Skulk Improvements
Alpha16
Join Date: 2012-09-14 Member: 159268Members
<div class="IPBDescription">Xenocide, Wall-jumping</div>Today I was trying to get multiple commanders throughout multiple matches to grab Xenocide as I am fairly decent with it. No commander got it, and instead told me it was useless. I believe the reasons for it being useless is that it punishes the aliens for using it by having long respawn times. Maybe to fix this, you could make Xenocide a skill that can be unlocked on a crag hive (must choose Xenocide over Regeneration and Carapace) + require a 2nd hive?
When using silence as a skulk and you attempt to wall-jump, you have no sound indication for succeeding a wall-jump. I suggest putting in some sort of visual indicator to the player that they have successfully walljumped, such as short-pulsed blueish glow around the edges of the screen? I don't know but there should be something.
Cool game.
When using silence as a skulk and you attempt to wall-jump, you have no sound indication for succeeding a wall-jump. I suggest putting in some sort of visual indicator to the player that they have successfully walljumped, such as short-pulsed blueish glow around the edges of the screen? I don't know but there should be something.
Cool game.
Comments
When using silence as a skulk and you attempt to wall-jump, you have no sound indication for succeeding a wall-jump. I suggest putting in some sort of visual indicator to the player that they have successfully walljumped, such as short-pulsed blueish glow around the edges of the screen? I don't know but there should be something.
Cool game.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your good with xenocide? I didn't know that was possible. Tell us more
It needs to be more good in that YOU ARE KILLING YOURSELF AND LOSING ALOT OF RESOURCES ON SPAWN TO USE IT.
And the fact its 40 res AND hive 3, is just a hammer for the nails to the grave.
More wall-jump improvements are definitely on the table.
As for NS2, it simply needs a damage buff.
As for NS2, it simply needs a damage buff.<!--QuoteEnd--></div><!--QuoteEEnd-->
This.
IIRC, a direct Xeno hit in NS1 killed a marine that had Armor 0 or 1.
Ever since fade lost its ability to strafe and such using blink, my skill with it has deteriorated. I play best as a skulk or a gorge. (I would mention lerk as well, but I find that it is fairly hard to do a lot of damage with it, in my opinion at least.)
It's main benefit in NS1 was to spam Skulks into the fray, denying Res-for-Kills (RFK), and still inflicting damage. When you have the choice between assured damage (Xeno) and more but difficult damage (Leap+Bite) Skulks would opt for Xeno softening them up and maybe getting a kill. Plus, denying the RFK was a definite plus.
I always used to be able to get at least 1 kill with Xeno. First Xeno, Leap, and get a bite in before exploding for enough damage to kill my target. And every once in s awhile completely wipe 3-5 injured Marines.
I haven't tried in the 219 patch, but it used to not do enough damage and with No-Res-While-Dead (we need a better acronym) there are too many downsides for it to be the human-wave method for Skulks. Coupled with the older loooooong Alien spawn queues, and individual tech requirement (NS1 you got ti for free once Hive3 was built), no one used it.
I'll have to experiment in 219 at bit to see if it's back in a viable position.
I would toss xenocide in favour of a new third-tier skulk ability: perhaps something as simple as adding an attack at the end of leap, though this would only be of use to new players as experienced players have already figured out the timing of leap+bite.
As for wall jump, I've never understood how a skulk can break Newtonian laws of physics simply by jumping off a wall. Why get any kind of speed bonus at all for executing this totally capricious dynamic.
I ask for xenocide in almost every game when the Kharra has 3 hives, because it is so effective, but I rarely get my request met, but when I do, the marines says gg.
I ask for xenocide in almost every game when the Kharra has 3 hives, because it is so effective, but I rarely get my request met, but when I do, the marines says gg.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, definitely some illusions going on here...
I agree. Xeno needs it's damage jumped way up to make the investment worthwhile.
Team investment for say, armour 3: Buy armoury 10 res, buy upgrade station 40 res, then 20, 30, 40 res. So thats 140 res total. Does xeno really feel like its worth more investment than armour 3?