Improving Ns Skulks

124

Comments

  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    Melee attacks still need to be fixed. They aren't precision attacks, they're large, area effect attacks. There is very little reason a skulk can ambush a Marine from behind and then have that Marine turn around and LMG it to death.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    <!--QuoteBegin-Schimmel+Apr 13 2004, 07:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Apr 13 2004, 07:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ZERK, I partizipated this "private beta" like you called it and I have to disagree you.

    This change was really necessary to balance the game. So the current armor is ok. But we should increase the skulk health to 80.

    Why? Because Regeneration or Hive healing is pretty useless for skulks now. And, we dont need carapace anymore, so we could prevent DC - MC - SC symptom.

    80 / 10... that would be a nice skulk. An alien player could act more intuitive trusting their HitPoint count without calculating your body armor. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You can't diagree. It wasn't done for balance, it was done to compensate for smaller hitboxes. It's in the changelog.
  • DethGauntDethGaunt Join Date: 2003-06-02 Member: 16938Members
    there are no problems with the skulk.. it is already used more than the previous versions because of focus and increasing its capability even further will reduce the amount we see of the higher evolutions.. hence why i dont see that it is necessary to improve it.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    Ehm are you serious? Used more than in previous version, how?
    This thread is about NS skulk, not combat!
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    I don't see how allowing the skulk to be more effective in melee range is a bad thing. That is the skulks' job after all, ambushing and killing Marines at melee range. Marines are supposed to keep the skulks at a distance.
  • Bleu-TheOneBleu-TheOne Join Date: 2004-04-17 Member: 27978Members
    The skulk lack in speed, if you explore the map at begining, you see a 2-x marines far away, you are dead!

    Skulk need to explore not camp like f-a-g-g-e-t! If we camp, we cannot win and see what is going on, on the map.... We dont have a commander that see everything for us, and if a commander see you becose a structure is near, you cannot ambush becose they know where you are..

    Goerge need to be able to walk like skulk on wall, poor goerge cannot escape when marine are coming to kill him, goerge weapon are usuless...

    Goerge cost must be 5 res not 10, and the gestation must be removed or take 2 time less time! how many time my egg was kill be a marine!

    Marine can upgrade Heavy Armory in 0 second! Add gestation in marine or remove gestation from alien!

    Skulk need to walk faster and bite like focus by default as well as jump most be higher by 2!

    Most of the time, if the commander is good, alien lose, this is a fact! if its a newb
    commander alien win.

    Try to play on map like ns_castlewarz_v3_b1, 95% of the time alien lose becose we dont have range weapon, we cannot do anything!

    And the siege from marine must at least decrease by 2 in radius, this is so unfear when marine put that, alien dont have a similar weapon that destroy everytinh including alien, this is si unfear in my opinion....

    The movement chamber most react like a Marine teleport, instead of teleporting on hive, its not really usufull movement, only usefull to get level...
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    <!--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-->Try to play on map like ns_castlewarz_v3_b1, 95% of the time alien lose becose we dont have range weapon, we cannot do anything!
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    yeah i am sure NS was balanced for such a lovely map <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Because I am feeling mature today, I will respond to TheOne without a condescending attitude and flaming.

    If you see 2 marines at a distance, you parasite them and then run away, making it easier to hunt them later. You are way faster than a marine when you are a skulk.

    Gorge weapon is not very good. Why should it be? Until more hives go up, gorges are supposed to be very weak, and only the best gorges can take a marine one on one.

    Have you tried gestating in a vent, or have skulsk protect you, or do both? Try it sometime. Know your surroundings, and don't gestate in a place where mariens are likely to go within the next minute or so. Have the rest of your team scout for you. Scouting and camping are not mutually exlcusive things. You can do both at once.

    There is no such thing as Heavy Armory. There is an Armory which can be upgraded (and takes what...2 minutes?) and there is an upgrade at the Prototype Lab called Heavy Armor. I'm not sure how long HA takes to research but it's a pretty long time.

    Yes, with a good commander marines win a lot more. With a good alien team the aliens win a lot too.

    Seiges unfair? Maybe, maybe not. It is very expensive to set up a seige station though. If you let the marines have that much res, it is your fault. Go discuss sriges somewhere else

    You want skulks to have the focus upgrade automatically? So you want marines to die in one hit at the beginning? Are you really that bad at using skulk that you can't land 2 bites?

    Aliens are fast enough already. They do not need phase gates to travel between areas quickly. Marines are slow as turtles, and need the technology (which cost them res) to help them get around.
  • Bleu-TheOneBleu-TheOne Join Date: 2004-04-17 Member: 27978Members
    As a goerge most of the time when i play, i know when gestating, you can do it in vent, this is not my point, my point is, whatever you need gestating, you are in a "killing free state", you cannot do anything! a goerge cost a lot, diing becose you try to trasnfort as a goege to put rt is boring, waste of resource, if the gestation is faster, this could help to make the goerge stay alive a little longer!

    Heavy armor on marine, anyway the big guy marine, you know?

    Siege expensive? how care, you can destroy everyting, and destroy everyting behind hall.... so ****, siege range must decrease and the structure sould be in a visible range!

    Alien is not so fast, we cannot use long range attack, i dont care about parasite, if i want kill a marine and the marine is to far, the time to run on him, you have the time to be killed before, i mean front to front attack not ambush
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--=*Bleu*=-TheOne+Apr 17 2004, 12:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (-=*Bleu*=-TheOne @ Apr 17 2004, 12:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> As a goerge most of the time when i play, i know when gestating, you can do it in vent, this is not my point, my point is, whatever you need gestating, you are in a "killing free state", you cannot do anything! a goerge cost a lot, diing becose you try to trasnfort as a goege to put rt is boring, waste of resource, if the gestation is faster, this could help to make the goerge stay alive a little longer!

    Heavy armor on marine, anyway the big guy marine, you know?

    Siege expensive? how care, you can destroy everyting, and destroy everyting behind hall.... so ****, siege range must decrease and the structure sould be in a visible range!

    Alien is not so fast, we cannot use long range attack, i dont care about parasite, if i want kill a marine and the marine is to far, the time to run on him, you have the time to be killed before, i mean front to front attack not ambush <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There is no cure for gamers like you


    Just go back to CS
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Forlorn, be nice. We were all new once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    TheOne: It doesn't matter. If the marines don't find you, they can't kill you even if you are an egg. Instead the marines should find a skulk or 2 waiting for them as they come.

    When you are a skulk and marines are far away. You hide and wait for them to come to you. That's what skulks do. They wait and hide. If you want to run at them, be an ONOS. You can't be a skulk and run at a marine. If you don't like it, you can try getting Flayra to change skulks, but good luck on that. Ambushing is the only way to go for skulks if marines are good. Learn to live with it.

    Yes, I know what a heavy marine is. It takes research time of a few minutes. Aliens never need to research. They can gestate as long as they have the resources. Marines need to take TIME to research upgrades before they can be used. This is the trade off: Marines have no gestation time, but they need ot research first. Aliens have gestation time, but NO waiting for research. Imagine if aliens had to spend res and time to "research" gorge lifeform before being able to gestate into a gorge. It would suck.

    If the aliens are good, then they won't let the marines put up a seige outpost because it is too expensive to build in the first place! Yes once it is built it is very good, but building it is hard! And if the marines fail then that's like 100 or more resources wasted! If seiges only attacked structures in line of sight, then no one would use them because we have Grenade launchers already. The whole point of seige is to make sure that Aliens can't just hide behind their structures all day.

    If you think seige is too good, why don't you go marines and be the commander, and then try to seige everything? Let's see if you can win by trying to build seiges everywhere.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    For those who keep saying that skulks are "hide and ambush":

    So basically the alien team as a whole is supposed to have no offensive power until the 4-5 minute fades roll in? It's kind of sad to think that marines are allowed to go on offense so early on while aliens are stuck playing "hide and ambush". If I've learned anything, its that playing defensively in any game (especially RTS) is = to the lose.

    While I understand that skulks shouldnt be able to bull rush marines, they need to at least be able to <i>ambush</i>.

    Too many times the just marines camp in marine friendly hallways and deny alien access to like half of the map and skulks are no match. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--QuoteBegin-LambdaProject+Apr 17 2004, 09:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Apr 17 2004, 09:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Too many times the just marines camp in marine friendly hallways and deny alien access to like half of the map and skulks are no match. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Unfortunately, that's more of a map issue.

    Personally, I wish more mappers would design maps with skulks in mind. So fewer bumps in the ceiling, a smoother transition from floor to ceiling, door frames just a hair wider so a skulk can actually hide behind them. A good vent system that can allow you to get around marine owned chokepoints (which marines can weld off somewhere to prevent skulks from doing exactly that.. but ideally the place would be such where it would be a risk), more rewards for skulks that are really good at wall climbing.. (such as hard to access vents that lead to excellent ambush/scouting spots), ways that skulks can get around maps without actually using elevators or doors, etc.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    I think Skulks are pretty much fine as now. All they need to do is Forlorn's idea of making upgrade costs correspond to your alien form.

    Skulk: 1 Res per Upgrade

    Gorge: 2 Res per Upgrade
    Lerk: 2 Res per Upgrade

    Fade: 3 Res per Upgrade
    Onos: 3 Res per Upgrade

    Of course people might upgrade as a skulk to get to Onos so his other idea of upgrades wear off if you change form makes sense. I wonder if the idea of a permanent 1 or 2 hp regeneration could work... Then again a +5 armor would be nice as well.
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    I like all the ideas posted here, but i have to say that i disagree that skulks are great in this version, cos dev team has kept on upgradeing marines and aliens are slowly left behind...

    skulks in past versions use tactics like ambushing if some noob put down sc instead of dc (which is really gud so dont moan lol) which means marines would have to invest in MT early. but nowadays ppl only do that in combat maps (which is very bad cos they stand in middle of hallway and marines have no comm to scanner sweep for them...) so i say make upgrades for skulks very cheap (free even) so ppl can get into the habit of doing stuff like that again, plus if u do this, with the loose upgrades on evolution idea, it would sort out the unbalenced marine vs skulk battle as skulks can get cara!

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html//emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.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-->

    plus skulks can run into turret farmed area's and have a better chance of surviving...
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    There is no point upgrades for lerks/fades should cost more than for skulks.. why? Game rules should be simple, price should be uniform.. this would only confuse players (who dont read manual, and many dont know even about hive armor effect) and serve no actual purpose.
    Also 1 res price is still too much to be used with skulks, i would think twice about using carapace for 1 res and not using upgrade at all.. 0 res is best solution..
  • LuisXLuisX Join Date: 2003-08-06 Member: 19101Members
    <!--QuoteBegin-|ds|meatshield+Apr 17 2004, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Apr 17 2004, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forlorn, be nice. We were all new once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I was also new once, but I read the manual and played the game. I have yet to make a post complaining about game mechanics/balancing issues to suit my needs. I bet Forlorn would have been harsher (more harsh?) if the forums encouraged flaming.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    So... back to the topic for this thread: "Do NS skulks need improvement".
    No, IMO They are great for what they are ment to do. However, the alien team is missing something... an ATTACKING unit that is between the skulk and the fade. IMO the lerk falls short here, they either stay at range sporing or swoop in and bite a marine before flying away.

    Think a larger, faster skulk with more HP... that gets leap as a hive 1 ability... something around 20-25 res perhaps?
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    I agree with the people saying that hive1 upgraded skulks are the 'missing link' between hive1 skulks and hive1 fades. Give carapaced skulks the same benefits they had in 1.04 at least.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-UKchaos+Apr 18 2004, 09:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Apr 18 2004, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with the people saying that hive1 upgraded skulks are the 'missing link' between hive1 skulks and hive1 fades. Give carapaced skulks the same benefits they had in 1.04 at least. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i spose that would work to... but remember the hitbox is alot smaller then the 1.04 model.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-LuisX+Apr 18 2004, 06:45 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LuisX @ Apr 18 2004, 06:45 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-|ds|meatshield+Apr 17 2004, 10:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Apr 17 2004, 10:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Forlorn, be nice.  We were all new once <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I was also new once, but I read the manual and played the game. I have yet to make a post complaining about game mechanics/balancing issues to suit my needs. I bet Forlorn would have been harsher (more harsh?) if the forums encouraged flaming. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> you have no idea
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    <!--QuoteBegin-Trevelyan+Apr 19 2004, 11:55 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Apr 19 2004, 11:55 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-UKchaos+Apr 18 2004, 09:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (UKchaos @ Apr 18 2004, 09:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with the people saying that hive1 upgraded skulks are the 'missing link' between hive1 skulks and hive1 fades.  Give carapaced skulks the same benefits they had in 1.04 at least. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    i spose that would work to... but remember the hitbox is alot smaller then the 1.04 model. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, the hitbox is about the same size. It's just that it's aligned with the actual figure now, rather than looking like a crouching marine. A skulk facing you has as wide a hitface as it used to have, but only half the height. As height is fairly constant for a skulk, it isn't all that much harder to hit it.

    The proper wallwalk for the skulk model is actually more of a help to the skulk, as it allows the skulk to use more ambush places without his snout or feet hanging out.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    The only thing I see that makes a skulk weak is when it doesn't jump. It is easy as hell to kill a skulk who is just running on the floor. Very easy target. I'm not talking bout bunnyhopping, or even straff jumping, but not flat out running, it doesn't work. And thats up to the player, if the player is dumb enough to not figure that out, well, his loss.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    you know you can partially blame the maps... huge long hallways with little to no cover populate every map to some extent. I mean... WTH happened to all the boxes that are supposed to be in every HL map? I WANT MY BOXES BACK! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-ssjyoda+Apr 20 2004, 03:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Apr 20 2004, 03:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only thing I see that makes a skulk weak is when it doesn't jump. It is easy as hell to kill a skulk who is just running on the floor. Very easy target. I'm not talking bout bunnyhopping, or even straff jumping, but not flat out running, it doesn't work. And thats up to the player, if the player is dumb enough to not figure that out, well, his loss. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And there's nothing wrong at all with the hitboxes changing just because of jumping?
    Or do you mean that skulks are a trillion times harder to aim at just because they are moving zig-zaggily?
    (?)
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    I can bhop and they just kill me just as easily.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    Yeah skulks are easy to hit whether they bunnyhop or not

    Bunnyhopping does make the skulk stronger though since it shortens the time it takes to get from an ambush point to a marine.
  • niftyguyniftyguy Join Date: 2003-11-13 Member: 22812Members
    the best way to impove ns skulks is honestly skill, you can kill 2 marines in 1 second if you know what your doing... now go find out what your doing
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    <!--QuoteBegin-niftyguy+Apr 21 2004, 02:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (niftyguy @ Apr 21 2004, 02:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> the best way to impove ns skulks is honestly skill, you can kill 2 marines in 1 second if you know what your doing... now go find out what your doing <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This is honesty simply not possible :-) Even if they have lvl 0 armor.. 1 second is not enough..
    And yes, we all understand you are superskulk killer and you can kill whole marine team (in a little more than 1 second) , perhaps you could post here some demo of your awesome skulking skills against some good clanners..
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    For those people who say Skulks are only for ambushing: What happens when your hive is getting sieged? If you say ambushing, then that only leaves skulks on the defensive, which most of the time causes the aliens to lose.
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