A Buff For Skulks. Read
NightCrawlerz
Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">RUN FOREST RUN!!!</div> How could we improve the skulk? Some belive that hp and AR increses are needed, But i am here to tell you that health is not the saving factor for a skulk.
What skulks need is more speed. The problem with skulks now is that they ability to dodge fire is inherintly gimped form the start of the match.
The 2 major things you need inorder to dodge incoming fire is speed and mobility. you know why leap makes the skulk kinda worthwhile in late game? because it increses their ability to move fast, and in any direction, DRAMATICLY.
Early game skulks are so fragile now because they are unable to dodge fire. They have no speed. Wallclimbing is an important part of a skulks life, but without speed it becomes just as worthless as staying on the ground.
What i propose is the implementaion of a sprint abiliy for the skulk. The ability to temporarily increse a skulks speed to close the gap early game would be invaluable.
Sprint will be an inherint ability that only a skulk has and is not affected by the amount of hives. Sprinting will cost adreniline, just like a lerks flying ability.
The amount of adreniline this will take persecond and the speed increse is still up for debate.
DONT GIVE THE SKULK MORE HP AND ARMOR!!!! make him faster.
What skulks need is more speed. The problem with skulks now is that they ability to dodge fire is inherintly gimped form the start of the match.
The 2 major things you need inorder to dodge incoming fire is speed and mobility. you know why leap makes the skulk kinda worthwhile in late game? because it increses their ability to move fast, and in any direction, DRAMATICLY.
Early game skulks are so fragile now because they are unable to dodge fire. They have no speed. Wallclimbing is an important part of a skulks life, but without speed it becomes just as worthless as staying on the ground.
What i propose is the implementaion of a sprint abiliy for the skulk. The ability to temporarily increse a skulks speed to close the gap early game would be invaluable.
Sprint will be an inherint ability that only a skulk has and is not affected by the amount of hives. Sprinting will cost adreniline, just like a lerks flying ability.
The amount of adreniline this will take persecond and the speed increse is still up for debate.
DONT GIVE THE SKULK MORE HP AND ARMOR!!!! make him faster.
Comments
Make it a key that you have to hold to do it.
Or a smaller permanent speed boost would help.
What if Crouch worked as a sprint for skulks, and they were given walljumping so they wouldn't need a new button to de-attach themselves?
put it on 'walk'. and it would be funny to watch at first:
"hey im gonna sneak into the marine start!" *walk* *flys in really fast and dies*
I think the button should give you a boost of speed (like leap but for the ground), but somehow it needs to be easy to control. this could also make skulks more 'hit and run'y
btw...walkwalking is pretty useless too. WAY TO MANY 'DETAIL' THINGS TO GET STUCK ON. GIVE THE SKULK A 'STEP HEIGHT CLEARENCE' FOR WALLS. + skulks should be able to jump from walls
Or you could stop acting obnoxious and think a little bit about the other 90% of the playerbase. I know how to bunnyhop. I still think it should be taken out. It ruins what atmosphere is left in the game, and skulks frequently have no choice but to run towards a marine since good ones rarely set themselves up for an ambush, or they have MT or are holding an area. Someone of your oh-so-elite skills should know that.
evox, I agree that walk pretty much sucks right now but it needs to be fixed rather than removed. The speed cap for not making footstep sounds should cover diagonal movement.
And yeah, what Zek said. I can BH fairly well now but that doesn't stop it from looking retarded.
this is enough for a final bite from very close range
maybe increasing a bit this boost in air would be very nice
Perhaps 2 sec. boost to speed would be enought?
@ ShadowSlay: Tell me, how does bunnyhopping help against GOOD marines? They'll kill you just as easy. The only way to kill good marines is to either ambush them (as long as they don't have mt) or attack in a group of 4 or 5, which is rather hard to do, even in a clanwar <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
I would really like to see some sort of incentive for wallclimbing. Walljumping is definitely a must, but maybe increased speed when running on a wall or walljumps go faster and farther than normal jumps? Skulks need more options to vary their movements, it would make them much more interesting and increase the ability of a skilled player to close the distance without Leap(which also needs to work from walls btw).
Any marine with ears can disrupt an ambush attack if he just keeps walking, forcing you to make noise, and get his attention. Even when you've closed range, it is unreasonably challenging to stay near a bouncy marine. It's usually more effective to just bhop attack them from the front in a short hallway.
Even just increasing the walk speed of the skulk slightly (but leaving the celerity skulk speed where it is) would be a considerable improvement.
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Err, and how would we be supposed to use cloaking?
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I've noticed this long ago... Lerks can fly, fades can blink, gorges shouldn't care that they cant fight well, and Onos... well he just sucks now, hiding in a corner crying every time someone actually manages to shoot him.
If there were some cheap (10-20 res) evolution that gave you a skulk like creature (can wall walk) with more health (more then the lerk, it would be bigger then the lerk and the skulk considering it is a battle type class) and leap as a second ability (skulk bite would be melee) this problem wouldn't be noticed. And considering it would reuse alot of abilities it wouldn't be to hard to add him. It would be a middle ground between skulks and fades, and you'd see the alien tech tree go in a slow curve not huge jumps into pure pwnage.
Bunny hopping is limiting, imagine if you could move faster and go in the direction you wanted at the same time. Telling other peopleto get 1337 bunnyhopping skills isn't the point of this thread, it's to add more depth to the skulk attacks.
What skulks need is more speed. The problem with skulks now is that they ability to dodge fire is inherintly gimped form the start of the match.
The 2 major things you need inorder to dodge incoming fire is speed and mobility. you know why leap makes the skulk kinda worthwhile in late game? because it increses their ability to move fast, and in any direction, DRAMATICLY.
Early game skulks are so fragile now because they are unable to dodge fire. They have no speed. Wallclimbing is an important part of a skulks life, but without speed it becomes just as worthless as staying on the ground.
What i propose is the implementaion of a sprint abiliy for the skulk. The ability to temporarily increse a skulks speed to close the gap early game would be invaluable.
Sprint will be an inherint ability that only a skulk has and is not affected by the amount of hives. Sprinting will cost adreniline, just like a lerks flying ability.
The amount of adreniline this will take persecond and the speed increse is still up for debate.
DONT GIVE THE SKULK MORE HP AND ARMOR!!!! make him faster. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
lol,
Skulks dont need more speed, just learn how to play them.
Aliens are strong as it is.
Skulks dont need more speed, just learn how to play them.
Aliens are strong as it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Nightcrawlers been around as long as I can remember...
justify your arguments, else youll only annoy people.
ps. aliens are strong, but marines are stronger.
Not only do they deal a little bit damage, parasite also show where the hell your enemies are so you can find a lovely place to ambush them. In early (co) and (Ns) games, i once ask my team mate to para the rines first before engaging this proofs effective. Making the skulk faster is neat but the old manual said that skulk are suppose to be ambush hunters which ly in wait for its prey but how many nice place can you find to hide? So make them faster XD!!!
Except that mc kinda sucks as first chamber.
Ground speed of a marine: Just above 200 units/second
Ground speed of a skulk: About 300
Speed of a skulk holding forward and jumping: 360-400
Not sure about celerity ground speed, but I think it's around 350. Jumping celerity speed is quite a bit higher.
You can get much faster if you try.
At about 350 you can catch a marine pretty reasonably, but to do so without celerity requires jumping about and making a lot of noise (rather defeating the point of ambushing).
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learn how to use mcs first?
Except that mc kinda sucks as first chamber. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
then i guess speed isnt really that important now is it?
sorry for double post
edit-----
it seems most people just want to have good alien units at 1 hive
Thats the small minded answer that I was expecting from this,
Not all people in this world can bhop and about half of that dont know what it is......So shut up
The skulk does need a boost to its speed (imo better than hp/ap++) this would make it much harder to hit at early game.
have a gorge drop mc instead of dc
We've been over that all ready, please don't post unless you have something new to say. You made your opinion about this known earlier.
sorry the quote came out wierd originally rue, and I did read the thread before posting, I'm confused as to what you're talking about.