Skulk Armor Levels

wascally_wabbitwascally_wabbit Join Date: 2003-09-09 Member: 20701Members
edited February 2004 in NS General Discussion
<div class="IPBDescription">And chat text</div> I'm finding skulk armor levels too low on some maps... Especially ns_tanith (for those wondering, the one with fusion, satcomm, and waste handling hive).

Two or three times so far, the aliens have started with fusion hive, and a few marines manage to make it to cargo. The marines camp on the other side of the room, and skulks can't reach them from any of the entrances, because all the entrances are too far away from the marines.

The marines manage to get up a PG, and aliens end up with a sieged hive.
The problem is that we tried 2 coordinated four-skulk rushes (on 3 marines), and we were unable to kill even one of them.

Playing as a marine, I feel it's almost cheap how easy it is to kill skulks. I've found them easier to hit with the new hitboxes, not harder, and it ends up being like shooting fish in a barrel.

I know that skulks are supposed to be sneaky attackers, hiding in corners and such, but you can't deny that for a lot of the game, they're the only unit that's used, and they are used for everything.


Oh, and has anyone else noticed that the chat text is... Really white? I'm running in 1600x1200 resolution, and I can't seem to be able to see the text a lot of the time <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> Am I the only one?


EDIT: And sorry if this has already been discussed, but I can't seem to be able to search in the General Discussion forum.

Comments

  • VarsityVarsity Join Date: 2004-01-29 Member: 25687Members
    Lol, just search for '0MG ALEINZ IS UNDER-POWERD!!111one' and you would find a whole host of threads like this. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo--> It's important to realise that Skulks might be useful across the board, but they do have their limitations. Evolving to anything (other than gorge!) would easily have flushed out those rines.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Yeah skulks are now easier to kill than ever.
  • samussamus Join Date: 2003-06-04 Member: 17005Members
    Yes, but people need to realize that head on skulk rushes are not always the best option, you should've sent people through the vents on either side of the hive and came around behind them while rushing them from the front. Skulks are supposed to be stealthy and get people from behind, aliens are for close combat, not running across a big room (like cargo) to get to the rines.
  • DarkEnligtherDarkEnligther Join Date: 2003-08-29 Member: 20330Members, Constellation
    Yes exactly, even if you doubled alien hp+armor they would still not make it across a room like cargo (unless you have leap or cloak or something)
  • ColHapablapColHapablap Join Date: 2004-01-31 Member: 25864Members
    Yes, I do think skulks are a little underpowered
    but it makes you need to be more sneaky and if that happens go through the vents or you can get a gorge or two to heal spray you while you rush the marines.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    There are four entrances into cargo. Unless these marines are perfect shooters, there's no way they can easily defend more than two of them. Since your hive was fusion, they probably were up on the platform, and the two doors behind them would have worked fine.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    I'm pretty sure 3 marines can keep 4 skulks out of cargo quite easily even with the 4 entrances, especially considering it's probably a pub we're talking about.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Skulks are harder to kill in 3.0 than they were in 2.01, and the reason this is because skulks who are bhopping and ambush properly are much smaller targets and therefore tougher to hit.
  • commbangcommbang Join Date: 2002-12-02 Member: 10414Members
    lol ummm no skulks r easyer to kill than they where in 1.0 they just fall over tbh and as for cargo 2 rines can cover it easy 3 makes it even better and easy tbh.

    then add a pg so you got fresh and random support coming in your in the **** :/
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    yes unfortunately, you can wait long enough to ambush marines already in cargo. And no matter what bh, 3 marines will most certainly handle 4 skulks in such a large area. If there are one or two casualties,it's only a matter of time before they can phase back in.
    Now I understand that you'll say "you just had to block them from getting there" and that's true. Only we're also talking about pub games, where unfortunately not everyone waits 10 seconds around the corner to munch on a marine head. and on a pub game where both teams are primarily here to have fun, completely blocking out a key location with no hope on either side to gain it back isn't fun. Sure it's fair for whatever tournament play, but not everyone bunnyhops, not everyone is going to set up ambushes, not all marines will go to Cargo, and not everyone is going to be having fun at the same time.

    Bunnyhopping and ambushing skulks might be harder to kill, but we're talking about a different level.
  • MavMav Join Date: 2003-11-16 Member: 22985Members
    edited February 2004
    It's not really a balance issue, but a map design issue.

    This game has lot's of very long hallyways, marines start off with a moderately powerful and long range weapon, and aliens have almost no range whatsoever. There are many areas where a couple marines will be able to kill any fresh alien that walks through the door. You just have to watch out for those areas, try to ture them out, or prvent them from camping up in that room.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    When Flayra stated the skulks armor has been reduced becuase the hitboxes are fixed and there harder to hit. Well it seems by NOW most of the community have became used to the hitboxes. i think skulks armor should go back up to 2.0's seeing how most (from what ive seen and heard) are used to the hitboxes..... i do assume when he meant lowered becuase of hitboxes, he meant later builds armor will increase because the community is used to hitting skulks and this was only a slight handicap? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    <!--QuoteBegin-Forlorn+Feb 2 2004, 04:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Feb 2 2004, 04:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Skulks are harder to kill in 3.0 than they were in 2.01, and the reason this is because skulks who are bhopping and ambush properly are much smaller targets and therefore tougher to hit.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I somewhat agree here. Skulks are both harder to hit and easier. I dont know if the "bugged hitbox" issue is still present , but it seemed to be present in the private betas. I am sometimes having to fire 2 lvl 3 shotguns blasts to kill a skulk and i am almost positive they are hiting the skulk dead on. I think if skulks would jump/dodge more they would be harder to hit.
  • IBTIBT Join Date: 2003-10-22 Member: 21879Members
    small fast moving targets are hardest to hit.
    if you want to keep away from that shotgun blast, a celerty skulk may be the thing, or you could just use cloaking, what are the chances they will see you w/ 3 sensorys, pretty slim...
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    When presented in a situation like this teamwork must be used. So tell your teamates to do the following:

    If defense was the first chamber have 1 or 2 ppl go gorge and get redemption. Then the skulks make organized mass rushes on the marines while the gorges do nothin but heal spray. IF the first rush fails go again since the gorges should redempt. Then at the end have the gorges put up a res node or o chamber so they didnt waste going gorge.

    If momvent was first chamber have 1 person go lerk. Gas them. never ever have the lerk attempt to bite them unless hes good.

    IF sense was first chamber get cloaking and eat them.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I'm in the 'new skulk hitboxes much easier' camp. Now, I aim at the skulk, hold down the trigger, and watch it die.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    like i siad, i hope this "armor reduction" was just a slight handicap to marines, and after they get used to the hitboxes, it will go back up <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
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