How To Kill Defended Buildings
Insomnia
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,
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
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
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.
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?
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....
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.
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.
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-->
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 ^^).
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
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.
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