When To Kill And When To Let Live
Denial
Join Date: 2003-01-08 Member: 12033Members
<div class="IPBDescription">Killing is not always the best option</div> My fellow Kharaa will usually attack any enemy they can find, but I have found this to be pointless and sometimes counter-productive. Before you kill, try and think about what your lunch will do to your team, to the opposite team and if killing a marine will really help your side win the game - this is the difference between fragfesting and strategic play.
We use not to think about the value enemies have for their team, because for us they are just obstacles and food. But if you want to hit the marine team as hard as you can, you need to know where striking will hurt them most. In fact, there are many situations where not striking at all will be the best thing you can do. Look at the lone ramboing LMG marine that is running around the map looking for some offense chamber to shoot at and die. If you kill this guy, he will be dead for a while, then respawn in base and perhaps do something that actually helps his team. If you just pass him a parasite and go somewhere else, he will remain pretty much useless to his team. The marine is now effectively out of play - probably for a longer while than respawn time. More importantly, you have the time to go somewhere else and do something useful, like attack one of those marine outposts that have less defenders than they would have had if you killed that marine. He is also under some degree of control by your team as anyone can see him and kill him in case he does something of strategic value, like start to knife a res tower. And you don't waste your time getting yourself killed in a useless battle. This is different in some situations, such as in the beginning of the game when a lone marine can make the difference between a relocation failed or successfull.
Similarily, it is relatively useless to kill a marine that is in his own base. He will respawn very quickly and you have wasted time (and health) you could have invested in doing actual damage to the marine team, i.e. munching buildings. All you get from it is a few seconds of less (or, in rare cases, no) disturbance by marines. If you avoid the base defenders, your health meter will drop more slowly and you have the time to do damage. You will also make the base defenders busy (i.e. useless for other tasks) and create an oopotunity for teammates to join your attack and have their own bite on a few buildings. A skulk that attacks a base ten times and finally manages to take down the observatory has done a lot more damage than a skulk that attacks the same base ten times to have a series of duels with a defending marine. This is different if the guy has a welder, of course - in that case, destroy the welder by luring the marine out of base and killing him in a place where you can stop people from picking up the welder. In fact, we are lucky welders are not being used more often.
I will perhaps more tips of the same sort later.
We use not to think about the value enemies have for their team, because for us they are just obstacles and food. But if you want to hit the marine team as hard as you can, you need to know where striking will hurt them most. In fact, there are many situations where not striking at all will be the best thing you can do. Look at the lone ramboing LMG marine that is running around the map looking for some offense chamber to shoot at and die. If you kill this guy, he will be dead for a while, then respawn in base and perhaps do something that actually helps his team. If you just pass him a parasite and go somewhere else, he will remain pretty much useless to his team. The marine is now effectively out of play - probably for a longer while than respawn time. More importantly, you have the time to go somewhere else and do something useful, like attack one of those marine outposts that have less defenders than they would have had if you killed that marine. He is also under some degree of control by your team as anyone can see him and kill him in case he does something of strategic value, like start to knife a res tower. And you don't waste your time getting yourself killed in a useless battle. This is different in some situations, such as in the beginning of the game when a lone marine can make the difference between a relocation failed or successfull.
Similarily, it is relatively useless to kill a marine that is in his own base. He will respawn very quickly and you have wasted time (and health) you could have invested in doing actual damage to the marine team, i.e. munching buildings. All you get from it is a few seconds of less (or, in rare cases, no) disturbance by marines. If you avoid the base defenders, your health meter will drop more slowly and you have the time to do damage. You will also make the base defenders busy (i.e. useless for other tasks) and create an oopotunity for teammates to join your attack and have their own bite on a few buildings. A skulk that attacks a base ten times and finally manages to take down the observatory has done a lot more damage than a skulk that attacks the same base ten times to have a series of duels with a defending marine. This is different if the guy has a welder, of course - in that case, destroy the welder by luring the marine out of base and killing him in a place where you can stop people from picking up the welder. In fact, we are lucky welders are not being used more often.
I will perhaps more tips of the same sort later.
Comments
Killing respawning marines may seem pointless , but once you took out one of the 2 IPs you obviously have to kill that respawned marine to prevent him from securing the base again. Also , it's effective to keep killing spawning marines if their respawn queue is long (teammates may notice it and charge their bases)
And there's nothing like camping their base entrances cloaked... it completely destroys their morale to spawn , exit the base , get munched by a skulk out of nowhere and have to wait for 10+ seconds to respawn.
yes, very true
I must work on this myself
Better to know where they all are and what theyre going to stumble into.
But later game usually, lone marine = easy frag.
Otherwise, the only real reason to leave a marine alive is as a tracking beacon for marine movement. The more parasites you have going around the better, but a kill is a step above that.
You also might want to wait just a moment for backup before making a kill; this one should be obvious. Wait for an oppertune moment to get the job done while taking the least number of casualties.
Killed him and the RT before he even had time to shoot. I did this once more and after the second time the marines started to beg us to finish them of <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Of course not only my doing since we had map controll but I cost them much res.
I could have tried to kill the marine as soon as I saw him but that would a) give him a better chanse to fight back b) not cost the marines any res even if I did win and c) this was more fun <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Killed him and the RT before he even had time to shoot. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
that's a good reson to w8.. usally the more marines u kill the longer rein line they will have.. i support in killing marines.. ofcourse always make it as easy as possable
Killing things as soon as you see them does NOT make sense.
Be strong where your enemy is weak.
Be strong where your enemy is weak. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
You know, I've only ever had that work with newbies. I recall when I first started playing and occasionally I'd see "parasite detected" on my screen. I wouldn't understand what that meant, despite having read NS's manual.
Every experienced player I've played with or against either finishes what they started (like building or shooting an alien) and then commits suicide, or deliberately misleads aliens by going to faraway places and getting skulks to follow him while his teammates succeed in important stuff (because the aliens had spent too long traipsing after Mr Parasite Carrier).
Hmm.. not necessarily. If you've been parasited and know the aliens can see you, a wise marine can simply /kill himself. Or he can use the parasite as a way of distracting alien attention by running off into some unused part of the map, diverting skulks away from the rest of the team (who could be busy quietly setting up a siege base near a hive).
do NOT underestimate players. they can be cunning, and tricky... and a fricking pain in the **** if your not careful <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
So the moral of the story is... Sometimes its good to leave the res tower as its own kind of bait <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> . <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
That would depend on your skulking abilities. You, from this example, did well here. Someone else may not survive as a skulk even when laying down an ambush. That person should finish off any marine RTs in sight to deal a blow to marine resource collection. But you did an excellent job there. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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