By using silence you can sneak up on marines at a higher speed, and without risking making noices.
While in actual combat, marines most often only see the first batch of skulks, concentrating on one at a time to get them down while noticing and evading the other with the help of the sound. It's way harder to take down multiple skulks who use silence.
<!--QuoteBegin-motsew+Jan 29 2005, 06:38 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (motsew @ Jan 29 2005, 06:38 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i get silence on CO, but NEVER on NS, it's pointless. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Silence is the best early game upgrade for skulks.
Most of you play with sound (headphones, speakers) I assume. Try taking them off for a while, and see how well you do. That's how important silence is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
yup..if u have a good sound system it almost makes the skulk accuse u of cheating sometimes. sound not only enables u to know where the skulk is coming from, but if u hear a sound coming from one direction then stop, it's a good chance that he heard u coming and is thinking of cloaking or ambushing u in some stupid corner. so be on the lookout for those semitransparent skulk outlines and look in the obvious camping spots in the direction u heard the sound in and u'll most often bump into a skulk in which case u can nail him easily. the question "MT?" often follows, in which case u say no, in which case he goes along and calls the admin to ban u. happened to me at least twice anyway.
Since most players track aliens by sound, silence is vicious.
Even very low skill players are able to get one or two bites into a marine if they silently run up behind them. Silenced fades are bloody nasty ambushers at low levels, as time goes on however marines will be expecting a fade and thus silence loses its value in the face of more speed or more energy.
Mid-endgame, silence and cloaking can help gorges who like to ninja, or really really bad skulks, or scouter skulks. Problem is both upgrades are pretty passive compared to, say, adren, celer, and focus.. three very important upgrades when the marines are running around with armour ups.
It really is. I've used that and it works very well. Silence is very nice with leap because you don't get the giant scream yelling "shoot me!" every time you move quicker. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo--> Focus to leap in, bite, and get back out before they knew what hit 'em. ^^
Silence and celerity will get you accused of cloak almost more then actually HAVING cloak. Its just that good since even WITH MT as you get near the marine he will listen for you more then watch for the circle most times, so he knows roughly where to aim when he loses the circle. With silence he can't. Even with MT it makes marines fighting you have lots of problems since you could go up a wall and even if you're biting they don't know the exact direction.
Silence is defibitely the best upgrade on co_ You cant hope to get kills without it. This also tracks that you should make mc first on classic. Early game silence skulks are the worst you can ever have. Comm cant help marines by listening, ambushes works even better, base watcher cant hear base chewing(!!!) and lastly you allso get 2 great upgrades and ability to go to 2. hive whenever you want (spit the hive ftw)
<!--QuoteBegin-SLizer+Jan 30 2005, 08:40 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Jan 30 2005, 08:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Silence is defibitely the best upgrade on co_ You cant hope to get kills without it. This also tracks that you should make mc first on classic. Early game silence skulks are the worst you can ever have. Comm cant help marines by listening, ambushes works even better, base watcher cant hear base chewing(!!!) and lastly you allso get 2 great upgrades and ability to go to 2. hive whenever you want (spit the hive ftw) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Unfortunately you are wrong about the base chewing part, I think. Sound is still made when a building is hit; not the 'alien bite' sound, but the 'building hit' sound. Yep.
Silence is one of the more valuable upgrades you can get. If people can't hear you, you get 1 free bite, usually 3 if you know how to mess with a marine properly.
Example- me playing drunk with sound- ~6:1 kd ratio me playing sober with no sound- 2:1 k:d ratio
My headset just broke, so I'm completely screwed when trying to ambush or find skulks.
Even once the Marines in co get motion tracking, in the larger games you can consistantly get kills even inside the Marine base and get away before even getting shot because people aren't worrying about a Skulk they can't hear, they're worrying about the Onos coming in on the left, and the Fade whacking the chair.
Silence, leap, and focus, when put together, are Natural-Selection's sniper rifle, not to mention the best way to take down a jetpacker when a skilled Lerk is not about.
I've ran in front of marines as a silenced skulk and they've STILL not shot me. Its scary how much people rely on their ears. Half the time I think most players aren't even looking for aliens, they're just listening for them.
Anyone seen a Focus/Silence/Celerity Lerk in Combat?
Yep, that's scary....it's like death from above....but that was a long time ago since I played like that xD
In classic though, Silence loses its value as most decent commanders will get Observatories by midgame, and Motion Tracking by mid to late game. This pretty much kills silence's value as an upgrade mid to alte game. Early game though, it's pretty vicious.
And yes, WAY too many marines depend on sound. Must be that CS mentality that you have to listen for footsteps....
Yup I allmost allways quite co_ if sile/cele/focus lerk appears. I just cant take it, slosh,arggh, rinse and repeat. But I still love to be one <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
<!--QuoteBegin-j3st+Jan 30 2005, 11:55 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (j3st @ Jan 30 2005, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> but once marines know there are silence skulks, they'll be on the lookout and constantly looking around their back. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Which is fine, since it will slow them down a little bit in getting to the hive, which makes it easier to stretch the game to the time limit (on servers with reasonable time limits, anyway).
<!--QuoteBegin-RaVe+Jan 30 2005, 09:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RaVe @ Jan 30 2005, 09:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyone seen a Focus/Silence/Celerity Lerk in Combat?
Yep, that's scary....it's like death from above....but that was a long time ago since I played like that xD
In classic though, Silence loses its value as most decent commanders will get Observatories by midgame, and Motion Tracking by mid to late game. This pretty much kills silence's value as an upgrade mid to alte game. Early game though, it's pretty vicious.
And yes, WAY too many marines depend on sound. Must be that CS mentality that you have to listen for footsteps.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> its not mentality or anything, its the simple fact that you MUST use your ears if you're to stay alive anything longer than to the first res node out of ms. of course one can play with music on but that greatly hinders your ableness. unless, of course, you get MT.
smart skulks use walk or "slow-run" pretty often, because if the marine hears where youre coming from youre pretty much done for.
the "slow run" (because of lack of a better word) means that you tap forward very carefully and move without a sound, if u do it right. i think its faster than just holding shift.
<!--QuoteBegin-SLizer+Jan 31 2005, 03:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SLizer @ Jan 31 2005, 03:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I have tried the tapping but it is slower due if you make one noise you have screwed. going with shft is on a long run, more faster. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> Better to practice it I'd say, it's an invaluable skill to possess.
That_Annoying_KidSire of TitlesJoin Date: 2003-03-01Member: 14175Members, Constellation
silence is awesome, simply becuase most good players can hear that *click* the skulk makes from 5000 units away, and then they go on the alert. not to mention the feeling you get from walking behind/above/side of a marine and not having him notice you is awesome
I would like to say that cloaking is silence for nubs. With silence you allways get the great feeling what ever you do. You dont have to worry about that 34229349:1 guy hearing you from another map or anything just get free bite at first and hammer him down then while he is helplessly thinking whats happening.
Oh and i have to say this about 1.04
Remember how funny it was to walk behind marines while shooting them with spikes and silence. Usually no one noticed anything before their health turned in red and it was too late! <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> LERK P0W4H <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
Comments
While in actual combat, marines most often only see the first batch of skulks, concentrating on one at a time to get them down while noticing and evading the other with the help of the sound. It's way harder to take down multiple skulks who use silence.
Silence is the best early game upgrade for skulks.
However, once boundaries are more or less defined, they are useless. MT absolutely kills silence, too.
That's how important silence is <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
sound not only enables u to know where the skulk is coming from, but if u hear a sound coming from one direction then stop, it's a good chance that he heard u coming and is thinking of cloaking or ambushing u in some stupid corner.
so be on the lookout for those semitransparent skulk outlines and look in the obvious camping spots in the direction u heard the sound in and u'll most often bump into a skulk in which case u can nail him easily.
the question "MT?" often follows, in which case u say no, in which case he goes along and calls the admin to ban u. happened to me at least twice anyway.
Even very low skill players are able to get one or two bites into a marine if they silently run up behind them. Silenced fades are bloody nasty ambushers at low levels, as time goes on however marines will be expecting a fade and thus silence loses its value in the face of more speed or more energy.
Mid-endgame, silence and cloaking can help gorges who like to ninja, or really really bad skulks, or scouter skulks. Problem is both upgrades are pretty passive compared to, say, adren, celer, and focus.. three very important upgrades when the marines are running around with armour ups.
run to marine trains back
BACKSTAB and gg.
almost perfect.
Silence focus celerity leap skulk is one of the best combo's in co.
Focus to leap in, bite, and get back out before they knew what hit 'em. ^^
- Can't see you
- Can't hear you
- YOU have a huge advantage
apart from smelling or feeling
Unfortunately you are wrong about the base chewing part, I think. Sound is still made when a building is hit; not the 'alien bite' sound, but the 'building hit' sound.
Yep.
Example- me playing drunk with sound- ~6:1 kd ratio
me playing sober with no sound- 2:1 k:d ratio
My headset just broke, so I'm completely screwed when trying to ambush or find skulks.
Silence, leap, and focus, when put together, are Natural-Selection's sniper rifle, not to mention the best way to take down a jetpacker when a skilled Lerk is not about.
Yep, that's scary....it's like death from above....but that was a long time ago since I played like that xD
In classic though, Silence loses its value as most decent commanders will get Observatories by midgame, and Motion Tracking by mid to late game. This pretty much kills silence's value as an upgrade mid to alte game. Early game though, it's pretty vicious.
And yes, WAY too many marines depend on sound. Must be that CS mentality that you have to listen for footsteps....
but once marines know there are silence skulks, they'll be on the lookout and constantly looking around their back.
Which is fine, since it will slow them down a little bit in getting to the hive, which makes it easier to stretch the game to the time limit (on servers with reasonable time limits, anyway).
Yep, that's scary....it's like death from above....but that was a long time ago since I played like that xD
In classic though, Silence loses its value as most decent commanders will get Observatories by midgame, and Motion Tracking by mid to late game. This pretty much kills silence's value as an upgrade mid to alte game. Early game though, it's pretty vicious.
And yes, WAY too many marines depend on sound. Must be that CS mentality that you have to listen for footsteps.... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
its not mentality or anything, its the simple fact that you MUST use your ears if you're to stay alive anything longer than to the first res node out of ms. of course one can play with music on but that greatly hinders your ableness. unless, of course, you get MT.
smart skulks use walk or "slow-run" pretty often, because if the marine hears where youre coming from youre pretty much done for.
the "slow run" (because of lack of a better word) means that you tap forward very carefully and move without a sound, if u do it right. i think its faster than just holding shift.
Better to practice it I'd say, it's an invaluable skill to possess.
Oh and i have to say this about 1.04
Remember how funny it was to walk behind marines while shooting them with spikes and silence. Usually no one noticed anything before their health turned in red and it was too late! <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo--> LERK P0W4H <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->