How To Kill Defended Buildings

InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
<div class="IPBDescription">Using skulks. and only skulks</div> I see this happen in a lot of pubs. The aliens are stuck to a single hive and the marines have both the hives. Many aliens give up right around here, because they think skulks cant destroy buidlings. However, skulks probably kill buidligisn faster then every other alien life form except the lerk. So heres what you do. Scout around for the least defended hive. Then gather up a certain number of skulks. then at the same time attack one buidlgiing.
For example, there is a phase gate guarded by 4 turrets and elec turret farm. gather up 5 skulks. Count to 3, on 3 ask every skulk to rush the phase gate and bite it. If its undefended i assure you the phase gate will go down. The skulks will all die, but the buildiging will go down.

Now i know a lot of ppl say that is a lot of team work, but its very simple team work on pubs. Just tell your team skulks to say, hey gather up at this vent near comp core or something. You have to be patient it may take a minute for enough skulks to show up. Just keep asking ur team to send skulks to ur location. and simply say "go on 3" to organize the timing of ur force. Remember to tell ur skulk force which buidliging to go after.

Here is how many skulsk u'll need in a force to kill a defended building:
To kill a pg or tf that is guarded by 4 turrets : 4 skuslk
To kill a pg or tf that is guarded by electricity: 4 skulks
To kill a pg or tf that is guarded by electricity and 4 turrets: 5 - 6 skulks
Dont try to attack the base with skulks if its more well guarded than 8 turrets.
Well thats all.
Remember to go for the pg first,

Comments

  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I will remind you that if you are under fire from elecs only ONE person gets attacked. That means all others have free reign.

    All get regen, if the person attacked is down on hp, move back, regen. other one gets hit.

    If the team is to small all pull back into. With a large enought team the first one is back in action before the last one has to pull back.

    just be sure you do not pull back when a buddy is low on hp and inrange. happens on small teams. Remember, if you do nto pull back you can bite till death and so can he. If you pull back you can't bite and if he dies cause he gets elec instead he also can't bite.

    just remember
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    Two people get attacked by electricity in this version.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    Remeber, a gorge with Cara or Regen can run in first to take damage and heal everyone. One gorge heal spraying will keep the skulks alive much longer, absorb more turret or elec damage, and they can always spend 10 res to drop an OC which can take enough damage to allow even a small group of skulks to kill a base.
  • Iron_MaidenIron_Maiden Join Date: 2003-09-24 Member: 21167Members
    instead of a OC , a DC would be better .
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    If you pull this off and you have one hive, have fun waiting in the spawnqueue whilst the marines walk into your hive unchallenged.
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    edited July 2004
    Gambling for a chance at victory sure beats waiting two hours for the marines to tech up, turret everything and kill you when they feel like it, as so often happens with hive lockdowns.
  • ChodsChods Join Date: 2003-04-25 Member: 15838Members
    a gorge really helps in these kind of situations, especially if he has enough res to put up a hive the minute the tf and pg goes down
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    <!--QuoteBegin-Obliterater+Jul 2 2004, 09:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obliterater @ Jul 2 2004, 09:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gambling for a chance at victory sure beats waiting two hours for the marines to tech up, turret everything and kill you when they feel like it, as so often happens with hive lockdowns. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There is not a chance. If marines have a two hive lockdown, and you're all still skulks, the game is already over.

    What this strategy does for you is make you feel a little better about yourselves for playing such a bad game.

    "YES, WE TOOK DOWN THE PHASEGATE!!...now what?"

    Put up the hive? They'll take it down. Secure it? Whos got the res?

    Any comm will see that their hive lockdown has gone down, send one or two marines there to clean up the mess, and put up a new phasegate. Congradulations, you got 20 seconds of marine time thats not worked towards killing you.

    If its just electrified, then thats a different story...you can take it down with little to no casualties if you take the phasegate down fast enough, but even so, by that time They'll have just about every res node on the map with full or near full tech; you'll never get the hive up fast enough to even have a chance.

    Its a nice strategy and all, but if it works, it means you weren't playing against very competent marines.
  • kiddiegrinderkiddiegrinder Join Date: 2004-01-09 Member: 25181Members, Constellation
    My only opposition i can see with this is if ur assuming this is a pub how do u get 5 ppl organised into skulking on a count to attack a building...

    It just seems to get that kind of organisation is very demanding also if maybe in a clan match thats 6 on 6 u cant really get 5 skulks but if anyone can help me with this idea on a clan match with only 6 players, with a elec tf next to the pg with 4 turrets around, how does one take it out with ONLY skulks?
  • medquamedqua Join Date: 2004-05-04 Member: 28468Members
    <!--QuoteBegin-Iron Maiden+Jul 2 2004, 08:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Iron Maiden @ Jul 2 2004, 08:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> instead of a OC , a DC would be better . <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    There is no need to spend 10 o more res. to pull out a defence or offence chamber. A gorge healing the skulk would be just fine....
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Um I just said using skulks. gorges help, but u dont wanna endanger them. espeicially if ur in a 2 hive lockdown position. And lito u obviosuly havent seen alien comebacks. Also, this isnt for 2 hive lockdowns either.

    Say its 5 minutes into the game, u have enough res to drop a hive, but the marines have set up tf pg at both hives. Obviously the next minute will decide whether aliens get dominated, or aliens have decent shot at winning. You think at 5 minutes the marines can just secure that hive again with ease if u kill the tf and pg.

    OH yes and simple team work such as gather to this vent or attack on 3 is very easily doable on pubs.
  • LitoLito Join Date: 2003-09-04 Member: 20560Members
    Yes, i'm sorry, I've rarely seen alien comebacks because, you know, I play on servers with players that can actually aim and...you know... kill stuff.

    The word 'comeback' is almost taboo in 3.0

    <!--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-->Also, this isnt for 2 hive lockdowns either.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    If it wasn't a 2-hive lockdown breaking strategy, then why bother wasting your time with the well defended one, and not take the empty hive and set it up there?

    <!--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-->...but the marines have set up tf pg at both hives.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    err...yeah...kinda contradicted yourself there.

    I'm not saying that this strategy is stupid. You're right, its better than sitting there futilely doing nothing. However, you're expecting alot more from this than you should. In pen and paper, it seems great, but in a real game, it just won't work out the way you want it to. (Hopefully) The marines arn't idiots...they arn't going to sit idle-y as you get that second hive up that'll give you a glimmer of hope at winning the game.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    edited July 2004
    <!--QuoteBegin-Lito+Jul 3 2004, 02:29 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lito @ Jul 3 2004, 02:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you pull this off and you have one hive, have fun waiting in the spawnqueue whilst the marines walk into your hive unchallenged. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    in a sucessful hit against the tf, not the pg you will lose at most 3 skulks, the pg can then be locked down by said skulks, so no real spawnqueue to speak of, so viable so used since the dawn of time <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> But quite why any commander wouldnt use hmgs as a defense instead of turrets is beyond me, it does happen its your classic "2 hive lockdown" which has never ever worked <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> If elect isnt used healspray can be used on cara skulks to absord ALL dmg <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ObliteraterObliterater Join Date: 2002-11-22 Member: 9652Members
    This would have to be done immediatly after the aliens figured out the rines had a two hive lockdown, at that point they would have used most of there res to hold the hives and their base. Once one of the turreted hives was taken out the hive lockdown is broken and the aliens could hopefully take enough res with it to have a chance. The marines will still probably win but the aliens DO have a chance.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    edited July 2004
    <!--QuoteBegin-Lito+Jul 3 2004, 10:13 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lito @ Jul 3 2004, 10:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yes, i'm sorry, I've rarely seen alien comebacks because, you know, I play on servers with players that can actually aim and...you know... kill stuff.

    The word 'comeback' is almost taboo in 3.0 <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I thought you played on LM? <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Anyway. While the thread starter is off his rocker a wee bit, theres a point to be made for rushing early turretfarms. Throw the tempgorges in there to soak up the turret damage, run in with a few Skulks and clear out the TFac, and after that its just a PG like every other - namely gankbait.

    While you should have Fades, if your only obstacle is static defense (and not overtech yet), you can very well make a comeback sans Fades (for example, if your early fades died ^^).
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    I never take out the PG first aslong as rines lack armor..
    i mean.. its obvious they need to get THROUGH that phasegate. Simply camp it. Nuke anything but the gate. Force the comm to recycle. Untill he does you can camp, making the entire PG network useless till the PG is recycled or you die.
    You did take regen yes?

    Now only hope that PG wasn't last in the cycle from basePG to most usedPG
  • TrayderTrayder Join Date: 2003-10-30 Member: 22127Members, Constellation
    You're kinda forgetting that the turrets are shooting you and if you don't kill the phasegate first 1 marine is going to take out alot of weakened skulkz, and if they already have a hive i would expect them to have armour.
    If its one of the n00b comms who get level 3 weapons before level 1 armour and your stuck with focus 1 skulk camping the phase while the others kill the rest would be better but u always have to watch out for a marine walking it.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    true.. you can't always leave the PG
  • korsairkorsair Join Date: 2004-04-21 Member: 28055Members
    The way i see it, the pg should _always_ be taken out first.

    one smart marine can take out your whole skulk rushing team, even if there are no smart marines, if the comm is capable of sufficiently locking down a hive, then he will most likely know when to _beacon_.

    Even if you take out the tf first, there will usually be a PG next to it allowing the marines to beacon and phase... which against a group of weakened skulks results in clogging up the aliens' spawn queue while the marines can counter-rush your hive or re-lock down that hive you just wasted precious minutes rushing.

    taking out pg first > taking out tf first
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