When To Do The Risky Comm Jump Out.

AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
<div class="IPBDescription">this game save or screw your game</div> Often times begginer comms jump out when they shouldn't , and hide in the chair when they should do a jump out.

here's some advice on how and when to do comm jump outs....

- if its a single skulk camping your only IP and no marines are near bye.. you need to do a jump out. only problem is that if you fail your IP will go down and you will lose the game. so heres a few ways of helping make sure your Comm jump out is successfull more often.

1- get yourself a shottie. buying mines for 10 res is well worth it. but a comm only shottie is well worth 10 res as well. skulks usually don't expect the comm to have anything but a LMG but hey... now BAM ya surprised em with a shottie and that can majorly turn the tide.

2- place your IP really far away from the comm chair, that way you can take advantage of the distence and kill the skulk before it kills you.

- sometimes comms jump out even tho they have an obbs. this is bad. allways use a bacon if your base gets overrun. it may cost you because of events out in the field. but its better then loosing your base.

- if your base is overrun and you have no obbs or near bye rines. I recomend recycling everything and relocating. this will hardly ever lead to a win. but it shows that your not giving up which is allways a good thing.

- if all your rines are dead. you have no IP/obbs and your chairs going down... its really up to you if you want to jump out and go out in a blaze of glory. or calmly sit in the chair while you wait to die. it really doesn't matter at that point.
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Comments

  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    I will almost always jump out if it's just a lone skulk. I usually try to time it for the exact moment when a marine will respawn, if I can. My IPs are placed far enough away from the CC, so that I can do this.

    If we are making a last stand, then I will jump out of the chair once I can't beacon anymore. I won't be able to do anything else until we get res, so I might as well add another gun to the field.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    hehehe... you should check out my "funnest way to play hera" if your looking for a good last stand stradagy... but anyways

    thats a good idea about timing it when the rine spawns too.. that way you can double team the pesky skulk
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    Having a shotgun in the chair is a horrible idea. Not only does it cost 10 res, but it is next to worthless. If anything an HMG would be nice in the chair. If you need a shotgun to kill whatever is in your base you should not be getting out of the chair. Given that faulty advice, some real advice:

    1) Every situation is diffrent.

    An example of a complex situation:
    map: ns_veil
    time: 4:50 seconds

    The alien team had placed their second hive in sub at 4:20. 5 marines with 5 shotguns were just outside of overlook, as directed. Two fades hit base at the same time and instantly started hitting the obs. They killed the obs within 10 seconds then started hitting the advanced armory.

    What happened...
    Seconds before the obs went down I dropped a phase in overlook and a phase in base. I then dropped an obs in overlook. I pressed the becan button on the remote obs and isntantly jumpped out of the chair. Me getting out and putting a few bullets into the fades drew attention and confused them. Two seconds later 5 marines with 5 shotguns popped in base and killed both fades. Then build the phase in base, then killed sub hive.


    Another situation. map ns_veil
    2:30 minutes into game. Your team has successfully killed one alien rt. All 5 marines are out on the field. You hear topo under attack by 2 skulks.
    What does this have to do with hopping from the chair?
    The commander should watch the field until the RT goes down. Then listen for the two skulks moving from topo to base. In this situation I would jump and depend on my self to kill both skulks rushing base. With me out, aiming in the direction they are about to come, I can kill both skills the majority of the time. There is a chance I die to the second skulk, but in that case I would then spawn before the IP was killed and then kill the already hit skulk.
    -The point as commander you should know BEFORE a skulk enters base at least 50% of the time.



    Overall it totaly depends on the situation.
  • SDJasonSDJason Join Date: 2003-05-29 Member: 16841Members
    <!--QuoteBegin-homicide+Feb 21 2005, 12:51 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (homicide @ Feb 21 2005, 12:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1) Every situation is diffrent.

    An example of a complex situation:
    map: ns_veil
    time: 4:50 seconds

    The alien team had placed their second hive in sub at 4:20. 5 marines with 5 shotguns were just outside of overlook, as directed. Two fades hit base at the same time and instantly started hitting the obs. They killed the obs within 10 seconds then started hitting the advanced armory.

    What happened...
    Seconds before the obs went down I dropped a phase in overlook and a phase in base. I then dropped an obs in overlook. I pressed the becan button on the remote obs and isntantly jumpped out of the chair. Me getting out and putting a few bullets into the fades drew attention and confused them. Two seconds later 5 marines with 5 shotguns popped in base and killed both fades. Then build the phase in base, then killed sub hive.


    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Cant tell you how many times ive done this... Works like a charm... but youve gotta think quick........REal flipping quick

    ~Jason
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    hey buddy, I happen to like the shottie in the chair... just cuz your nub marine teams can't cap enough RTs to justifie 10 res.... doesn't mean all of us are that deprived... and the idea behind the shottie is its used in early game.. ya know.. before you have an advanced armory... geeze, waste of 10 res...give me a break.
  • ArmageddonArmageddon Join Date: 2005-01-07 Member: 33055Members
    DONT EVER JUMP OUT OF THE flipping CHAIR

    COUNTLESS TIMES IVE SEEN SOME MORON JUMP OUTTA THE CHAIR, THINKING HES GONNA KILL DAT SKULK WHOSE MUNCHING ON THE IP. THEN HE GETS RAPED AS HE MISSES EVERYTHING AND THAT PHASE/RT/T FACTORY/TURRET/MEDPACK/AMMO THING YOUR MARINES CALLED FOR WILL BE MISSING AND THAT IS GG FOR YOUR MEN ON THE FIELD.
  • TheAdjTheAdj He demanded a cool forum title of some type. Join Date: 2004-05-03 Member: 28436Members, NS1 Playtester, Constellation
    Got Drugs?

    Seriously, you have to use some common sense when getting out of the chair. If there are two skulks across the room chewing on stuff, just hop out and kill the first one and hop back in if the second one makes it close. When people spawn hop out and kill the camper, use distractions to your advantage. Shotguns in the chair are a horrible idea, as your structures should be as far from the chair as possible against walls to keep aliens from getting wedged behind the structures and the wall. HMGs are far more effective, and at a competitive level every commander should get the first HMG available for base defense. Often the fade whacking the Obs down won't expect the comm to hop out with a HMG, and the comm can defend base solo as long as the obs covers the entrances and the commchair, to show aliens trying to wait by the chair. Main thing is use some common sense to know when to jump out and when to stick to the chair.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-AvengerX+Feb 21 2005, 03:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 21 2005, 03:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hey buddy, I happen to like the shottie in the chair... just cuz your nub marine teams can't cap enough RTs to justifie 10 res.... doesn't mean all of us are that deprived... and the idea behind the shottie is its used in early game.. ya know.. before you have an advanced armory... geeze, waste of 10 res...give me a break. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I don't think you are in the position to call anyone nub.
  • Jmmsbnd007Jmmsbnd007 Join Date: 2002-11-24 Member: 9793Banned, Constellation
    <!--QuoteBegin-TheAdj+Feb 21 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ Feb 21 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Got Drugs?

    Seriously, you have to use some common sense when getting out of the chair. If there are two skulks across the room chewing on stuff, just hop out and kill the first one and hop back in if the second one makes it close. When people spawn hop out and kill the camper, use distractions to your advantage. Shotguns in the chair are a horrible idea, as your structures should be as far from the chair as possible against walls to keep aliens from getting wedged behind the structures and the wall. HMGs are far more effective, and at a competitive level every commander should get the first HMG available for base defense. Often the fade whacking the Obs down won't expect the comm to hop out with a HMG, and the comm can defend base solo as long as the obs covers the entrances and the commchair, to show aliens trying to wait by the chair. Main thing is use some common sense to know when to jump out and when to stick to the chair. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yep. All the top delta commanders usually have at least half-decent aim, which is plenty to shoe a fade away with an HMG if you have guns 2 or above.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-TheAdj+Feb 21 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ Feb 21 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Got Drugs?

    Seriously, you have to use some common sense when getting out of the chair. If there are two skulks across the room chewing on stuff, just hop out and kill the first one and hop back in if the second one makes it close. When people spawn hop out and kill the camper, use distractions to your advantage. Shotguns in the chair are a horrible idea, as your structures should be as far from the chair as possible against walls to keep aliens from getting wedged behind the structures and the wall. HMGs are far more effective, and at a competitive level every commander should get the first HMG available for base defense. Often the fade whacking the Obs down won't expect the comm to hop out with a HMG, and the comm can defend base solo as long as the obs covers the entrances and the commchair, to show aliens trying to wait by the chair. Main thing is use some common sense to know when to jump out and when to stick to the chair. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    a horrible idea !? I've saved games having used my shottie in the chair. it helps out I think. but thats just the style of comming I have. and granted some styles are better then others (like turret farming compared to getting upgrades and using skilled marines) but other choices don't really matter as much. I personally think 10 res is worth it. maybe some of you other comms don't think it is. but its not a "horrible idea" its 10 res. now if I were to drop 9 turrets in base AND get a shottie. and elect every RT on the map... then you could tell me I'm using crummy tactics. but having a shottie in the chair works out great for me early game.
  • intensityrisingintensityrising Join Date: 2003-11-18 Member: 23148Members
    I don't really know how to say but I usually keep my structures a fair distance apart from each other. But I don't put them far away from the cc. Aslong as I know what am doing I'm fine.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    be weary of early game jumps outs... here's a trick I love to pull as an alien team. drop 3 MCs and have everyone get silence. then wait for the majority of the marines to leave the base. kill any remaining marines and silenty chomp up everything. either A- the comm won't notice or B- the comm will jump out and find that theres 5 skulks in MS and not one....

    so watch out for that MC . it is the best first hive chamber after all
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    I don't know... I had a comm today who would not listen to his marines. The aliens got SC first and he (like a true nub) didn't have an OBs (even tho I told him they got SC) and so we all died, and a guy started eating base up. Then the commander with his shotgun jumped out and was surprised by 5 skulks sitting right next to him.

    It was a pathetic game but pretty fun to watch. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    that is pretty sad, you'd have to be one nub come to lose to a nub alien team... getting sens first? please
  • MaruchanMaruchan Join Date: 2005-02-16 Member: 41397Banned
    <!--QuoteBegin-Firewater+Feb 21 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firewater @ Feb 21 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 21 2005, 03:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 21 2005, 03:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hey buddy, I happen to like the shottie in the chair... just cuz your nub marine teams can't cap enough RTs to justifie 10 res.... doesn't mean all of us are that deprived... and the idea behind the shottie is its used in early game.. ya know.. before you have an advanced armory... geeze, waste of 10 res...give me a break. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think you are in the position to call anyone nub. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Do you use AvengerX as your name in-game?
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-Maruchan+Feb 23 2005, 02:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maruchan @ Feb 23 2005, 02:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Firewater+Feb 21 2005, 03:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Firewater @ Feb 21 2005, 03:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 21 2005, 03:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 21 2005, 03:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hey buddy, I happen to like the shottie in the chair... just cuz your nub marine teams can't cap enough RTs to justifie 10 res.... doesn't mean all of us are that deprived... and the idea behind the shottie is its used in early game.. ya know.. before you have an advanced armory... geeze, waste of 10 res...give me a break. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I don't think you are in the position to call anyone nub. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Do you use AvengerX as your name in-game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    thats a little off topic but at times I do. sometimes I go by other things to, depends on my mood I suppose.
  • Router_BoxRouter_Box Join Date: 2004-09-07 Member: 31483Members, NS1 Playtester, Constellation
    If you're a beginning or intermediate commander, you should only jump out if its one skulk and he is biting something on the other side of the room, and you have good aim.

    You should leave Homicide's double fade killing elite moves for when you're pretty advanced.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    <!--QuoteBegin-AvengerX+Feb 21 2005, 08:27 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 21 2005, 08:27 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TheAdj+Feb 21 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheAdj @ Feb 21 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Got Drugs?

    Seriously, you have to use some common sense when getting out of the chair.  If there are two skulks across the room chewing on stuff, just hop out and kill the first one and hop  back in if the second one makes it close.  When people spawn hop out and kill the camper, use distractions to your advantage.  Shotguns in the chair are a horrible idea, as your structures should be as far from the chair as possible against walls to keep aliens from getting wedged behind the structures and the wall.  HMGs are far more effective, and at a competitive level every commander should get the first HMG available for base defense.  Often the fade whacking the Obs down won't expect the comm to hop out with a HMG, and the comm can defend base solo as long as the obs covers the entrances and the commchair, to show aliens trying to wait by the chair.  Main thing is use some common sense to know when to jump out and when to stick to the chair. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    a horrible idea !? I've saved games having used my shottie in the chair. it helps out I think. but thats just the style of comming I have. and granted some styles are better then others (like turret farming compared to getting upgrades and using skilled marines) but other choices don't really matter as much. I personally think 10 res is worth it. maybe some of you other comms don't think it is. but its not a "horrible idea" its 10 res. now if I were to drop 9 turrets in base AND get a shottie. and elect every RT on the map... then you could tell me I'm using crummy tactics. but having a shottie in the chair works out great for me early game. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It is not so much that a shotgun is 10 res but that an lmg is the weapon of choice for killing skulks from a distance.

    Lets look at the most common situation.

    1) A single skulk is killing your arms lab early game:
    The commander invested 10 res on mines, preventing the skulk from attacking the IP and forcing the skulk to attack the remote strcutures. The commander should get out and kill the skulk, assuming he is confident no 2nd skulk is behind the comm chair. Depending on the map and the base build there is a good chance the commander will use a PISTOL on the skulk. If the skulk evades the pistol shots or is within reasonable range for the lmg the commander can use his lmg. In the rare chance that the single skulk kills the commader the game is easily saved when the commander spawns and kills the skulk, as the IP is defended with the 10 res in mines. This will result in the loss of the arms lab, but it is unlikly a single skulk will pull this off.

    If the commander had instead invested 10 res on a shotgun the skulk can attack any structure without the harm of mines, which is extremly significant. A lvl 0 shotgunt takes 6 pellets to kill a 1 hive skulk, this means it is a double tap to kill a skulk the majority of the time. The skulk can spawn camp and have free range of attack on the commander if he hops with his lvl 0 shotgun.

    A shotgun mite be usefull if a lerk rushed your base and tryed to kill your CC.

    Mines > shotgun in the CC 99/100 situations.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    please, your stradagy there ignores the most powerfull ranged weapon in the game.. the pistol... if the skulk is far off its easier to pick him off with pin point accuracy instead of a LMG. and then if your quick on the switch and a second skulk attacks, you have the shottie for point blank death
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    edited February 2005
    <!--QuoteBegin-AvengerX+Feb 24 2005, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 24 2005, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please, your stradagy there ignores the most powerfull ranged weapon in the game.. the pistol... if the skulk is far off its easier to pick him off with pin point accuracy instead of a LMG. and then if your quick on the switch and a second skulk attacks, you have the shottie for point blank death <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    No MS base is really so big your LMG wouldn't kill faster.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
  • Steel_MonkeySteel_Monkey Join Date: 2004-10-06 Member: 32121Members
    <!--QuoteBegin-AvengerX+Feb 24 2005, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 24 2005, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please, your stradagy there ignores the most powerfull ranged weapon in the game.. the pistol... if the skulk is far off its easier to pick him off with pin point accuracy instead of a LMG. and then if your quick on the switch and a second skulk attacks, you have the shottie for point blank death <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    No, his strategy doesn't ignore the pistol. If you read his post, you will see that the lmg is there to clean up whats left of the skulk after you are done pistol whipping him. Lmg's are better than shotties for killing skulks at a large distance. Good bases are built with structures far away from the chair so the commander can kill the skulks from a distance. I'd rather lmg a skulk from 10-15 feet away than have to cloe distance with a shotgun to kill him while hes taking down my arms lab.
  • j3stj3st Join Date: 2004-06-28 Member: 29602Members
    i agree that a shotty in the chair is a waste. it will benefit u, what, 2-3 times? but giving a good player a shotty to rush and harrass nearby the hive will almost guarantee your money back from RFK if u med him properly.

    avengerx ur strategy can't be applyable to all situations to all people. basically all u need to do is consult with your common sense (assuming you have a decent one).

    if you have decent aim and good at jumping around while shooting, and you know your building placement well AND YOU KNOW WHICH SIDE OF THE COMM CHAIR UR JUMPING OUT OF (barely any average pub comm thinks about this beforehand), then even though there are two skulks munching on your ip or arms lab or whatever u can still deal with it alone.

    but whatever happens TELL THE TEAM MS IS UNDER ATTACK BEFORE ATTEMPTING TO JUMP OUT. at least they will keep a check if u die and know to come back to ms, rather than u saying gg before they realize the base is dead. first jump out and aim at ONE skulk, trying to kill it as fast as possible. depending on the reaction time of the skulk, the second skulk should nearly be up to you. again consulting with your common sense and skill, decide whether to go for it with pistol/knife or not. if the answer is 'no i'm not good enough for that' then jump around the cc a while and u'll be able to shortly jump back in the cc.

    many maannyy times the skulk wouldn't know what to do from here (characterized by a stop in movement and biting), and usually decide to bite a few times (pointlessly) at the cc before going back to the ip. then u proceed to kill him.

    that's what i do normally anyway.
  • homicidehomicide Join Date: 2003-11-10 Member: 22451Members
    edited February 2005
    <!--QuoteBegin-j3st+Feb 25 2005, 03:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (j3st @ Feb 25 2005, 03:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i agree that a shotty in the chair is a waste.  it will benefit u, what, 2-3 times? but giving a good player a shotty to rush and harrass nearby the hive will almost guarantee your money back from RFK if u med him properly.

    avengerx ur strategy can't be applyable to all situations to all people. basically all u need to do is consult with your common sense (assuming you have a decent one).

    if you have decent aim and good at jumping around while shooting, and you know your building placement well AND YOU KNOW WHICH SIDE OF THE COMM CHAIR UR JUMPING OUT OF (barely any average pub comm thinks about this beforehand), then even though there are two skulks munching on your ip or arms lab or whatever u can still deal with it alone.

    but whatever happens TELL THE TEAM MS IS UNDER ATTACK BEFORE ATTEMPTING TO JUMP OUT. at least they will keep a check if u die and know to come back to ms, rather than u saying gg before they realize the base is dead. first jump out and aim at ONE skulk, trying to kill it as fast as possible. depending on the reaction time of the skulk, the second skulk should nearly be up to you. again consulting with your common sense and skill, decide whether to go for it with pistol/knife or not. if the answer is 'no i'm not good enough for that' then jump around the cc a while and u'll be able to shortly jump back in the cc.

    many maannyy times the skulk wouldn't know what to do from here (characterized by a stop in movement and biting), and usually decide to bite a few times (pointlessly) at the cc before going back to the ip. then u proceed to kill him.

    that's what i do normally anyway. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I agree with all of your post, except if there are multiple skulks. A skilled skulk will not be confused by the commander jumping. A competative team will also naturaly have one skulk camp the chair if two skulks are hitting the base. This is why it is cruicial the commander has a global understanding of alien locations. The commander should know if their are two skulks in his base.
    You can avoid the double skulk hit on base 9/10 times by jumping BEFORE the skulks enter base. If two skulks hit your base at the same time you have no choice but to call back marines. If the marines are close you have the option of jumping alone and attempting to kill the skulk camping the chair. But remember the majority of the time if a skulk is camping the chair the commander will drop if he jumps. Regardless it will delay the aliens from killing your base a few seconds even if you dont kill an alien. Assuming you have already recalled the closest marine that mite be enough time to save a structure.

    note: assuming competative play situations with 6 aliens and skilled players.
  • AvengerXAvengerX Join Date: 2004-03-20 Member: 27459Banned
    <!--QuoteBegin-Steel Monkey+Feb 24 2005, 11:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steel Monkey @ Feb 24 2005, 11:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 24 2005, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 24 2005, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please, your stradagy there ignores the most powerfull ranged weapon in the game.. the pistol... if the skulk is far off its easier to pick him off with pin point accuracy instead of a LMG. and then if your quick on the switch and a second skulk attacks, you have the shottie for point blank death <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, his strategy doesn't ignore the pistol. If you read his post, you will see that the lmg is there to clean up whats left of the skulk after you are done pistol whipping him. Lmg's are better than shotties for killing skulks at a large distance. Good bases are built with structures far away from the chair so the commander can kill the skulks from a distance. I'd rather lmg a skulk from 10-15 feet away than have to cloe distance with a shotgun to kill him while hes taking down my arms lab. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    do you know how many bullets come in a pistol? 10, and they do 20 damage each... thats 200 damage to kill one skulk.. its pretty easy to do, after you pistol whip a skulk there shouldn't be anything left to "clean up" with your LMG. the shottie is so that if a SECOND SKULK rushes you and does get in close, I'd rather have a Shottie then a LMG.

    it depends on if there is one skulk in base and another coming to base or if there's already two skulks in base
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-AvengerX+Feb 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Steel Monkey+Feb 24 2005, 11:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steel Monkey @ Feb 24 2005, 11:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 24 2005, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 24 2005, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please, your stradagy there ignores the most powerfull ranged weapon in the game.. the pistol... if the skulk is far off its easier to pick him off with pin point accuracy instead of a LMG. and then if your quick on the switch and a second skulk attacks, you have the shottie for point blank death <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, his strategy doesn't ignore the pistol. If you read his post, you will see that the lmg is there to clean up whats left of the skulk after you are done pistol whipping him. Lmg's are better than shotties for killing skulks at a large distance. Good bases are built with structures far away from the chair so the commander can kill the skulks from a distance. I'd rather lmg a skulk from 10-15 feet away than have to cloe distance with a shotgun to kill him while hes taking down my arms lab. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    do you know how many bullets come in a pistol? 10, and they do 20 damage each... thats 200 damage to kill one skulk.. its pretty easy to do, after you pistol whip a skulk there shouldn't be anything left to "clean up" with your LMG. the shottie is so that if a SECOND SKULK rushes you and does get in close, I'd rather have a Shottie then a LMG.

    it depends on if there is one skulk in base and another coming to base or if there's already two skulks in base <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    If there's two skulks in base, you probably shouldn't be getting out of the chair, period, unless you have so many mines that the skulks are likely to kill themselves rushing at you.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-im lost+Feb 25 2005, 02:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 25 2005, 02:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 25 2005, 10:37 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 25 2005, 10:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Steel Monkey+Feb 24 2005, 11:20 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Steel Monkey @ Feb 24 2005, 11:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-AvengerX+Feb 24 2005, 07:49 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AvengerX @ Feb 24 2005, 07:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please, your stradagy there ignores the most powerfull ranged weapon in the game.. the pistol... if the skulk is far off its easier to pick him off with pin point accuracy instead of a LMG. and then if your quick on the switch and a second skulk attacks, you have the shottie for point blank death <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No, his strategy doesn't ignore the pistol. If you read his post, you will see that the lmg is there to clean up whats left of the skulk after you are done pistol whipping him. Lmg's are better than shotties for killing skulks at a large distance. Good bases are built with structures far away from the chair so the commander can kill the skulks from a distance. I'd rather lmg a skulk from 10-15 feet away than have to cloe distance with a shotgun to kill him while hes taking down my arms lab. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    do you know how many bullets come in a pistol? 10, and they do 20 damage each... thats 200 damage to kill one skulk.. its pretty easy to do, after you pistol whip a skulk there shouldn't be anything left to "clean up" with your LMG. the shottie is so that if a SECOND SKULK rushes you and does get in close, I'd rather have a Shottie then a LMG.

    it depends on if there is one skulk in base and another coming to base or if there's already two skulks in base <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    If there's two skulks in base, you probably shouldn't be getting out of the chair, period, unless you have so many mines that the skulks are likely to kill themselves rushing at you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Actually, if you take my strategy of jumping out the second a marine spawns, then you can easily take two skulks. They usually aren't smart enough to send one guy after each player, especially because the have no warning. If they go after the marine, then you can take them both out. If they both go after you, then the marine can take them both out.

    This assumes that you and your team has decent aim, of course.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    *ends quote pyramid (hopefully)*

    You're right, but in that case, you are still better off with a lmg than a shotgun when you jump out of the chair, so I still disagree with AvengerX.
  • theclamtheclam Join Date: 2004-08-01 Member: 30290Members
    <!--QuoteBegin-im lost+Feb 25 2005, 06:16 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (im lost @ Feb 25 2005, 06:16 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> *ends quote pyramid (hopefully)*

    You're right, but in that case, you are still better off with a lmg than a shotgun when you jump out of the chair, so I still disagree with AvengerX. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yeah, I never use a shotgun in the chair. They are almost always better to have in the field.
  • Steel_MonkeySteel_Monkey Join Date: 2004-10-06 Member: 32121Members
    You wont kill the skulk 100% of the time with your pistol, then you take care of him/them with the lmg. Most people that use shotties end up charging up and getting flanked/swarmed by multiple skulks. I would always take the lmg for skulks at distances.

    The shotty would be much much better if given to a marine or placed on the ip. Mines>shotties for chair base defense.
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