free walk of the entire map and the marines have No choice but to keep attacking the skulks guarding each door.
Another little tactic that I like to use is 1 skulk hide above a doorway or in dark corner and another skulk continually parasiting them,then when they chase (<i> and sometimes kill </i>) the baiting skulk the waiting skulk gets 2 kills.
I personally DONT always go for score in NS coz people with high scores are normally fades against newbie marines or a newbie comm that hasnt upgraded armour or anything thus making the marines easy kill if U jus sneeze near em they fall over dead and U then see players dying to get the best score and this causes wasted resources as they have to keep fading/lerking/upgrading....
I go for the attack until low health then fallback and heal at DC's or hives...
I agree with the leap bite attack as this ( <i> for me</i> ) works 89% of the timeagainst most marines and TF' bases..
[rant mode engaged]
Wot I am seeing ALOT at the moment is n00bs that(<i> after telling them <b> " only 1 gorg till 2 hives"</b> at the start of the round </i>) go gorg and as much as U tell them to go back skluk they stay and continue to wast res and even worse build a sensory chamber as 1st choice of chamber.....
These n00bs are as annoying as the door blockers in RTCW or the BLATENT cheats in cs,and will inevitably ruin yet another good HL mod...
Im sorry I went off topic
[rant mode disengaged]
Often, you're skulking near their base. What you want then, is not to take out marines, but take out <i>resources</i>. It's a resource game. If the commander has to rebuild a structure, that hurts the marine team. Killing marines while they're in their base... well... doesn't. They'll respawn in 15 seconds, you'll respawn in 45 seconds, since there's probably a bunch of dead people waiting in line.
I always tell my team to go for the observatory. It has the least hp of any structure except a turret. Many commanders place the observatory somewhere hidden in the back, just because of this. This is good. Just jump past all the marines and turrets in th front of the base, and chomp on the observatory while using it as partial cover. You can almost always get it down to half health, and usually it goes down completely. Then, you die. One minute later, when you've respawned and have your carapace back, you do it again. It annoys the marines, and especially the commander, to see a valuable structure just chomped down in front of their faces. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
#1. the skulk/gorge combo. get into a vent, or quiet corner and go gorge a moment. (team will scream. too bad, this is USEFUL.) put a few 2-3 Defensive structures in a tower or a line next to the wall. do not "build them" as a gorge, that makes noise! this is sneak time. then go skulk. wait for defensives to build THEMSELVES, quietly.
now rush the room, you can run by the wall and get the healing thru it, making your attacking last much, much longer.....long enough to face and destroy turrets by making passing attacks.
of course, sooner or later the marines will put up a seige, then this will not work anymore. but until then......
#2. skulk buddy-teaming TFs. no, not a gang. 2-3. one skulk goes for the TF. the other skulk, runs interference between the turrets and the TF. turrets go for the nearest target, and take time to retarget. so interference skulk runs between the ones who would attack the TF chomper, so they target him instead.
maybe he even gets a turret before he dies, probably not. skulk #3 can follow up on interference.
it does not always work, but often the team takes out the TF faster than a series of solo skulks would. it may take 2 lives each, instead of 4-8 for one. then the whole area can be cleared before marine reinforments can come.
mind you, buddy teaming with skulks also works on a patrol. 2-3 marines can easily take out one skulk, but with 2-3 things get a whole lot more interesting.....
side notes:
Carapace is great when you expect to be shot at - but sometimes when you are far from help, regen is not to be sneezed at, it has SOME use.
silence is great for ambushing from rear, or blindsiding. but movement scan makes it weaker....
celerity is better for head on counter attacks/defending an area/base rushing, attacking at all with movement scan, and for turrets attacking.
adrenaline is best only if you plan on chewing a lot of undefended structures.
basicly if you have a moment, THINK about what you expect to face in the next minutes when you leave the hive.
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Mmmmm... one fat skulk...
ZRock
Close the distance, run PAST your target and hit them in the back. Never engage them head on. Focus on dodging gunfire more than on hitting your target. Don't change direction when dodging a stream of fire, run up the wall instead. If you absolutley have to change direction on the gorund, try jumping as you do so that the bullets go under you (I haven't tested this, but you never know).