Basic Marine > Basic Skulk

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">hands down</div> Ive been playing tons of ns games with alot of really good players and have noticed somthing about ns. Early game marines totaly over power aleins. A skilled marine will always kill a skilled skulk and maybe 2. The marines completely overpower aleins in early game. Just go to any server with skilled players and look at the kills on marines team and kills on aleins.

But odly enough this is balanced because aleins totaly dominate marines once fades appear, which is usualy after the second hive has gone up.

instead of having marines comletly wipe the floor with aleins early game and having the aleins rape marines in teir 2, Why not weaken both of them so that it stays even through teir 1 and 2.

my suggestions.

slightly buff skulks by either giving them 10-20 more armor OR increse their speed.

Nerf fades by nerfing blink. Without the all powerfull blink fades will fall more quickly. i would suggest increseing the energy requirement for blinking slightyly so that fades cant hit and run as well because thats exactly what make them too strong.

Another thing......

Late game it seems pretty balanced although aleins need someway to counter a massive wall of heavys, beacuse once a heavy trian comes to town aleins get anal raped pretty hard.

The aleins.......

The new lerk is exactly what it should be... a flying skulk. The lerks new infinate flying gave it just what it needed to justify its frailty, mobility and speed.

i still belive that their should be an evolution bridge built between skulk and fade. because as of right now between the 2 there is a giant gap in power. Ive suggested a stronger skulk evoultion many times to alliviate this. And maybe a new skulk evolution would solve the early game marine pwnage.

o well thats enought.

Comments

  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    I don't really think those particular balance issues are, well, balance issues.

    First, skulks are fairly scary. Without med support, marines seem to go down fairly easy to bunnyhopping skulks, or larger groups of skulks, and since skulks are faster, they can group up far more easily and still respond to attacks. Admittedly, marines will still tend to out do skulks, simply because their attacks are ranged, and due to crack hopping. However, it seems like it's very good right now.

    Additionally, the fade is supposed to be fairly powerful. First, it IS supposed to be hit and run. If it was walking up and beating up packs of marines without blinking in and out quickly, THEN there would be a problem. Additionally, a fade is 50 res, and 3 DCs are 30, and a hive is 40. So, with 70 res worth of upgrades, marines have armor 1, and weapon 2. For the 50 res, they can drop 5 shotguns. If they work together, that's normally enough to take down fades.
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    I'd say the problem with skulks is bunnyhopping. To balance it against bhopping skulkers, they had to make skulks slower for the rest of us. Here's my suggestion to correct that:

    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=68664&st=0' target='_blank'>http://www.unknownworlds.com/forums/in...opic=68664&st=0</a>
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    MY anti bhop suggestion is eeither to cap ground speed to 100% and/or to disallow scripts with +jump AND wait in them thus blocking all +3jump scripts and duckjump scripts with out hurting either ordinary jumping or other harmless scripts.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Um, leave alien bunnyhopping alone please until marines are no longer able to jump around and dodge skulk bites like a bullfighter. That, combined with knockback, is probably the most significant reason skilled marines are so much more effective than skulks: because even if a skulk closes the distance he is still just about on par with the marine and not at the advantage he should be.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    I totally agree. Knockback should be removed IMO. It gives the marines too much of a chance in close combat.

    Or, if the vets dislike this idea, then enable knockback only in tournament mode.
  • FyxdFyxd Join Date: 2003-08-29 Member: 20355Members
    im sure they tried to take knockback out in a private beta version of 2.0... something away back and marines got owned so badly that the had to put it back in
  • meatballmeatball Join Date: 2003-05-10 Member: 16196Members
    the knockback force could maybe be lowerd? then marines on crack wouldn't fly across the room when you hit them...
  • Deadly_PencilDeadly_Pencil Join Date: 2004-02-04 Member: 26031Members
    you know for the heavy trains, couldn't they just remove the 1/2 damage to heavies from offencive chambers. it wouldn't help much but ya...
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    no what the skulks need is a WIDER BITE RANGE. not longer... wider, so when the close the distance and get within actual bite range... they can actually hit the marine with bite. As it is now... bite is a straight, long attack. Thats what gore should be like... bite and swipe should have a huge radius... almost 180 degrees.
  • Axel_StoneAxel_Stone Join Date: 2003-08-05 Member: 18993Members, Constellation
    Heres an idea, the skulks are fine (although I hate they only have 10 armor now). I honestly think the balance issue in NS is ALMOST even, except for the onos seems to be more cumbersome now and its wierd how fast you get res in 3.0. So small games aliens win 90% of the time.

    ANd whats this about 180 degree bite radius? Thats just stupid, that means I get anywhere near a marine they die. If your smart you can get behind even a good marine, and chomp thier ankles off.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    180 is a bit silly, although widening the cone of attack might not be a bad idea. It seems odd with skulks and especially fades that their attack only really hits in a tiny spot right in front of them, just as if they were firing a gun with a range of only a foot. Of course, it'll be hard to tell how many misses are real misses until a fix is found for the bug where a you can run up against a marine and attack him without doing any damage.
  • incinaratorincinarator Join Date: 2003-06-16 Member: 17418Awaiting Authorization
    for bhopping and knockback, if you know how to bhop really good you can take our marines left and rite.. if they are knocked backed most ppl can catch up to them fast enough before they can react quickly enough. thus killing them.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    nightcrawler you're kidding about the heavy train thing right? a 2nd hive will kill just about everything, umbra lerk+leaping skulk+metaing carapace fade, and an onos.
  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Bunnyhopping isnt the problem, I can easily close the gap without using it. The problem is the effectiveness of bitegun vs jumping/dodging marines.

    Very oftern i will be pressed right up againt a moving marine whilst facing and biting, but less than half my attacks are scoring hits. The only way to be sure of a hit is if the marine doesnt move at all.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Hmm.. I don't mind Electric Sheep's idea of removing +jump and +wait from scripts.. if an alien can bunnyhop without scripting, more power to them.

    However, I think removing those would provoke howls of fury from most people on the boards here, as I expect the vast majority of those who can b-hop only are able to do so with scripts.

    Me, I'm a purist. I don't change anything if I can't change it from within the game options menu.
  • blackholedreamsblackholedreams Join Date: 2004-02-04 Member: 26023Members
    Is it just me, or should melee attacks hit a Marine if the attacker is at least facing the Marine and is in range? I mean, you'd think something like swipe wouldn't be this precision weapon. In fact, it'd make more sense if you could even hit multiple people with it because the Fade is a shock trooper. It's supposed to be able to handle squads, and if two Marines are standing close together and the Fade attacks, shouldn't they both be hit? I'd just like to see the melee attacks function more like melee attacks and less like sniper rifles.
  • 12345671234567 Join Date: 2003-02-01 Member: 12952Members
    yes, skilled marines can take down skulks easily on public servers because most skulks run in straight lines down hallways.

    skulks aren't meant to go full force into marines until they have leap, and even at that, it's hit and run. much as fade. a skulk with leap is as good as a fade in a pinch.

    that in mind, until you get leap, hide in vents and set up ambushes. don't run into a long hallway alone against 1-2 rines. you won't make it to them before they get 5,000 shots into you.

    but yes, knockback combined with non-registering bites does not = thewin.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    yes in public servers skulks die EVEN WORSE, but in clan server skulks die just the same. Obviously you have never come up agianst a good jump spamming marine with excelent trackign ability. You can b hop all you want twards him and the one bit you get will only send the rine flying across the room. You can try to abmush but after the first bite the marine jumps forward while turing around and fills your face with lead.

    Skulks have no advantages. They have NO melee advantage. they have no range advantage. they die extremely fast and do mediocre damage that sends marines flying.

    The only thing that keeps skulks in the game is that they are a basic unit and cost 0 res to use. But when you think of it in terms of respawn skulks die extremely fast and kill nothing and THEN fill up the spawn que. They block onos and fades and take as long as a fade to heal with regen.

    Why would you want to be a skulk??? because you HAVE to. There is no choice involved. When you spawned your made the weakest lifeform with little or no chance of getting kills late game.

    The problem with this is that the lerk fade gorge and onos each have a distinct feel to them. And when each has a disteict feel they become equaly valuable to the overall feel of the game. When you give somone a multitue of vaiable playing choices it gives the game depth and apply to a wider varitey of players.

    The balance team "flay" as taken a completely uniqe playing style in ns and turned it into utter crap. Come on flay you have an entire playing style here. THIS can all be expanded on so that the skulk's style of play remains. Make a new life form make a new upgrade make the skulk uniqe, but find a way. Maybe flay hates playing as a skuk. maybe he likes to be a big buff unit that flys around swiping everyone. Maybe thats why the fade is soo rediculous. It seems logical that the unit flay loves the most would get the most attention and so it seems it has. The fade as of right now is borderline CRAZY. The fade combines massive hp with blinding speed and good damage AND the only regeneration skill in the game....
    doesnt this seem a little odd to you?

    the fade:
    1. has an attack with great damage and a fast attack speed.
    2. has the best movement skill in the game
    3. has the best regeneration skill in the game
    4. has the best ranged weapon in the game ( not saying much)

    the skulk:
    1. Worst hp in the game
    2. 2nd best attack
    3. worst movement skill in the game
    4. attack that only kills 20% of the time AND kills you
    5. because of his suicide attack upgrades are worthless.
    6. beacause its has the worst hp in the game upgades are a waste.

    you can all say NO **** HES IS THE WORST HES FREE!!!
    well duh.... but because the playing style of the skulk is equaly exciting and uniqe as the other lifeforms it does not deserve to be snuffed out and within the first 4 minutes of the game. IM not asking for a MEGA SKULK BUFF im just looking for some way to preserve the skulk style of play while making him just as effective as a fade.

    Theres a billion things that could be done to do such a simple thing as add another layer of depth to the game.

    heres some :

    1. add a new lifeform thats "skulk like"
    2. allow skulks to evolve into an advanced form of skulk for res
    3. let skulks get stronger as they kill so that when late game rolls around they are on par with the marines.
    4. give skulks some sort of advanage LIEK the fastest, the smallest, the most hitting power, the most hp, the most adreniline, the best attack, the best movement ability, the best regeneration.
    5. let skulks have free upgrades.
    6. lets skulks get ALL the upgrades avalible: 3 movement 3 defence 3 sensory
    7. allow skulks to break the upgrades to hives thing so that at hive one skulks have access to any 1 of the upgrades of their choice and chambers are only needed to upgrade the large lifeforms.

    god theres just so much that COULD be done but isnt. The skulk is my favorite lifeform and if i had my way id give it all the bells and whistles just like flay has done to the fade.

    man i write alot
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    If you do this then marines will need a boost as well. On games in the 12-16 player range, I still see more alien wins than marine wins.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    that's because the marines can't aim. Marines are really overpowered :|
  • MorlokMorlok Join Date: 2003-02-16 Member: 13629Members
    Who ever said skulks are meant to be an equally effective fighting unit as a marine?

    However, IMO you are correct, a lvl 0 marine is better then a lvl 0 skulk. Just do the math. lvl 0 marine = 100hp and 25ap, lvl 0 skulk = 70hp and 10ap. Add to that the fact that a marine has a ranged weapon and are you really surprised the marine wins?

    Mo
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    The LA/LMG is useful throughout the game.
    The skulk is HA fodder.
    I'd suggest beefing the skulk to 70/20 at hive 2.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Axel Stone+Apr 27 2004, 04:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Axel Stone @ Apr 27 2004, 04:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thats just stupid, that means I get anywhere near a marine they die. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well isn't that the point? thats like saying its stupid that marines can shoot you from a distance.
  • BugBrainBugBrain Join Date: 2003-05-14 Member: 16279Members
    <!--QuoteBegin-Trevelyan+Apr 27 2004, 12:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Apr 27 2004, 12:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> no what the skulks need is a WIDER BITE RANGE. not longer... wider, so when the close the distance and get within actual bite range... they can actually hit the marine with bite. As it is now... bite is a straight, long attack. Thats what gore should be like... bite and swipe should have a huge radius... almost 180 degrees. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have always thought this would be a great change to skulks and fades. Rines still hold the advantage at range, skulks tear them up better close up.
  • kltower4kltower4 Join Date: 2003-08-17 Member: 19855Members
    Hmmm...

    I don't know about you guys. During the good old days, marines needed to go as a team to conquer. On the other hand, aliens uses brute force. Afterall, marines are weak physically. They need teamwork. That means, a rambo will die regardless.

    However, I feel now NS is a bit screwed. Marines are going rambo and hunting for rt nodes while taking down multiple skulks. It's very much opposite than last time where marines group together to cover each other's back. Now it's marine's turn to go one-man-show while skulks regardless will die in the early game.

    Reasons of Marines Overpowering in Early Game <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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-->
    ****************************************
    1) Skulks armour reduce to 10 (was 20 last time)
    2) Marines unrealistic crack-jump AKA dodging
    3) Marines knockback effect (one bite enuf to propel them very far away)
    4) Skulks bite angle reduced (used to be as wide as your HUD last time)
    5) CO maps has screwed the whole ns gameplay (rambo mindset)

    I used to be very good at skulking last time. Since Beta 3 and 4 came, I feel like skulking isn't the same anymore. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
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