Seeking To Universify Parasite Usage
Gibby
Join Date: 2002-04-26 Member: 518Members
<div class="IPBDescription">For the betterment and ease of all.</div> Am I the only one who gets annoyed at all those dormant yellow circles constantly screwing up my view and interfering with moving yellow circles? Probably not!
Before I begin here's a quickie that you might or might not have known!
<span style='color:green'>Parasite can activate switches from afar!</span>
I discovered this a while back and have put it to good use. If marines are chasing me down a corridor with a switch door at the end, I can start it closing before I get through. Can give me more time, and it looks damn cool. Other things are closing a door while safely out of range of grenade blasts, shooting through vents at switches to let your teammates into a spawn, other such nifty things.
So here's what I purpose, a "standard" for chosing what to parasite and what not to.
<b>Things NOT TO parasite:</b>
<span style='color:red'> <u>Marine Spawn Buildings</span></u> - Why? Well, everyone knows where the marine spawn is. It never moves, and if the game is still on it can be reasonably assumed that there are buildings, including turrets in there. It could save a lot of eyesore to simply not parasite these things.
<span style='color:red'><u>Every Marine Building Everywhere</span></u> - No need for it. If we can get a good number of players just doing the few things that need it, we won't be cursing the yellow circles that can't be turned off for as many missed bites (leading to death). Not to mention save the framerates of our lower-end CPU players. Also, I think it makes for less lag.
<b>Things TO parasite:</b>
<u><span style='color:blue'>Marines!</u></span> - Marines, whenever seen, should be parasited. There's a lot of reasons. Firstly, you can tell where they are, where they're going, what to look out for (if you're a gorge), or what to hunt down and eat (if you're other). Moving yellow circles are usually dead a lot faster than non-Parasited marines.
<u><span style='color:blue'>One building in each marine base outside their spawn</u></span> - If there's a turret factory, tag that. There usually is. Why not tag every building? It's annoying, that's why. If it's just one, and it dosen't move, it's pretty obvious to deduce that it's a building. If it's not in their spawn, it's the spot of a marine encampment. Simple.
Tell me what ya think of the idea. I'm sure not everyone will do this, but if a few do and frequent my servers, I'll be happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Before I begin here's a quickie that you might or might not have known!
<span style='color:green'>Parasite can activate switches from afar!</span>
I discovered this a while back and have put it to good use. If marines are chasing me down a corridor with a switch door at the end, I can start it closing before I get through. Can give me more time, and it looks damn cool. Other things are closing a door while safely out of range of grenade blasts, shooting through vents at switches to let your teammates into a spawn, other such nifty things.
So here's what I purpose, a "standard" for chosing what to parasite and what not to.
<b>Things NOT TO parasite:</b>
<span style='color:red'> <u>Marine Spawn Buildings</span></u> - Why? Well, everyone knows where the marine spawn is. It never moves, and if the game is still on it can be reasonably assumed that there are buildings, including turrets in there. It could save a lot of eyesore to simply not parasite these things.
<span style='color:red'><u>Every Marine Building Everywhere</span></u> - No need for it. If we can get a good number of players just doing the few things that need it, we won't be cursing the yellow circles that can't be turned off for as many missed bites (leading to death). Not to mention save the framerates of our lower-end CPU players. Also, I think it makes for less lag.
<b>Things TO parasite:</b>
<u><span style='color:blue'>Marines!</u></span> - Marines, whenever seen, should be parasited. There's a lot of reasons. Firstly, you can tell where they are, where they're going, what to look out for (if you're a gorge), or what to hunt down and eat (if you're other). Moving yellow circles are usually dead a lot faster than non-Parasited marines.
<u><span style='color:blue'>One building in each marine base outside their spawn</u></span> - If there's a turret factory, tag that. There usually is. Why not tag every building? It's annoying, that's why. If it's just one, and it dosen't move, it's pretty obvious to deduce that it's a building. If it's not in their spawn, it's the spot of a marine encampment. Simple.
Tell me what ya think of the idea. I'm sure not everyone will do this, but if a few do and frequent my servers, I'll be happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Comments
-PD
Secondly, I tag expansions. It helps aliens from getting killed. I tag a lot of them, in case one of the ones I tagged gets killed, and the rest don't.
I have been doing exactly what you guys are talking about except for the:
"Parasite can activate switches from afar!". Thank you man ! I'm on my way to becoma a skulk master <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
I feel I owe you guys a hint, hmm, let me see, so many to choose from.
Here is one: How to kill a heavy armoured, heavy armoured Marine (with no-one around him).
With full cloak ability stay in the center of a Marine walkway. Yes, the center!
When the Marine walks straight into you, Yell "Attack" (or in other words, roar!),
wait a fraction of a second (still cloaked) and then attack and strafe attack.
Why does this work? Because the Marine hearing a roar and seeing nothing turnes
around and gets bitten to death, muharharharhar.
[XOR]Sloop
Not hard to deduce what's been parasited.
If it moves, it's a Marine. Go eat it.
If it's alone and not moving, it might be a builder Marine or a "spawn tag".
If it's a major cluster, it's probably a turret wall.
Not that hard to figure out. I also go tag-happy; maybe that's the JSRF talking though. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
- M4H
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Nope, I just clarify things like "just parasited marine spawn" or "parasite at marine offensive base near our hive!"
Makes a difference to know the strategic importance <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
Also I think they should add a little dart model or something for so we can see if we actually shoot it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I'm sure the activation of switches from awar can mess with the marine players minds. Find something near their spawn and just activate it and watch them all bug out. Whee!
I'm an advocate of the "tag everything" approach.
For the marine spawns, it's for the benefit of newbies.
For marine expansions, it gives you and your teammates a FAR better idea of the size of the base you're attacking. If you only shoot the TF, your teammates may well think that that's all there is there. Maybe it's a fledgeling base; the skulk that caught them setting up tagged the one structure and then got gunned down OR maybe it's a monster turret farm with a spare CC, but only the TF has been tagged.
I'd prefer eyesore over stunted intel on enemy bases :/
If there is a siege cannon in range of our hive location, I tag it so the next person with a bulkier alien to walk by can take care of the problem.
Well does anyone know what it is? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
I <i>think</i> it's a leetle bit shorter than that long pathway which runs across one side of the Great Viaduct hive in ns_Icantremember.
The marine is facing you
The marine has a HMG
10 metres per marine in the group (trebled if all are facing you)
Your energy is below 50%
You have no cloaking
You're in a dead end
If you're in a dead-end with no cloaking, low on energy and facing a group of HMG marines then parasite auto-binds to /kill.
Another note on parasite: Nobody ever takes adrenaline when they're skulk, but it can be worth it to have a neverending semi-auto parasite gun. It does jack for damage, but they can't track the projectiles, so you can sit in a corner, down a hall, on the roof, and parasite like crazy. If you're cloaked, it sometimes won't decloak you either. Also, it's annoying as hell. Especially if they're trying to build and you keep chewing their health by little chunks.