The opinions of CM are not necessarilly the opinions of the members of Taken.
Maybe for clan matches, and then is a maybe because it's not tried for fear of spending time on an ineffective tactic, a specific build is good.
Beyond that, I tend to do well with whatever. I haven't gotten down the powers of stealth lerk but of the others, celerity/carapace, silence/regen, redemption/celerity, regen/celerity have served me as well or better in some cases than carapace/adren. The only times I feel required to get carapace is either for heavy assaults, lvl 2+ weapons upgrade, grenade spam, or when I'm confident I'll have defense chambers near by. I save adreniline for lerks (because I still haven't learned how to lower my flying costs and I like to spam umbra for teammates), battle gorges, or a truly ridiculous amount of turrets/troops for fades. I'm starting to prefer regen for my skulks at low defense levels when carapace isn't too hot, regen/silence or carapace/celerity for my fades, and redempt/adren for my gorges. I play around with other setups but those are the ones I tend to enjoy the most.
...And carapace is easily countered with arms lab and focus fire. While i'm a marine i never die once to a skulk because I aim. I can kill the first 3 carapaced skulks with my knife, I switch to the lmg to take the other 2, then whip out my pistol to kill the skulks that run away. Everything has a counter. There I settled it, marines win no matter what. You happy now?
In conclusion, people that win with the chambers movement and sensory, must have larger penises then most other males' and are NS gods.
<!--QuoteBegin--Crisqo+Feb 18 2003, 05:40 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crisqo @ Feb 18 2003, 05:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In conclusion, people that win with the chambers movement and sensory, must have larger penises then most other males' and are NS gods. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> <img src='http://216.40.249.192/mysmilies/cwm/new3d/laff.gif' border='0' alt='user posted image'> That applies to most games, as well. <img src='http://anzanime.net/~cwm/cwm/new3d/p.gif' border='0' alt='user posted image'>
Congrats monkey on your first semi-civil post. I could actually read that and not get as strong of an urge to punch a hole in my computer monitor. But anyways...
What do you suppose that the NS team could do to make movement/sensory just as great as defense, or for that matter, anything other than carapace?
I mean, from what you're saying is that the movement upgrades just don't cut it because it doesn't increase speed enough and silence doesn't work either because they'll have a rearguard. Also you have said that cloaking doesn't give you "the edge" so to speak to ward off the pesky marines from taking hives, etc.
The only thing that you have said that works is carapace, because you can take a few extra bullets and live longer...so I'm here left thinking that the only way that movement and sensory will be deemed "worthy" in your eyes is if all the chambers give extra armor and damage reduction...essentially turning them into defense chambers...I mean, what would you do to make them better? Give movement some ungodly speed upgrade that turn skulks into virtual blurs around the marines? Make cloaking permanent while walking so that you NEVER see the skulks before it's too late? Seriously, I'd like to know.
Here's the thing: we do not know what 1.1 is going to bring. The main problem is, as I see it, is that defense is crucial early on because it enables you to bust bases. Now the marines are going to try and expand and take 2 hives, and if they DO you have to take one back. Cloaking, silence and celerity are all good for killing marines, but not for killing bases. You'll go down very fast to turret fire when you don't have carapace. So you're left in the situation that if you took sensory or mov first, you've pretty much lost if the marines lock those 2 hives down. Carapace on skulks and regen on lerks gives you the ability, however low, to take one of those hives back. Now if 1.1 brings in all alien types evolvable regardless of hive numbers then we see a differant story. Fades and onoi have inherant base busting ability; their high hp and armour sees to that. Hence you don't need to go def first to ensure you can break bases down; if marines do take both hives your team can expand to the res points, get enough res for at least 1 onos, and break one of the hive bases. Any of the towers would work in this scenario, as fades love adren whilst onoi are quite fond of celerity. Skulks get nice benefits from cloaking and silence, and gorges benefit from cloaking. Lerks like adren and cloaking, but also silence for those swooping kills. In short, if this comes in 1.1 then even if they hardly change the evolutions any tower will be viable. Seeing as they will probably implement the all aliens evolvable (Flayra is very keen on it) and they're already doing stuff with the upgrades to make them more viable then this issue will probably resolve itself. Until then, just stick with good old DMS. It works.
If anyone is getting a bad impression of serious play from me, erase that immediately. I am the most outspoken person I have yet seen either here, or in IRC in various channels. Clan and serious players are by far some of the most considerate and kind people I know. I feel that I have given them a bad image, and I would like to just take the time to say that they are all a great bunch of people.
That being said, I give my reply to Torgo...
"The only thing that you have said that works is carapace, because you can take a few extra bullets and live longer...so I'm here left thinking that the only way that movement and sensory will be deemed "worthy" in your eyes is if all the chambers give extra armor and damage reduction...essentially turning them into defense chambers...I mean, what would you do to make them better? Give movement some ungodly speed upgrade that turn skulks into virtual blurs around the marines? Make cloaking permanent while walking so that you NEVER see the skulks before it's too late? Seriously, I'd like to know."
When the correct counters are used against movement and sensory, it just turns into unupgraded skulks versus marines. When compared to living for twice as long, it is far better to live twice as long.
What are my thoughts for solutions to this problem?
Well, lets start with sensory. Sensory chambers could have a scan-negating radius, which would have to be pretty small. I really have not useful ideas to make sensory a viable chamber.
For movement on the other hand, celerity needs an increase. Maybe something from the current 30% to maybe 50% or more. Silence should prevent MT from working, and they should get a small speed increase as well. Movement chambers could be able to increase the speed of aliens within a small radius.
Are my ideas balanced? Probably not 100%, but that is what a beta is for.
CM, I hate to break it to you but since 1.3, observatories are rarely built first if at all anymore in matches. Marines watching the back are definitly a concern along with attentive commanders. Mostly though, the top clans (and we've played a lot) do depend more on skulk sound, turning around only when you're fairly close. Yes, they do adapt by putting a guard in the back but then they tend to get mauled from the front by a heavy skulk attack. This happens already with carapace attacks all the time.
<!--QuoteBegin--Elric+Feb 19 2003, 06:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Elric @ Feb 19 2003, 06:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> CM, I hate to break it to you but since 1.3, observatories are rarely built first if at all anymore in matches. Marines watching the back are definitly a concern along with attentive commanders. Mostly though, the top clans (and we've played a lot) do depend more on skulk sound, turning around only when you're fairly close. Yes, they do adapt by putting a guard in the back but then they tend to get mauled from the front by a heavy skulk attack. This happens already with carapace attacks all the time. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> But at 25 resouces that an observatory costs is a steal if the marines notice that the aliens went sensory or movement. Even if they kept going for JP+HMGs, the aliens would still be worse off than if they had carapace because they could not kill the marine RTs which is necessary to stop them from teching. I can see even hive-lockdown strategies working if the aliens chose sensory and the marines got there. Rear guard is only really necessary when the aliens go movment, as they are heard otherwise. In that case, a frontal rush would not work anyway.
<!--QuoteBegin--Cregore+Feb 20 2003, 01:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cregore @ Feb 20 2003, 01:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 25 + 45 for the upgrade. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> You dont need MT if you are playing against sensory aliens. Movement aliens do not require the obs either, as celerity skulks are just slightly faster than normal ones, and silence ones can be easily countered by having a rear-guard.
<!--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-->What do you suppose that the NS team could do to make movement/sensory just as great as defense, or for that matter, anything other than carapace?<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oh god. Do you have ANY idea how many people have come up with ideas for this in the Suggestions and Ideas Forum?
Anyways, I'm a DMS advocate because I haven't seen any sensory-first tactics which have stood up to my pulling holes in them. If they aren't going to work in theory, there's no way they're going to work out in the field. This isn't the thread for it, but if anyone's got any sensory tactics which have consistently worked I'd love to hear them.
Ideas for bringing Sensory up to par with Def (and Mov):
1. Give it a large radius hive sight effect akin to parasite, where if a marine or marine building is within the radius, they are visible to all aliens. Possibly color this something other than yellow, so aliens absolutely know they are closing in towards a hive. Increased radius for level 2 and 3.
2. Give it a parasiting range attack, with increased radius for level 2 and 3. Use the same targeting/firing system as Offensive Chambers. Could even remove the minor bit of damage that a Skulks parasite does.
3. Take out the useless Advanced Hivesight upgrade (if I am even naming that correctly) and instead add a (gasp) <b>Advanced</b> Hivesight that works, where an alien could see the following lit up on the map by using his flashlight key: all resource nods, all resource nods and colored nodes currently occupied by a marine resource tower, and finally, at upgrade level 3, all marines (perma-parasite).
Any of the above, in any combonation, with more or less balancing, could make Sensory viable. I dont get why marines CAN get MT for 25 + 45 + defending the obs (and as weak as it is, this is not THAT hard to do), yet aliens never get a MT with 3 sensory 10 + 10 + 10 + the ability to not get movement or defense. Real fair.
This leads into another point I could kvetch on forever, that of many players underestimating parasite and the aliens early game MT ability, but that's for another post.
<!--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-->Could even remove the minor bit of damage that a Skulks parasite does. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sensory chamber parisites don't do damage
Just a heads up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Ahhh, didnt know that. I read about three, maybe four weeks ago (or less? I really cant recall), that they did in fact parasite when a marine got close. The rare times I do play marines, I never see sensory, or never get close... but most often, I think, they just arent built (DefMov, and the aliens kill us with Fades, or, the marines snag two hives and its over).
So I know nothing about how they parasite. Is it fired out? Is it permanent (like, if a marine moves out of range)? It does no damage, you said. Does it make the *thwap* parasite sound? How close does a marine have to be for it to go off?
Although I think the parasite does damage, I am nowhere near sure, but I still think it does... The marine has to attempt to rape the SC if you want him to get parasited. The marine will not get parasited otherwise, as the range is pretty much zero. Just like skulk parasite, it is permanant.
It acts exactly like a normal skulk parasite with no damage. If you're already parasited, it doesn't attempt to apply a new one. The parasite part is mostly useless unless some idiot tries to knife it. It's boon comes from its radial detection.
celerity - good but only in group attacks and very good to make confusion in the marine base
adrenaline - useless unless you wanna chomp a rt without having to slow down for 5 seconds
redemption - useless as you're pretty much dead anyway, you just dont want the marine to have the kill
all of the above have some special cases where they are all useful but those are some rare occasions
its useless to say that if you dont get a second hive up in mid game with d chambers you lost
it is for a speacial reason why d chambers are used first in the game and if you look on the right side of your screen in the game you'll see that defence upgrades icons are put first then movement upgrade icons second and sensory last
<!--QuoteBegin--SoulSkorpion+Feb 20 2003, 09:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Feb 20 2003, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh god. Do you have ANY idea how many people have come up with ideas for this in the Suggestions and Ideas Forum?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Yes, Mr Scorpion I do know how this topic runs amok in the suggestions forum, I was just posing the question to the monkey himself, wanting to know HIS personal ideas and thoughts for it because I was under the impression that the only worthy upgrade in his eyes would always be damage reduction. Nothing more.
Yeah, the marine has to be virtually standing on the sens chamber to be parisited. In tests with a mate I had to stand in knifing range before I got parisited. However any marine in LOS to the sens chamber will show up on hive sight as a yellow blob, just the same as if they had been parisited. In tests it showed the marine has to be able to see all of the sens chamber, and vice versa. Makes them not nearly as useful as they should be.
Err, not the same tests I came up with. They see through walls so neither the marine has to see the tower or vice versa. I usually stick a sensory in the horseshoe vent on Eclipse to keep an eye on any marines walking through that way. Works like a charm.
First, what this topic was originally about, using a movement chamber to teleport to an unfinished hive, does work. I played a game last night in caged. We have sewer and vent, but not gen. Unable to press through with fades and lerks, we managed to squeeze a skulk into gen. There, it turned into a gorge, and dropped a hive. We all anxiously crowded around the movement chambers, and as soon as the hive was under attack, we hit it. We took out their defenses in gen, but they marched in with several fully upgraded heavies and cleared us out again.
An interesting tactic, and I'm not sure if it's cheating or not yet....
Second, I thought I'd add my piece on the whole build order thing. Marines expect that you'll have def first, because aliens always do. They won't expect sens or move, and enterprising skulks can use this to their advantage. (Although the marines will catch on quickly.) I've seen sens work well, especially on eclipse. Cloaked skulks can usually fire a parasite or two without uncloaking, and there are some great spots to do this on in eclipse. Have two skulks covering the doors, parasiting the exiting marines, and (if you get move next) another group of silent skulks ambushing the lone marines (you know when they are alone because they don't have any other parasited marines nearby.) I'd also like to say that sensor chambers distrobuted around the map can give the aliens an enormous advantage. If you notice that all the marines just left home, you know it's a good time to march on in there.
Not to mention it's really fun to sneak several skulks behind enemy lines, cloack them, and then all jump out at once at the ips or pg, or whatever. Sure the com can ping his base, but at a cost of 3, he'll quickly wear down his resources.
It can work, and work well. However, it can make taking a base somewhat difficult. The idea here is to not let them have one of your hives.
I personally feel that variation and experimentation is a good thing here. Pretty soon someone will figure out a good way to take down carapaced skulks. (The pistol, with it's infinite accuracy, works exceptionally well.) Not long after, you'll see it used everywhere in pubs, and the aliens won't have any other strats to fall back on. They'll be back at square one. Variation encourages players to try new things, and develop a broad range of skills, so they can adapt to multiple situations.
Comments
Maybe for clan matches, and then is a maybe because it's not tried for fear of spending time on an ineffective tactic, a specific build is good.
Beyond that, I tend to do well with whatever. I haven't gotten down the powers of stealth lerk but of the others, celerity/carapace, silence/regen, redemption/celerity, regen/celerity have served me as well or better in some cases than carapace/adren. The only times I feel required to get carapace is either for heavy assaults, lvl 2+ weapons upgrade, grenade spam, or when I'm confident I'll have defense chambers near by. I save adreniline for lerks (because I still haven't learned how to lower my flying costs and I like to spam umbra for teammates), battle gorges, or a truly ridiculous amount of turrets/troops for fades. I'm starting to prefer regen for my skulks at low defense levels when carapace isn't too hot, regen/silence or carapace/celerity for my fades, and redempt/adren for my gorges. I play around with other setups but those are the ones I tend to enjoy the most.
In conclusion, people that win with the chambers movement and sensory, must have larger penises then most other males' and are NS gods.
<img src='http://216.40.249.192/mysmilies/cwm/new3d/laff.gif' border='0' alt='user posted image'>
That applies to most games, as well. <img src='http://anzanime.net/~cwm/cwm/new3d/p.gif' border='0' alt='user posted image'>
What do you suppose that the NS team could do to make movement/sensory just as great as defense, or for that matter, anything other than carapace?
I mean, from what you're saying is that the movement upgrades just don't cut it because it doesn't increase speed enough and silence doesn't work either because they'll have a rearguard. Also you have said that cloaking doesn't give you "the edge" so to speak to ward off the pesky marines from taking hives, etc.
The only thing that you have said that works is carapace, because you can take a few extra bullets and live longer...so I'm here left thinking that the only way that movement and sensory will be deemed "worthy" in your eyes is if all the chambers give extra armor and damage reduction...essentially turning them into defense chambers...I mean, what would you do to make them better? Give movement some ungodly speed upgrade that turn skulks into virtual blurs around the marines? Make cloaking permanent while walking so that you NEVER see the skulks before it's too late? Seriously, I'd like to know.
Now if 1.1 brings in all alien types evolvable regardless of hive numbers then we see a differant story. Fades and onoi have inherant base busting ability; their high hp and armour sees to that. Hence you don't need to go def first to ensure you can break bases down; if marines do take both hives your team can expand to the res points, get enough res for at least 1 onos, and break one of the hive bases. Any of the towers would work in this scenario, as fades love adren whilst onoi are quite fond of celerity. Skulks get nice benefits from cloaking and silence, and gorges benefit from cloaking. Lerks like adren and cloaking, but also silence for those swooping kills. In short, if this comes in 1.1 then even if they hardly change the evolutions any tower will be viable. Seeing as they will probably implement the all aliens evolvable (Flayra is very keen on it) and they're already doing stuff with the upgrades to make them more viable then this issue will probably resolve itself. Until then, just stick with good old DMS. It works.
If anyone is getting a bad impression of serious play from me, erase that immediately. I am the most outspoken person I have yet seen either here, or in IRC in various channels. Clan and serious players are by far some of the most considerate and kind people I know. I feel that I have given them a bad image, and I would like to just take the time to say that they are all a great bunch of people.
That being said, I give my reply to Torgo...
"The only thing that you have said that works is carapace, because you can take a few extra bullets and live longer...so I'm here left thinking that the only way that movement and sensory will be deemed "worthy" in your eyes is if all the chambers give extra armor and damage reduction...essentially turning them into defense chambers...I mean, what would you do to make them better? Give movement some ungodly speed upgrade that turn skulks into virtual blurs around the marines? Make cloaking permanent while walking so that you NEVER see the skulks before it's too late? Seriously, I'd like to know."
When the correct counters are used against movement and sensory, it just turns into unupgraded skulks versus marines. When compared to living for twice as long, it is far better to live twice as long.
What are my thoughts for solutions to this problem?
Well, lets start with sensory.
Sensory chambers could have a scan-negating radius, which would have to be pretty small. I really have not useful ideas to make sensory a viable chamber.
For movement on the other hand, celerity needs an increase. Maybe something from the current 30% to maybe 50% or more. Silence should prevent MT from working, and they should get a small speed increase as well. Movement chambers could be able to increase the speed of aliens within a small radius.
Are my ideas balanced? Probably not 100%, but that is what a beta is for.
But at 25 resouces that an observatory costs is a steal if the marines notice that the aliens went sensory or movement. Even if they kept going for JP+HMGs, the aliens would still be worse off than if they had carapace because they could not kill the marine RTs which is necessary to stop them from teching. I can see even hive-lockdown strategies working if the aliens chose sensory and the marines got there. Rear guard is only really necessary when the aliens go movment, as they are heard otherwise. In that case, a frontal rush would not work anyway.
You dont need MT if you are playing against sensory aliens.
Movement aliens do not require the obs either, as celerity skulks are just slightly faster than normal ones, and silence ones can be easily countered by having a rear-guard.
Oh god. Do you have ANY idea how many people have come up with ideas for this in the Suggestions and Ideas Forum?
Anyways, I'm a DMS advocate because I haven't seen any sensory-first tactics which have stood up to my pulling holes in them. If they aren't going to work in theory, there's no way they're going to work out in the field. This isn't the thread for it, but if anyone's got any sensory tactics which have consistently worked I'd love to hear them.
1. Give it a large radius hive sight effect akin to parasite, where if a marine or marine building is within the radius, they are visible to all aliens. Possibly color this something other than yellow, so aliens absolutely know they are closing in towards a hive. Increased radius for level 2 and 3.
2. Give it a parasiting range attack, with increased radius for level 2 and 3. Use the same targeting/firing system as Offensive Chambers. Could even remove the minor bit of damage that a Skulks parasite does.
3. Take out the useless Advanced Hivesight upgrade (if I am even naming that correctly) and instead add a (gasp) <b>Advanced</b> Hivesight that works, where an alien could see the following lit up on the map by using his flashlight key: all resource nods, all resource nods and colored nodes currently occupied by a marine resource tower, and finally, at upgrade level 3, all marines (perma-parasite).
Any of the above, in any combonation, with more or less balancing, could make Sensory viable. I dont get why marines CAN get MT for 25 + 45 + defending the obs (and as weak as it is, this is not THAT hard to do), yet aliens never get a MT with 3 sensory 10 + 10 + 10 + the ability to not get movement or defense. Real fair.
This leads into another point I could kvetch on forever, that of many players underestimating parasite and the aliens early game MT ability, but that's for another post.
S
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sensory chamber parisites don't do damage
Just a heads up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
So I know nothing about how they parasite. Is it fired out? Is it permanent (like, if a marine moves out of range)? It does no damage, you said. Does it make the *thwap* parasite sound? How close does a marine have to be for it to go off?
Just trying to get an idea how it works.
S
The marine has to attempt to rape the SC if you want him to get parasited. The marine will not get parasited otherwise, as the range is pretty much zero. Just like skulk parasite, it is permanant.
movement chambers in the early game
celerity - good but only in group attacks and very good to make confusion in the marine base
adrenaline - useless unless you wanna chomp a rt without having to slow down for 5 seconds
redemption - useless as you're pretty much dead anyway, you just dont want the marine to have the kill
all of the above have some special cases where they are all useful but those are some rare occasions
its useless to say that if you dont get a second hive up in mid game with d chambers you lost
it is for a speacial reason why d chambers are used first in the game
and if you look on the right side of your screen in the game you'll see that defence upgrades icons are put first then movement upgrade icons second
and sensory last
uhm guess why ?
Oh god. Do you have ANY idea how many people have come up with ideas for this in the Suggestions and Ideas Forum?
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Yes, Mr Scorpion I do know how this topic runs amok in the suggestions forum, I was just posing the question to the monkey himself, wanting to know HIS personal ideas and thoughts for it because I was under the impression that the only worthy upgrade in his eyes would always be damage reduction. Nothing more.
However any marine in LOS to the sens chamber will show up on hive sight as a yellow blob, just the same as if they had been parisited. In tests it showed the marine has to be able to see all of the sens chamber, and vice versa. Makes them not nearly as useful as they should be.
First, what this topic was originally about, using a movement chamber to teleport to an unfinished hive, does work. I played a game last night in caged. We have sewer and vent, but not gen. Unable to press through with fades and lerks, we managed to squeeze a skulk into gen. There, it turned into a gorge, and dropped a hive. We all anxiously crowded around the movement chambers, and as soon as the hive was under attack, we hit it. We took out their defenses in gen, but they marched in with several fully upgraded heavies and cleared us out again.
An interesting tactic, and I'm not sure if it's cheating or not yet....
Second, I thought I'd add my piece on the whole build order thing. Marines expect that you'll have def first, because aliens always do. They won't expect sens or move, and enterprising skulks can use this to their advantage. (Although the marines will catch on quickly.) I've seen sens work well, especially on eclipse. Cloaked skulks can usually fire a parasite or two without uncloaking, and there are some great spots to do this on in eclipse. Have two skulks covering the doors, parasiting the exiting marines, and (if you get move next) another group of silent skulks ambushing the lone marines (you know when they are alone because they don't have any other parasited marines nearby.) I'd also like to say that sensor chambers distrobuted around the map can give the aliens an enormous advantage. If you notice that all the marines just left home, you know it's a good time to march on in there.
Not to mention it's really fun to sneak several skulks behind enemy lines, cloack them, and then all jump out at once at the ips or pg, or whatever. Sure the com can ping his base, but at a cost of 3, he'll quickly wear down his resources.
It can work, and work well. However, it can make taking a base somewhat difficult. The idea here is to not let them have one of your hives.
I personally feel that variation and experimentation is a good thing here. Pretty soon someone will figure out a good way to take down carapaced skulks. (The pistol, with it's infinite accuracy, works exceptionally well.) Not long after, you'll see it used everywhere in pubs, and the aliens won't have any other strats to fall back on. They'll be back at square one. Variation encourages players to try new things, and develop a broad range of skills, so they can adapt to multiple situations.
[MN]Pfhreak