Skulk : Early Game Dominance

b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
edited November 2002 in Kharaa Strategy
<div class="IPBDescription">Yes this covers leap! ^_^</div> Well after my midly successful set of tips for the gorge (I still use it and refer to it for the noobies). I have decided to write you all another great set of tips/guide to the great, SKULK.

This guide should turn your Skulk into a Hulk (kakakakakakaka ^_^ im not asian)

<b>B00T[eds] camp</b>
Running from a rifle? Leap
Know your enviroment
Use leap
Use the vents (I cannot stress this more)
Be tricky....very tricky.

<b>Beggining of the game, everyone tells me to rush into there base?</b>
Hahahahahahaha, I hate people who say "Rush into there base rush into there base" over and over because its not the smartest things in <b>MOST</b> cases. Any decent marine team will hold the alien team off easily, however there is a better alternitive. It all lies within, <i>Parasite</i>, simply run up to there door, parasite and run, repeat, rinse, and recycle til the marines chase you, and you simply wait...now thats what im going to cover next.

<b>Waiting in line....</b>
Many people wait on a ceiling, or behind a door or something, but the best way to wait is....well there is no best way actaully. If you have cloak the best is on a ceiling. However if you have a parasited "victim" coming around a corner drop down or jump in before he comes out, and he will never expect it.

<b>Hit...Run...Hit...Run</b>
Sometimes its good to chomp someone in the face, run, and repeat rather and recycle (yes again) until you have him dead, speacially if you can pull it off without being seen, it really freaks someone out.

<b>Paramed-err Parasite</b>
When I parasite someone, I usually aim for the shoulders, and you should hear a squishy-squash sound when the parasite hits.

<b>Heal it up</b>
Why use regeneration when you can heal by simply evolving or upgrading, in less time (thats if there is no defense chamber or health spray)

<b>Chomplings</b>
Use the hit and run/parasite/waiting and simply sneaky stuff and you will be a chompling!
Upgrades:
Cloak;Celarity;Carapace

<b>Leaplings</b>
Leap is used for running and sneak attacking....most people DONT use it, but its a graceful way to assault someone (and i use it!). It is a easy way to hit and run also. Exactly how to do it is chage him from the front/back and run away, and then do it again and again and again until that guy is just confused/dead.
Upgrades:
Offensive Leapling:Scent Of Fear;Adrenaline;Carapace
Defensive Leapling:Cloak;Adrenaline;Carapace

<b>Bomblings</b>
Most people dont like xenocide, but I am a HUGE fan of it. There is nothing like 3 conscessive xenocides (3 seperate people) to destroy a base...in seconds. Its simple, you aim for an area and run at it, explode, job done, do it again and again. However its the best when you chomp a marine.....leap another marine....then you see them come in the massess...and you drop and xenocide them.
Upgrades:
Attacking Base:none, dont waste the time (unless carapace if getting killed early)
Defending/Freelancing:Adrenaline;Cloaking;Carapace(sometimes none but cloaking if getting pounded conseculitively, dont waste the time)

So whether your a pacman, a leap freak or a bomber-man its all effective as long as you keep to the rules and do it right (use my guide!)

Comments? Questions? Advice?
Aim name : im l0rd
Game Name : sMM | b00ted

Notes:
-This guide was written assuming you have SOME basic knowledge of the game and how the hive mind works.
Names:
-Babblings (Babblers)
-Cracklings (Babblers w/ Primal Rage/Umbra/Health Sprays)
-Chomplings (Using chomp and tricks as your primary form of attack)
-Leaplings (Leap attacks, hit and run masters)
-Bomblings (Use xenocide...to the maxxx)
-Half-lings (Non-upgraded bombers/chompers/idiots who suck using the skulk)

Ling Ling LIng?!!?! Yes... Zerglings from starcraft.

Edit : Threw in the heal trick most noobs forget.


<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> = <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

Comments

  • LogoLogo Join Date: 2002-11-07 Member: 7626Members
    You didn't metion silence!

    Using silence well can boost your kill count so easily. It seems so useless but it really isn't. With silence you can easily sneak up on many marines, they will almost never (sometimes they do it by luck) turn around and shoot you dead.

    Also with silence when you run through vents or down corridors any nearby marines won't hear you comming so it's a lot easier to surprise them completely.

    I've had better luck with silenece rather than cloak.
  • VerdorbenVerdorben Join Date: 2002-11-10 Member: 8121Members
    edited November 2002
    No mention of silence? I have gotten many a marine killed without him knowing it all because of silence.

    Edit: ROFL! I posted at the exact same time as him and on the exact same subject. How often does THAT happen?
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    True... personally I had better luck with cloak actaully but ill give slience some more try.
  • TAUTheOMeGaTAUTheOMeGa Join Date: 2002-11-09 Member: 7919Members
    well heres the thing...how often are you going to go skulk with three hives up?

    movement is not a common chamber to see until 3rd hive

    if you are having fun in a pub or a dedicated xenocide sure skulk works nice, otherwise i dont see the point...

    btw u forget celerity for xenocides :o
  • ApparitionApparition Join Date: 2002-11-13 Member: 8433Members
    Nice guide, I, personally am a HUGE Skulk fan. It's so fun peeping around corners, hiding, and then chomping hapless marines! Muahaha!
  • UndertakerUndertaker Join Date: 2002-11-13 Member: 8447Members
    strike hard and strike fast i got a round lasting 2 min
  • BugHuntBugHunt Join Date: 2002-11-01 Member: 3337Members
    Had something similar happen last night. I was on aliens and we all bumrushed the marines, ran right past their turrets and ate their infantry portals <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • QuietusQuietus Join Date: 2002-03-13 Member: 313Members
    edited November 2002
    I highly disagree with your view on skulk rushing. Even with a heavily experienced group of marine players, if you have some good skulk players on your team the skulk rush can be absolutely brutal. And if you do fail, you kept the marines preoccupied for a while and you gained some resources while battling.
  • R32R32 Join Date: 2002-09-16 Member: 1325Members
    <!--QuoteBegin--Quietus+Nov 13 2002, 02:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quietus @ Nov 13 2002, 02:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I highly disagree with your view on skulk rushing. Even with a heavily experienced group of marine players, if you have some good skulk players on your team the skulk rush can be absolutely brutal. And if you do fail, you kept the marines preoccupied for a while and you gained some resources while battling.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    This man is correct. If all skulks (have 1 gorge) rush it will damage the marines heavily giving the gorge valuable time to start build and collecting resources. I usually rush until there are more than 2 turrets built in the base.
  • MeltedSnowmanMeltedSnowman Join Date: 2002-11-08 Member: 7779Members
    Personally I'd like to teach more gorges to get movement chambers FIRST.

    That's right. Before the defense chambers.

    Gorges can heal, they can't make you silent.

    You can't shoot something you never saw in the first place, and if the skulk sneaks up on a marine in dead silence the marine is dead. You don't NEED to heal.

    Six silent skulks could pop out of a vent right behind you and you'd never know. That's game over.

    Skulks die. No big deal. You don't need to worry about healing until you get Fades. That's when you need to keep things alive, because Fades represent a significant cost.

    Oh I know what comes next.

    "BUT THEN MY OCS WILL DIE YOU DON'T KNOW WHAT YOU'RE TALKING ABOUT NOOB"

    If you want to keep your Offensive Chambers alive then stay with them. Better yet, don't build them. Have skulks defend important areas. Go capture resource nodes and start building the second and third hive instead of building a USELESS defense.

    The faster you get the second hive the faster you get your defensive chambers, but in the meantime the people holding the marines back need movement chambers.
  • Ph34r-NephronPh34r-Nephron Join Date: 2002-05-22 Member: 659Members
    Hehe camping above the main marine base door with cloaking is the bomb! Just hop down upon a passer-by and chop to your little hearts content. Hehe. I always find it is best to rush the base at the beggining, mostly because they are building the player starts and luckily ill get there before they finish the second one. I take out the few marines that are there and start chomping on the player start on the opposite side of the start position (so if its facing this way ---> im behind it HERE ---->). So i can chomp whoever comes out of it, but mostly its a failed cause cause i am low on health after it and the commander who sometimes is smart comes out of his case and shoots me. But it works a lot, and ive won a few games VERRRY fast by doing it. I also like to follow the "go back to the readyroom" method to boost our gorges' resources.
  • GrabesGrabes Join Date: 2002-07-18 Member: 966Members
    Silence, cloack, and regeneration. Middle - late game skulk. HA marines never hear it coming, and you can run away and heal.

    Also, needs to be said, don't rush right at a marine. You won't live. It may seem like forever till they come around the corner after you hear them building, but now its not really too much of a big deal. You can let them build, becuase you only need to take out 2 things. The turret factory, and the resource tower, then the turrets. So just wait for them, no matter how tempting it is to just charge them.

    Especially laate game, you can wait for backup, say a fade with cloack, you cna both cloack, and then when they cpome around the corner, fire on the fade, then your at the back, and then both of you cantake everything down in like a minute and half. Hell if you got a onos with cloack, youve got that base destroyed.

    My only suggestion is if there building a big mini base, then you should rush them. Keep them occupied so that more aliens can come to your spot.
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    <!--QuoteBegin--Quietus+Nov 13 2002, 09:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Quietus @ Nov 13 2002, 09:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I highly disagree with your view on skulk rushing. Even with a heavily experienced group of marine players, if you have some good skulk players on your team the skulk rush can be absolutely brutal. And if you do fail, you kept the marines preoccupied for a while and you gained some resources while battling.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I already said that a decent group of marines will be able to fend off a early skulk rush no matter what, its been proven, Ive done it, Ive stopped it, Ive seen it stopped, I cant believe you would say such a thing, sure disruption is one thing, but running in and killing yourself is another. ANY GOOD MARINE GROUP nononon not even good a DECENT marine team can hold off an alien rush. As I said, Lure,Bait and trap a marine team over runnning in to a pool full of your own blood, because thats all you will be if you rush in like an idiot.

    And you can disrupt them without going in, run in, bite and run....most people build by the doors (theyre dumb and you can easily **obscenity** them)

    I didnt say you should NEVER rush, rush a bad team, its a good thing to finish off a bad team and go to the nextmap, but its also better PRACTICE to lure and bait against a decent team (quit playing on noob servers)

    Thats all I have to say on that.... I dont know where you got your information from but obviously you have been playing vs. 1st Dayers and Grandpas, because you dont know what your talking about.
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    edited November 2002
    <!--QuoteBegin--MeltedSnowman+Nov 13 2002, 11:50 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MeltedSnowman @ Nov 13 2002, 11:50 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Personally I'd like to teach more gorges to get movement chambers FIRST.

    That's right.  Before the defense chambers.

    Gorges can heal, they can't make you silent.

    You can't shoot something you never saw in the first place, and if the skulk sneaks up on a marine in dead silence the marine is dead.  You don't NEED to heal.

    Six silent skulks could pop out of a vent right behind you and you'd never know.  That's game over.

    Skulks die.  No big deal.  You don't need to worry about healing until you get Fades.  That's when you need to keep things alive, because Fades represent a significant cost.

    Oh I know what comes next.

    "BUT THEN MY OCS WILL DIE YOU DON'T KNOW WHAT YOU'RE TALKING ABOUT NOOB"

    If you want to keep your Offensive Chambers alive then stay with them.  Better yet, don't build them.  Have skulks defend important areas.  Go capture resource nodes and start building the second and third hive instead of building a USELESS defense.

    The faster you get the second hive the faster you get your defensive chambers, but in the meantime the people holding the marines back need movement chambers.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Your gonna get movement chambers? how will that aid anything else? your chambers are sitting bait(no defense) and where are you gonna warp to? only 1 hive...thats not all that usefull.

    And i HIGHLY HIGHLY doubt any single gorg is gonna hold down multiple bases without defense.
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    <!--QuoteBegin--TAU|TheOMeGa+Nov 13 2002, 07:45 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TAU|TheOMeGa @ Nov 13 2002, 07:45 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->well heres the thing...how often are you going to go skulk with three hives up?

    movement is not a common chamber to see until 3rd hive

    if you are having fun in a pub or a dedicated xenocide sure skulk works nice, otherwise i dont see the point...

    btw u forget celerity for xenocides :o<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Its a guide for fun, sometimes skulk is more fun then other morphs. And its just humiliating sometimes to die to a leaper when you have heavy armor and a heavy mg.

    I NEVER ONCE said this was the best route with a third hive up...cause its not.
  • BugHuntBugHunt Join Date: 2002-11-01 Member: 3337Members
    Except the point of a skulk rush isn't to take out the marine base, as you said that very rarely happens.

    As you pointed out any decent marine team can hold off a skulk rush.. the point of a skulk rush however is to keep the marines there holding it off. The skulks keep rushing, the marines keep fragging themm however the time the marines spend killing those skulks and repairing any damage they do is time they aren't out grabbing resource points.
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    I guess its just a matter of opinion
  • NoClassNoClass Join Date: 2002-11-11 Member: 8207Members
    Beh, i actually prefer takin out turrets before chomping away at the ressource. At the amount it costs to build turrets and how fast they go down, you can easily take out 4 turrets by the time it would take you to take out that RT. Do the math on how many RPs that is. This way you eat up more of his valuable ressources which will slow down his expansion much more.

    Oh and yea, silence, regen and cloak is the way to go skulking. They can't hear you run, vanish or that thumping sound of healing. I don't know how many times people have told me i scared the hell out of em from my surprise attacks.
  • zodazoda Join Date: 2002-11-05 Member: 7175Members
    Great post, but I'd still like to know how people do it... People will rush straight at marines and kill them.. and with the same enemy I will try doign the same thign and I always fail... Is it because I am not moving side to side? I am moving side to side? what?


    I tend to get very confused once I am right up at them and start biting, site becomes messed up, the marines scatter in one direction and I lose track, or sometimes I just end up running right by them because they dodge out of the way..

    Yet I see people rushing these very same opponents and having scores of 9 - 2 when it is still the begining of the game., how do you do it? and why do I suck at it so bad.. I play a lot and it's a new game, I should be progressing fine and I am, when it comes to helping the team out at least... I am a great builder, but there are times when I just want to fight or the team needs help and I want to play as skulk. As for Marine's, I am ok as marines, but I tend to bother commanders by asking for weapons,health and ammo... lol need to stick with my team.. I like playing Kharaa alot better because I cant play commander with my PC and I like the freedom of working as a team , but having control of everythign yourself as well. So I tend to stay as alen, just it's important to know your enemy.

    tips?
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    Here's some good skulk tips I put on another thread:

    Skulks and lerks can do plenty of damage without upgrades. I personally don't even bother with upgrades and I still kill a lot of marines because I keep the following things in mind:

    - Stay on the walls and ceilings if there's marines near.

    - When you are navigating walls and ceilings plan your path ahead of time so you don't run into an offending beam or pipe at the wrong moment.

    - As soon as one of your buddies draws their gunfire use the ceiling and walls to move behind and above the marines to attack. Gunfire works a lot like silence and cloak because they can't hear you coming or see you because they are focused somewhere else.

    - If the commander is already dropping facilities wait a couple seconds for them to get comfy installing them. Even if they have a lookout theres a good chance you can do a kill and run and escape into the darkness before the lookout sees you. And better yet if you are grouped one of your other buddies can take out the lookout while he's gunning for you (See above hint).

    - Go for the neck! Strafe to get around to their back and then try to crawl up their back to their neck. This helps me kill quicker and it makes marines have to pull their guns off the floor which makes them miss even more.

    - Before you attack, plan your escape route up a nearby wall or off a nearby cliff.

    - As you are retreating after a quick pass, run on top or behind their resource chamber or their turret factory. These are their largest structures and they will protect you from gun fire. Even putting some turrets between you and the marines can hold off a few fatal bullets.

    - Oh and something that all deathmatchers have learned for ages. Don't let your health score hamper your determination. Even if you've only got 1 hp left you might still be able to pull off some spectacular kills with a little stealth and guile.

    - And finally, skulks working as a team do better than any upgrade. Add a lerk and you are quite formidable.
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    Skulk rushes do work VERY well if they are well executed.
    Having one skulk run in, then two 5 seconds later, and another 10 secs after the first is not good. 4 skulks running in at the same time vs 4 marines is bound to cause some devastation. Have one skulk go and munch the chair. It usually gets the commander to drop a welder, (10RUs) which is useless after the CC is repaired. (Unless he somehow does not die until the marines get HA, but the chances of that are practically nil anyway...)
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    Honestly...im not completely sure how I do all that, but relsan has some good tips, stick to those.

    Practice is important, just some people are better than others.

    Here ill give you some situational stuff to show you how ANNOYING a skulk should be over devastating.

    The humans were building just below this place I was where there is 2 ways to get in, a stairwell and a drop, now I was parasiting the hell outta them back and forth, and I got 10+ kills just from them chasing me after parasiting, and theyre base production wasnt going all that well, lets put it that way. This took me evolving in secret spots and back to skulk and upgrading for my life to be reset, however I did make a few trips to the hive/defense tower for heal. Now by then we had leap because I (pretty much alone) had pawned them off from getting much further on our hives. With leap and cloak it got even easier as you see, its all in the eye of the beholder, imagine what you want to do and do it.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    yeah, booted, i think you misundertand the point of a skulk rush. Its not meant to win the game. It might end up doing so against a bad team, but thats just a bonus.

    The REAL point of the rush is that its disruptive. If you're busy defending against a rush, you arent out grabbing nodes are you? And if you have 1/2 your team standing guard by the doors while 2 people build, those buildings dont get done as fast do they? And if you always have 2 people on your team dead, you can only take one node at a time instead of sending out 2 expeditions right?

    My playstyle with the skulk is to attack marines whenever i get the chance and take out every expansion that i can. Thats all. I dont sit around playing sneaky skulk just keeping track of them.
  • b00tedb00ted Join Date: 2002-11-07 Member: 7539Members
    edited November 2002
    Sorry id rather be sneaky (stay-alive and parasite while still running in for a disruption chomp or two, that still keeps them on theyre feet and still being disruptive)

    Them guarding the base while building, and just being cautious is being just as disruptive as your **obscenity** running in like an idiot and getting shot after chomping one of them, vs. a decent team like I said you wont really get very far. But hey I dont know anything do I?

    So all in all id rather be 007 than a Lacky...

    EDIT:: I said along time ago its a matter of opinion, and I didnt post a skulk guide for criticsm for my style of play, I didnt ask you to use my style of playing, so 'Typhon' you can go ahead and feel stupid for replying after other people have argued the same thing against, no offense or anything but your opinion isnt gonna make me change the way I play skulk, its just my OPINION for the best way to play skulk.
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    well thats fine 'b00ted', i never suggested that my playstyle was the best, i was simply presenting my OPINION on how to play skulk. Other people had expressed a similar opinion and i was clarifying it. Each to his own, whatever works best for you. I just figured with more sample playstyles for new players to consider, they could more easily find one that works well for them.
  • MrBatmanMrBatman Join Date: 2002-11-05 Member: 7176Members
    When skulks rush, one skulk should make it his job not to attack but to parasite everything in sight. Then there will be a nice bright yellow homing beacon for every successive attack on the base.

    One of my favorite things to do late in the game is use silence/cloak/regeneration. Run to near the marine's spawn, and cloak near the ceiling. Parasite any structures I see, then as the marines pass by, parasite them, and chuckle. Freaks them out, and tags them for your teammates to take out. You won't decloak unless you shoot like 4 parasites in a row at a time. If I see a lone unarmored marine I'll wait till he passes by, then silently run up behind him and make a meal of him, then go back to my post for more fun.
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