I really like using the aliens, esspecially the skulk, but thing is...I die...like every 20 seconds lol...sad I no. thats why I was wonderin if u guys had any tips on how to use the wonderous creature ..the skulk?
Dont run head on, bunnyhop, ambush, rush with friends, just some basic tips really. And the leap especially is your friend, dont use it to attack but to quickly reach the marines.
Bunnyhopping: This is when you constantly jump while strafing in towards your destination and turning your mouse. This makes you much harder to hit and move much faster. There are numerous strategies (especially because it will work in almost any half life mod).
Ambush: Hang on walls, on the ceiling, in dark corners, etc. Whenever you play marine, think about where you are looking when you anticipate ambushes. Think about where you never look for skulks. Try hiding in places where you can reach the marines quickly. Don't give them any time to turn and shoot you.
Rush with friends: Teamwork always works better than ramboing. A team is more than the sum of its parts. One skulk can bait, while the other one ambushes from another direction. An early game rush with all the skulks can cause a huge setback for the rines.
Leap-biting: This is an essential strategy. You do this by leaping and pressing 'q' in mid-air to switch to your last weapon (which should be bite). Also, you can type "hud_fastswitch 1" in console and use the number keys to switch instantly.
Some more strategies: Don't run down hallways with marines on the other side. Just don't. They are much better at range. Don't rush at camping marines. They are probably camping in a spot that gives them a clear shot at you. Camping is OK. If you are in a room that is small and easy to reach marines, then you will have the advantage. Let them come to you, don't go to them. Parasite is amazing. If you parasite enough, you will remove the armor 1/2/3 advantage. Parasite will tell you when to rush and when to camp. It tells you which parts of the map are under attack. Xeno-Leap. Notice the order. You want to leap AFTER using xeno, not before. This gives you a larger amount of time at higher velocities, making you harder to hit. Also, this will stop you from running out of energy before leaping.
Good upgrades to get: DC: Cara MC: Silence, Celerity SC: Focus, Cloaking (not in combat)
Wait for the marines to walk near a corner. Chances are much greater that you'll still be alive when you reach the marine compared to running down a long hallway.
Anything else you can use for cover is good. Also helps if you make the marine waste his ammo, and bite him while he reloads <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
clam. u have a bad definition of bunnyhopping. try again <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
<!--QuoteBegin-Recoup+Oct 23 2004, 10:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Recoup @ Oct 23 2004, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Crawling up the wall towards your enemy is the most effective way to avoid being hit by his weapon. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> because skulk hitboxes go crazy when wallwalking.
still, the best way is to ambush, and to let someone else distract marines then glide in with bhop.
Also remeber to calm you're bites, if you go frantic biting at marines (what i do <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> ) then you might miss them, and they might kill you, also the crosshair for aliens works really well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Avoid long corridors. The longer a corridor, the more chance the rine will shoot you.
Never go straight towards a marine from the front. They will shoot you. Try and get them from the side and rear, and make sure you're jumping while zig zagging so they can't get a bead on you.
If you really really suck, pick cloaking and wait in important rooms. Or pick silence, and always attack from behind.
Wolfpack. Wolfpacking is fundamentally all heading around in a group and beating up marines. If you see other skulks, follow them and do what they do. Numbers are your friend. If the skulks all stop, or they're making no noise, then STOP MOVING. They're probably planning an ambush and need the silence. Never ever bounce around spamming chuckle because you'll give the game away, and marine players very quickly learn to identify the sound of running skulks. If you have some guys following you, and another pack of skulks have attacked the marines from one side, then consider an attack on the OTHER side as a flanking manoeuvre. The marines will find it harder to cover both angles.
If your problem is when you actually get into combat with marines then if you can, choose an upgrade like Focus which allows you to kill them a lot faster. Carapace will let you take a bit more damage, its handy if you're near a gorge or defence chamber.
If you remember common sense rules such as teamwork and ambushing, then you shouldn't have any real problems.
<!--QuoteBegin-dsX.exileSoul+Oct 24 2004, 12:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (dsX.exileSoul @ Oct 24 2004, 12:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> clam. u have a bad definition of bunnyhopping. try again <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I know. I didn't know quite how to describe it, and I can't do it especially well. That's why he should go Google some bunnyhopping techniques.
bunnyhopping is when you strafe jump from side to side and can move almost twice as fast as normal walking. in order to bunnyhop you must holf crouch and DO NOT PRESS FORWARD. if you do any of these you are not bunnyhopping.. th best way to practice is to create your own server and turn on sv_cheats 1 and cl_showspeed 1 . look at your ground speed, the fastest you can go is 520. also, you might want to consider getting 3jump if u like spacebar as jump, otherwise just bind your mouse wheel to jump.
once again read the article on bunnyhopping at www.nslearn.org
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
edited October 2004
important is to switch directions while jumping. run a second on the left wall, jump on the floor for a sec, back to the left wall, the roof, etc. Aslong as you move alot.
being a bunny: First run forward and jump. When you land immediately jump again. Practise this a bit. now start running forward. Now press strafeleft. ALSO throw your aim towards left, also jump. when landing now straferight, throw your aim to the right, and jump.
keep jumping when landing, do NO longer use forward if you are strafing, jumping and throwing that aim. When doing correct, you are bunnyhopping
>ow.. practise as gorge. There lack in speed shows perfectly when you are hopping<
<!--QuoteBegin-D.C. Darkling+Oct 24 2004, 11:41 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D.C. Darkling @ Oct 24 2004, 11:41 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> important is to switch directions while jumping. run a second on the left wall, jump on the floor for a sec, back to the left wall, the roof, etc. Aslong as you move alot.
being a bunny: First run forward and jump. When you land immediately jump again. Practise this a bit. now start running forward. Now press strafeleft. ALSO throw your aim towards left, also jump. when landing now straferight, throw your aim to the right, and jump.
keep jumping when landing, do NO longer use forward if you are strafing, jumping and throwing that aim. When doing correct, you are bunnyhopping
>ow.. practise as gorge. There lack in speed shows perfectly when you are hopping< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Gorge is easily the best class to start to learn bhopping with, as you can notice the speed difference quite quickly, it's small so it doesn't bump into things, and you don't need to disable wall-walk like you do with the skulks.
if you dont get what we're saying you can always search for some bhop demos. i know theres one of seraph on nslearn (whats with me and nslearn <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> ) also, if ns_bhop is a nice place to learn as it is useful for experienced bhoppers (rail bhop) and just the regular long hallways that allow you to gradually gain speed
DC_DarklingJoin Date: 2003-07-10Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
yeh, bhop helps as gorge. I remember matches where I played a big 1 vs 2 match (me as 1, and gorge) Within 5 min I had 2 hives, the 3rd building and atleast 6 or 7 RTs.
Rines were just about done building there reloc and started to pust on to one of my hives, while I had like..3. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thanks all, I sorta get it now, but is bunny hopping used to get away or attack?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->Either, but how often are you running away as a skulk? Bunnyhopping is used in any circumstance where you want to move faster and/or dodge.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gorge is easily the best class to start to learn bhopping with, as you can notice the speed difference quite quickly, it's small so it doesn't bump into things, and you don't need to disable wall-walk like you do with the skulks.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> The BEST way to start bunnyhopping is to load up Half Life Deathmatch and go to the map "bounce". It has huge open areas that are ideal for learning to bunnyhop.
As marine I find quite a lot of skulks just try circling me and biting. I can honestly say I get these 90% of the time even at extremely close range.
My technique is a little bit crazy and eratic but I move in all directions often completely reversing or running off a nearby wall and jumping. The more quick changes they have to make the harder it'll be for them to hit you.
And just remember to time your bites for when you'll actually be in contact with them.
good tip to learn bhop : practice by leaping forward and beginning the bhop from there, instead of starting the bhop at 0 speed. makes learning much easier.
Something that i have found that works really well is leaping to the roof then tpo a wall then to the roof then to the floor e.t.c until the rine is out of ammo or you get close enough to attack. Its amazing how hard it is to hit a skulk that isn't trying to ttack but keeps leaping at the roof. (Watch your adrenaline when doing this)
As a skulk you're best bet is to use the rest of your team. look where they are attacking and find another postition at a different angle to attack the marines from. wait for the other skulks to cause a distraction then move in on enemy. also u just need to learn when you can and can't attack a marine. the best skulks are often the most stingy who know when they have a full advantage, take away as much chance the marine has to hurt u, use your res towers, their res towers, other structures, pillers in the map, vents to draw their fire and cover youself if you are going for rushing them. never just dive straight at a marine unless u have to.
Learn to avoid the marines being able to anticipate you or become aware of you, if you avoid making sounds when near the marines e.g. walking or tapping forward u can often advance on a marine without him knowing, use ur crouch button to slide silently down walls with speed etc.
an example: a marine spots you dive behind a beam and start crawling up it so he walks towards you with it in his mind you are at the top of the beam, but if u slide silently to the bottom u can often catch him unawares and make those 2 extra seconds count.
another good way to learn about skulking is spectating the people who are clearly good, watch their movements and hiding spots.
Basicly, if you can predict the marines objectives you can often ambush or counter it.
All in all, just stay alive, the longer you're alive the more practice you get and the more you learn.
<!--QuoteBegin-Carrion+Oct 23 2004, 11:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Carrion @ Oct 23 2004, 11:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I really like using the aliens, esspecially the skulk, but thing is...I die...like every 20 seconds lol...sad I no. thats why I was wonderin if u guys had any tips on how to use the wonderous creature ..the skulk? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> C-L-O-A-K-I-N-G
Its sad... i can drop the sensory right off... then cloak walk all over and eventually just sit still cloaked (wen they get mt) go like 15-1 (yea.. i really freakin will, so shut up) as skulk and drop the hive before anyone else can because no one knows how to use cloak.....
I mean.. i love aliens who will get cloak.. then just run into a freaking room.. be like oOPS marine AAAH ::Die::
Me... when i have cloak.. i cloakwalk EVERYWHERE, yea i sacrafice my mobility.... but if im campin a room, and that comm learns to scan... back into the next room... its like sniping...
Change your position constantly..... Also its a ton of friggin fun....
Celerity or silence is great too as skulk
D chambers first **** me off..... Drop something else, and watch the res**** fades have to actually hive, or drop res (some will still fade, and then u can make fun of them as they cry OMG WTH NO D CHAMBERS EEEK WAAH WAAH WAAH)
General skulk tips..
Long hallways = bad Pillars = good (cover) Resnodes = good (cover) Bhopping= good (hard to shoot) Ceiling walking/running = good (hard to track/shoot) Dodging = good (hard to shoot) Camping/hiding = good (passerby marines are LOUD) Vents = good (uhh... nuff said) Brown walls = good (CAMOFLAGE)
Many strong marines can see people cloaked if they are moving, cloak is also pretty boring, removes most of the skill involved in "skulking" as it doesnt help your skulking movements and ambush techniques. SC tends to weaken higher lifeforms quit considerably in later game scenario's and they make it A LOT harder to clear defended hives when you have no other upgrades than SC (1 hive). Getting lots of frags doesnt mean your a good skulk, the best thing for skulks to do is kill marines res towers without sacrificing themself and defending important postitions.
When i use cloaking which is pritty often i run around as a normal skulk would, dodging hiding and lissening for that "clunk" "clunk" of marine foot steps. Only when i have incoming or find i want to ambush som1 do i cloak and move in for the kill.
Such as when killing a res tower a marine is coming to kill me, i cloak and sneek off to the side and partialy up the wall. When he approaches im either sat slightly above his head for the perfect kill or hes just a quick hop away, either way hes dead.
Cloaking does not mean you just run into a room and bang your dead, If you stop and listen before moving on this can be avoided.
This seamingly one of the most important ability to have and is majorly lacking. The skills to listen and move around quickly and quietly without being recless. People either just run straight at them or just bumb into them without taking any precausions. With silence added your all set, no accidental noises to let them know where your cloaked and you can risk longer runs for that kill. In the end im only slightly slower than any1 else and i have that added reasurance that i can sneek off when theirs trouble or move round som1 to attack from behind.
Comments
Bunnyhopping: This is when you constantly jump while strafing in towards your destination and turning your mouse. This makes you much harder to hit and move much faster. There are numerous strategies (especially because it will work in almost any half life mod).
Ambush: Hang on walls, on the ceiling, in dark corners, etc. Whenever you play marine, think about where you are looking when you anticipate ambushes. Think about where you never look for skulks. Try hiding in places where you can reach the marines quickly. Don't give them any time to turn and shoot you.
Rush with friends: Teamwork always works better than ramboing. A team is more than the sum of its parts. One skulk can bait, while the other one ambushes from another direction. An early game rush with all the skulks can cause a huge setback for the rines.
Leap-biting: This is an essential strategy. You do this by leaping and pressing 'q' in mid-air to switch to your last weapon (which should be bite). Also, you can type "hud_fastswitch 1" in console and use the number keys to switch instantly.
Some more strategies:
Don't run down hallways with marines on the other side. Just don't. They are much better at range.
Don't rush at camping marines. They are probably camping in a spot that gives them a clear shot at you.
Camping is OK. If you are in a room that is small and easy to reach marines, then you will have the advantage. Let them come to you, don't go to them.
Parasite is amazing. If you parasite enough, you will remove the armor 1/2/3 advantage. Parasite will tell you when to rush and when to camp. It tells you which parts of the map are under attack.
Xeno-Leap. Notice the order. You want to leap AFTER using xeno, not before. This gives you a larger amount of time at higher velocities, making you harder to hit. Also, this will stop you from running out of energy before leaping.
Good upgrades to get:
DC: Cara
MC: Silence, Celerity
SC: Focus, Cloaking (not in combat)
Anything else you can use for cover is good. Also helps if you make the marine waste his ammo, and bite him while he reloads <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
also learn the map well so u know how to backstab when u know marines are coming.
because skulk hitboxes go crazy when wallwalking.
still, the best way is to ambush, and to let someone else distract marines then glide in with bhop.
then you might miss them, and they might kill you, also the crosshair for aliens works really well <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
Never go straight towards a marine from the front. They will shoot you. Try and get them from the side and rear, and make sure you're jumping while zig zagging so they can't get a bead on you.
If you really really suck, pick cloaking and wait in important rooms. Or pick silence, and always attack from behind.
Wolfpack. Wolfpacking is fundamentally all heading around in a group and beating up marines. If you see other skulks, follow them and do what they do. Numbers are your friend. If the skulks all stop, or they're making no noise, then STOP MOVING. They're probably planning an ambush and need the silence. Never ever bounce around spamming chuckle because you'll give the game away, and marine players very quickly learn to identify the sound of running skulks. If you have some guys following you, and another pack of skulks have attacked the marines from one side, then consider an attack on the OTHER side as a flanking manoeuvre. The marines will find it harder to cover both angles.
If your problem is when you actually get into combat with marines then if you can, choose an upgrade like Focus which allows you to kill them a lot faster. Carapace will let you take a bit more damage, its handy if you're near a gorge or defence chamber.
If you remember common sense rules such as teamwork and ambushing, then you shouldn't have any real problems.
I know. I didn't know quite how to describe it, and I can't do it especially well. That's why he should go Google some bunnyhopping techniques.
its based on tfc, but its the same thing in any half life game
once again read the article on bunnyhopping at www.nslearn.org
run a second on the left wall, jump on the floor for a sec, back to the left wall, the roof, etc. Aslong as you move alot.
being a bunny:
First run forward and jump. When you land immediately jump again. Practise this a bit.
now start running forward. Now press strafeleft. ALSO throw your aim towards left, also jump. when landing now straferight, throw your aim to the right, and jump.
keep jumping when landing, do NO longer use forward if you are strafing, jumping and throwing that aim. When doing correct, you are bunnyhopping
>ow.. practise as gorge. There lack in speed shows perfectly when you are hopping<
run a second on the left wall, jump on the floor for a sec, back to the left wall, the roof, etc. Aslong as you move alot.
being a bunny:
First run forward and jump. When you land immediately jump again. Practise this a bit.
now start running forward. Now press strafeleft. ALSO throw your aim towards left, also jump. when landing now straferight, throw your aim to the right, and jump.
keep jumping when landing, do NO longer use forward if you are strafing, jumping and throwing that aim. When doing correct, you are bunnyhopping
>ow.. practise as gorge. There lack in speed shows perfectly when you are hopping< <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Gorge is easily the best class to start to learn bhopping with, as you can notice the speed difference quite quickly, it's small so it doesn't bump into things, and you don't need to disable wall-walk like you do with the skulks.
I remember matches where I played a big 1 vs 2 match (me as 1, and gorge)
Within 5 min I had 2 hives, the 3rd building and atleast 6 or 7 RTs.
Rines were just about done building there reloc and started to pust on to one of my hives, while I had like..3. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
Gorge is easily the best class to start to learn bhopping with, as you can notice the speed difference quite quickly, it's small so it doesn't bump into things, and you don't need to disable wall-walk like you do with the skulks.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
The BEST way to start bunnyhopping is to load up Half Life Deathmatch and go to the map "bounce". It has huge open areas that are ideal for learning to bunnyhop.
Also, try to ambush in nerrow or tight areas. youll be closer to walls and ceilings which make it easier to manevour in more directions.
always jump around!
parasite is good for planning an ambush.
As marine I find quite a lot of skulks just try circling me and biting. I can honestly say I get these 90% of the time even at extremely close range.
My technique is a little bit crazy and eratic but I move in all directions often completely reversing or running off a nearby wall and jumping. The more quick changes they have to make the harder it'll be for them to hit you.
And just remember to time your bites for when you'll actually be in contact with them.
Learn to avoid the marines being able to anticipate you or become aware of you, if you avoid making sounds when near the marines e.g. walking or tapping forward u can often advance on a marine without him knowing, use ur crouch button to slide silently down walls with speed etc.
an example: a marine spots you dive behind a beam and start crawling up it so he walks towards you with it in his mind you are at the top of the beam, but if u slide silently to the bottom u can often catch him unawares and make those 2 extra seconds count.
another good way to learn about skulking is spectating the people who are clearly good, watch their movements and hiding spots.
Basicly, if you can predict the marines objectives you can often ambush or counter it.
All in all, just stay alive, the longer you're alive the more practice you get and the more you learn.
C-L-O-A-K-I-N-G
Its sad... i can drop the sensory right off... then cloak walk all over and eventually just sit still cloaked (wen they get mt) go like 15-1 (yea.. i really freakin will, so shut up) as skulk and drop the hive before anyone else can because no one knows how to use cloak.....
I mean.. i love aliens who will get cloak.. then just run into a freaking room.. be like oOPS marine AAAH ::Die::
Me... when i have cloak.. i cloakwalk EVERYWHERE, yea i sacrafice my mobility.... but if im campin a room, and that comm learns to scan... back into the next room... its like sniping...
Change your position constantly..... Also its a ton of friggin fun....
Celerity or silence is great too as skulk
D chambers first **** me off..... Drop something else, and watch the res**** fades have to actually hive, or drop res (some will still fade, and then u can make fun of them as they cry OMG WTH NO D CHAMBERS EEEK WAAH WAAH WAAH)
General skulk tips..
Long hallways = bad
Pillars = good (cover)
Resnodes = good (cover)
Bhopping= good (hard to shoot)
Ceiling walking/running = good (hard to track/shoot)
Dodging = good (hard to shoot)
Camping/hiding = good (passerby marines are LOUD)
Vents = good (uhh... nuff said)
Brown walls = good (CAMOFLAGE)
Cloaking earlygame = BEST
Such as when killing a res tower a marine is coming to kill me, i cloak and sneek off to the side and partialy up the wall. When he approaches im either sat slightly above his head for the perfect kill or hes just a quick hop away, either way hes dead.
Cloaking does not mean you just run into a room and bang your dead, If you stop and listen before moving on this can be avoided.
This seamingly one of the most important ability to have and is majorly lacking. The skills to listen and move around quickly and quietly without being recless. People either just run straight at them or just bumb into them without taking any precausions. With silence added your all set, no accidental noises to let them know where your cloaked and you can risk longer runs for that kill. In the end im only slightly slower than any1 else and i have that added reasurance that i can sneek off when theirs trouble or move round som1 to attack from behind.