Corner Tactic For Skulks
Big_Game_Hunter
Join Date: 2002-12-11 Member: 10539Members, Constellation
<div class="IPBDescription">A tip to win those early game standoffs</div> A little something I've learned from some other good skulks: When you are at a standoff with a marine around a corner, i.e. you both know the other one is there, but neither one of you wants to charge in, rapidly strafe back and forth so you can barely peek at him around the corner. Each time you peek out, parasite him. Then just wait for him to exhaust or nearly exhaust his clip and rush him.
This makes a very tempting target for him but it is almost impossible to hit, because an average reflex time is about 1/5 of a second so by the time he reacts you are already back behind cover. I have been on both ends of this and it is very frustrating for the marine. After a full clip from him and 6 or 7 parasite hits from me, he will have only hit me with 2 or 3 bullets!
This is the best tactic to end standoffs I have learned. Much better then charging in wildly and praying you can dodge his bullets. Of course once you get carapace you can just charge in, but then you can use this tactic for multiple marines at once.
This makes a very tempting target for him but it is almost impossible to hit, because an average reflex time is about 1/5 of a second so by the time he reacts you are already back behind cover. I have been on both ends of this and it is very frustrating for the marine. After a full clip from him and 6 or 7 parasite hits from me, he will have only hit me with 2 or 3 bullets!
This is the best tactic to end standoffs I have learned. Much better then charging in wildly and praying you can dodge his bullets. Of course once you get carapace you can just charge in, but then you can use this tactic for multiple marines at once.
Comments
This largely depends on how good of a ping you have at that time. One-fifth of a second is 200ms, so if yours is any higher than that, you'll most likely take damage due to 'lag'.
Here's a relevant quote I read about Half-Life's NetCode changes at <a href='http://www.tweak3d.net/tweak/halflife/2.shtml' target='_blank'>Tweak3D.net</a> (<i>at the bottom of the page</i>):
<!--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 know what many of you are wondering... how is Valve compensating for lag? Well it's quite simple and elegant: let's say a modem user with a 200 ping shoots at an enemy. The server receives that packet saying he shot, and checks the players ping, which is 200. It then checks to see if the enemy was where he shot 200ms ago; if he was, the hit is counted. If he wasn't, the hit isn't counted.
Now this does have some disadvantages. First, and most noticeably, sometimes bullets seem to curve around corners as they hit you, because it takes a while for the hit (which actually happened a little while ago) to catch up with you. This can be somewhat annoying, but similar problems happen due to client-side movement prediction to begin with. The other disadvantage is that when you shoot someone, the actual hit happens a bit later than if you were on a LAN. If an enemy were to kill you before your shot gets to the server, then you lose anyways. In this manner, low-pingers still hold an advantage. Whether these problems are worth the ability to aim like you're on a LAN is up to you. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Bullets curve around corners because they were shot while you were in full view of his client for a significant period of time, THEN you went around a corner and they caught up with you.
The key to this strat is very brief peeks, and it will work even if you are lagged. The only real risk you have of getting shot is walking right into a stream of bullets because he was either still firing from a previous peek, or because he is just firing at random hoping you will walk into it. Either way he is playing right into your hands because that means he is wasting bullets on thin air, and that clip will be gone all the sooner.
OR, he can pretend to be out of ammo. (There has beena previous thread about how to do this. I suggest you find it.)
OR, he can pretend to be out of ammo. (There has beena previous thread about how to do this. I suggest you find it.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I'm sorry, I don't understand what you are saying. Are you saying this doesn't work? It does, I am not just speculating here. It works very well.
If there was a previous thread on this I did not find it. Perhaps you could post it.
Just ignore the standard "This doesn't work because good marines bla bla bla" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
.
.
.
.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> = lunch
5/6 success rate = good
Especially good against solo guards.
People seem to get rattled when you suddenly just dissapear. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
I know that I can time the movements of the circle so that I start fireing just when the enemy comes around the cornor.
And if I can do it.... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
OR, he can pretend to be out of ammo. (There has beena previous thread about how to do this. I suggest you find it.) <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yes, the point is that he has to back up and reload. In that time you run out and eat him. Instead of having to dodge a full LMG clip and a full pistol clip, you have only a pistol clip to dodge.
I can see this working. Good tip <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
[QUOTE]
You are right! It is so cool to come along a tunnel and find a marine intently guarding the other end of the tunnel. Must scare them to death to be staring in silence and then have a LOUD munching sound from behind them... <chucklespam> I wonder what they hear when the bite comes from so close? Does is sound like their whole world is biting pain?!?
eh can u get 120+ killz in ns with a ping of 250 ? ? ?... i dun care wot you say, i know thats a big fat BS!... u cant get that in CS without cheating, little own ns..
eh ? anyone seen EXi play, best cs clan in w.a or something, lol, a freind knos a member, they fully cheat, most ppl cant get over 60 killz on lan with a 16/16 player server. little own with 250 ping on a game like ns.
well anyways my point is. MY PING = SUXORS
MY SERVER I PLAY ON = SUXORS
yeah but a good marine with a pistol will empty half his clip at you before your in cover again...I can empty my pistol clip in about 1/2 a second
S
P.S. I would cry myself to sleep at night if I had a 350 ping. Good god.
MY SERVER I PLAY ON = SUXORS <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
No-one is forcing you to play there, if it sucks, change server, problem solved.....
Roger that.
The first time I ran into this tactic (while covering a hallway), I fell for the bait and got owned. Then I asked myself "what was I doing there?"
"I was preventing skulks from entering our base."
"Were they in the base when they were hopping around at that corner?"
"No."
"Then why did you waste ammo on them?"
It's that old deathmatch "enemy=must kill now" mindset. I try to lose it when playing NS, but it's sort of ingrained.