Skulk: Equal Too Or Better....
K_e_r_b_e_r_o_s
Join Date: 2003-02-01 Member: 12966Members
<div class="IPBDescription">...then the marines. :)</div> Skulk: Equal too or Better then the Marines?
In my sole opinion, a Skulk can not only run virtual circles around a marine in terms of speed, but in terms of hitting power, quickness in reaction, and overall pshycological effect. I cannot think of any alien class that has as much as a pshycological effect as the Skulk, and really if even available; would'nt bother wasting resources going into something easier to spot, quicker to die, and in most cases without they ability to climb and hide in areas where others cannot.
(My Skulk Tactics)
As a Skulk, I often use his wall-crawling abilities to get to areas where I expect a man in a Jetpack to fly by, and then I go Gorge and waste what Resources are available to me by placing offensive towers to intercept them.
I also find the Skulk's use in ambushing to be absolutely perfect. Instead of just running around, or just hiding on the sides of walls, I wait on the undersides of cielings. I wait for a slow moving column of troops to hurdle by, or I just wait for a few of them to get damaged in some form of way...then as soon as they're heads land right square into my crossairs, I leap from the cieling and snap viciously at the figures I see. I usually can drop two or three before I'am nailed by the last one.
I also like to do wall runs. For example; one way that puts the Skulk ahead of Marines, is the sole fact he is able to run all the way down off a wallside, and snap at a marine, then go running up they otherside of the wall before he has time to react. Trying to get the marines to waste clips randomly at the walls is a good trick to, that is if you have phased them enough.
I also find that sneaking behind they're flanks and attacking defenseless structures...or commanders really makes for a good effort. Or camping in they're "spawn rooms" (Typically areas where they've setup Portals) and just watch men as they go by. This shows your team who's started where, and exactly were is where going.
One tactic that was performed with actual planning and all of Gods speed, was trying to land directly on the models of the marines; standing still or not and "riding them" into a new location, or just to be annoying bind a "chuckle" key, and just laugh it up as they try to figure out where things are coming from. Its purely pshycological, and granted anyone can laugh...but that laugh is so Lerk and Skulk its not funny.
Personally, as a pshycological effect with the Skulk, I like to hide in vents and LAUGH! I know, it sounds odd...but even that little, hardly noticable chuckle can be heard AT some point. Works excellent.
Heh, I also have a spraypaint image that says the following:
INSTANT WINNER! PRESS YOUR USE KEY "HERE" TO GET PRIZE! INSTANT WINNER!
...I still have yet to wait for the fool who melodiously presses that use key, enough for me to tune in on his head and snap away!
..well thats my lot, Cheers! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
In my sole opinion, a Skulk can not only run virtual circles around a marine in terms of speed, but in terms of hitting power, quickness in reaction, and overall pshycological effect. I cannot think of any alien class that has as much as a pshycological effect as the Skulk, and really if even available; would'nt bother wasting resources going into something easier to spot, quicker to die, and in most cases without they ability to climb and hide in areas where others cannot.
(My Skulk Tactics)
As a Skulk, I often use his wall-crawling abilities to get to areas where I expect a man in a Jetpack to fly by, and then I go Gorge and waste what Resources are available to me by placing offensive towers to intercept them.
I also find the Skulk's use in ambushing to be absolutely perfect. Instead of just running around, or just hiding on the sides of walls, I wait on the undersides of cielings. I wait for a slow moving column of troops to hurdle by, or I just wait for a few of them to get damaged in some form of way...then as soon as they're heads land right square into my crossairs, I leap from the cieling and snap viciously at the figures I see. I usually can drop two or three before I'am nailed by the last one.
I also like to do wall runs. For example; one way that puts the Skulk ahead of Marines, is the sole fact he is able to run all the way down off a wallside, and snap at a marine, then go running up they otherside of the wall before he has time to react. Trying to get the marines to waste clips randomly at the walls is a good trick to, that is if you have phased them enough.
I also find that sneaking behind they're flanks and attacking defenseless structures...or commanders really makes for a good effort. Or camping in they're "spawn rooms" (Typically areas where they've setup Portals) and just watch men as they go by. This shows your team who's started where, and exactly were is where going.
One tactic that was performed with actual planning and all of Gods speed, was trying to land directly on the models of the marines; standing still or not and "riding them" into a new location, or just to be annoying bind a "chuckle" key, and just laugh it up as they try to figure out where things are coming from. Its purely pshycological, and granted anyone can laugh...but that laugh is so Lerk and Skulk its not funny.
Personally, as a pshycological effect with the Skulk, I like to hide in vents and LAUGH! I know, it sounds odd...but even that little, hardly noticable chuckle can be heard AT some point. Works excellent.
Heh, I also have a spraypaint image that says the following:
INSTANT WINNER! PRESS YOUR USE KEY "HERE" TO GET PRIZE! INSTANT WINNER!
...I still have yet to wait for the fool who melodiously presses that use key, enough for me to tune in on his head and snap away!
..well thats my lot, Cheers! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Comments
well..
that was fairly obveous (spelled like it sounds becuse i'm too lazy to spell check).
why only chuckle???
TRY USING "Im building here" and "comms/left/up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I also played metallica with alien voice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Honestly, I believe good Skulks are <b>always</b> equal to good marines <i>if they're both at the same tech level</i>.
1-hive Skulks can always take down a lone stock marine, and can usually get 2 or 3 in a group. A shotty marine is more of a problem because of the '1-hit kill' at close range, so in that case, just keep moving and hope for the best. Doubleteaming the shotty marine is an almost certain kill.
2-hive Skulks get Leap, which will make Grenades less effective since you'll be jumping well outside the blast radius. HMG's are more of a problem, but you should be able to have Carapace and Celerity by this point. You'll hopefully be fast and tough enough to take down the marine before getting hurt too badly. Groups of marines would be a problem, so parasite them, watch where they go, and join in the attack if/when other skulks engage them.
3-hive Xenocide - nothing is safe from you any longer!! HA's might still survive the blast, but just barely. This is great for taking out respawning/reloading marines. Trigger xenocide, Leap at the IP's / armory, and you'll probably get 3+ marines in the blast. My personal best is 5. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->