Difficulties vs skulk and AS a skulk (killing)

FuleFule Join Date: 2009-06-04 Member: 67683Members
As a marine I hate those skulks that manage to jump around like crazy but still are able to kill me in 3 seconds, when I try that - I'm most of the time searching for the marine and jumping past him. What's up with this?
I bet it's just the big fps difference. In end game fight @ ~18 fps it's impossible to kill a skulk or a marine because I just cannot find it it's so laggy.

/rant
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Comments

  • current1yoldcurrent1yold Join Date: 2012-09-10 Member: 158911Members
    Yes FPS makes a huge difference in all combat but especially when the action is up close and personal.
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    use alien vision and hold down mouse1 like all aliens do
  • nezznezz Join Date: 2012-12-11 Member: 174712Members
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    When I started playing, I had all settings on min, but the starting resolution. My fps was somewhere in the region of 2, so my k/d was 2/20 most of the time.

    After turning down the resolution to its lowest, I got up to 60fps.

    You really have to cut everything if you want to play a good game on an average comp.
  • FuleFule Join Date: 2009-06-04 Member: 67683Members
    dragonmith wrote: »
    When I started playing, I had all settings on min, but the starting resolution. My fps was somewhere in the region of 2, so my k/d was 2/20 most of the time.

    After turning down the resolution to its lowest, I got up to 60fps.

    You really have to cut everything if you want to play a good game on an average comp.
    Well, my native resolution is 1920x1080 and when I lower it to the 720p everything looks so huge and my fov as a skulk is so small that it's impossible to play. My fps didn't even increase.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    mouse sens way to high, way to low fps and last but definitely not least: to slow monitor! (120hz crt>tft)

    and ofc training training training
  • CiroCiro Join Date: 2013-01-09 Member: 178392Members
    dragonmith wrote: »
    When I started playing, I had all settings on min, but the starting resolution. My fps was somewhere in the region of 2, so my k/d was 2/20 most of the time.

    After turning down the resolution to its lowest, I got up to 60fps.

    You really have to cut everything if you want to play a good game on an average comp.
    Well, my native resolution is 1920x1080 and when I lower it to the 720p everything looks so huge and my fov as a skulk is so small that it's impossible to play. My fps didn't even increase.

    Are Anti-Aliasing and Ambient Occlusion on? If so, try turning them off.
  • deathshrouddeathshroud Join Date: 2010-04-10 Member: 71291Members
    i always play fps games with a high sensitivity but im sure it helps
  • FuleFule Join Date: 2009-06-04 Member: 67683Members
    i always play fps games with a high sensitivity but im sure it helps
    Not sure how high sensitivity can help. For me, I don't like it when, for example you have to make fast twitch moves I just go too far away from target with a shotgun, but low sensitivity can be too low...

  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    Your sensitivity should at the level that you can instantly "point" at any object with ease, and still have the ability to make snap 180 degree turns.

    A good in-game example you can practice are the chairs in Flight Control (Summit). Stand in the center, and hit every chair with one shot from the pistol as fast as you can. If it isn't ridiculously easy, then your sensitivity definitely needs adjustment. My general ballpark here is 3 seconds or less with 100% accuracy is acceptable.

    You can also practice tracking during the pre-match on skulks jumping around. They can't kill you until the game starts, so might as well see how well you can track and see if you need to lower/raise your sensitivity based on what you see.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I had/have many of the problems OP is having. I'm getting better with practice but sometimes I still feel like a complete retard jumping around a marine not knowing where he is.
  • TobbelTobbel Join Date: 2013-02-12 Member: 183021Members
    Have same issues some time, often caused by fps laggs, but my system is to blame.
    Especially biting is hard, because of laggs and the closed mouth I'm totally disordientated, thats why I
    plan my tactic beforehand. For example biting once the jumping on a wall and then facing him again.
  • hankyhanky Join Date: 2011-08-28 Member: 118944Members
    Turn your FOV all the way up. Really helps when you play as skulk. I turn it up when aliens and back down as marines.
  • TobbelTobbel Join Date: 2013-02-12 Member: 183021Members
    Already did that, helps a lot. With small fow, it seems like you are in front of marine, while in fact you aren't.
  • statikgstatikg Join Date: 2012-09-19 Member: 159978Members
    Try to actively think about what direction the marine is moving, when you are in melee combat you need to track very rapidly so if you are already predicting what direction you need to aim, it should help you actually track your target. Of course, good marines will change direction to try to throw you off.
  • joshhhjoshhh Milwaukee, WI Join Date: 2011-06-21 Member: 105717Members, NS2 Playtester, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester
    FOV up to max. High mouse sense for alien, low for marine. Best advice I have is to try and predict the marine. The marine will try to juke you. You have to predict his jukes. :P This comes with practice.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Marine: Don't back up, circle strafe in the opposite direction that the skulk is moving. You'll find it much easier to keep them in view.

    Skulk: Don't hold down Mouse 1. Aim your bites and click individually when you know you're going to hit.
  • LamboLambo Iceland Join Date: 2012-08-07 Member: 154915Members, NS2 Map Tester, Reinforced - Supporter, Reinforced - Silver, Reinforced - Shadow
    Volcano wrote: »
    use alien vision and hold down mouse1 like all aliens do

    That doesn't help one bit, only makes it even worse.
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    joshhh wrote: »
    FOV up to max. High mouse sense for alien, low for marine.

    How do you manage this? You have 2 configs?
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    I'm guessing he does the really difficult task of opening options and changing it when he swaps sides.
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    edited February 2013
    Mouse sensitivity was something like i_sensitivity? So I guess something like

    bind F6 i_sensitivity 4

    ...in console. Or whatever.
  • buhehebuhehe Join Date: 2012-05-15 Member: 152140Members
    Desther wrote: »
    joshhh wrote: »
    FOV up to max. High mouse sense for alien, low for marine.

    How do you manage this? You have 2 configs?

    some mouses can switch different profiles / DPI on the fly.
  • |strofix||strofix| Join Date: 2012-11-01 Member: 165453Members
    edited February 2013
    joshhh wrote: »
    FOV up to max. High mouse sense for alien, low for marine. Best advice I have is to try and predict the marine. The marine will try to juke you. You have to predict his jukes. :P This comes with practice.

    This sounds like a route to keeping your muscle memory with each at half your potential.

  • pearlykpearlyk Join Date: 2013-01-19 Member: 180732Members
    not-so-pro tip: if you get "lost" while fighting a marine, try to use a nearby wall/prop/whatever to reposition yourself
  • GenericOverusedNameGenericOverusedName Join Date: 2013-02-12 Member: 183022Members, Reinforced - Shadow
    A marine that stays still is as good as dead. Always be moving. Don't walk backwards, since that is slower. Move sideways, move diagonally, circle strafe, jump around. Get away from wall and props that the skulks could bounce off of. As comforting as it feels to be in a semi-closed space in other FPS games, you will need to break that habit in this one. This includes buildings! Aside from the armory (which you may want to be near for ammo/health), there is no good reason for you to be sitting between the extractor and the wall since a good skulk will just pingpong between them while your head spins off trying to track them.

    As a skulk, also always be moving. Don't EVER move in a straight line. Zig zag by wallbouncing off of nearby things. Don't run out into wide-open spaces. Let the marines do the running in straight lines while you flank them from all directions. Pretend you're a Super Ball, and try to ricochet off of the walls and break your grandmother's favorite vase (which is the marine's face). Don't get caught in a hole - bouncing around in a corner is one thing, but if you are in a situation where you can only move in one direction you are dead. Don't put yourself in a mental hole either. It's easy to forget that you can scurry across that grate or bounce behind that window or whatever it is.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    A marine that stays still is as good as dead. Always be moving. Don't walk backwards, since that is slower. Move sideways, move diagonally, circle strafe, jump around. Get away from wall and props that the skulks could bounce off of. As comforting as it feels to be in a semi-closed space in other FPS games, you will need to break that habit in this one. This includes buildings! Aside from the armory (which you may want to be near for ammo/health), there is no good reason for you to be sitting between the extractor and the wall since a good skulk will just pingpong between them while your head spins off trying to track them.

    As a skulk, also always be moving. Don't EVER move in a straight line. Zig zag by wallbouncing off of nearby things. Don't run out into wide-open spaces. Let the marines do the running in straight lines while you flank them from all directions. Pretend you're a Super Ball, and try to ricochet off of the walls and break your grandmother's favorite vase (which is the marine's face). Don't get caught in a hole - bouncing around in a corner is one thing, but if you are in a situation where you can only move in one direction you are dead. Don't put yourself in a mental hole either. It's easy to forget that you can scurry across that grate or bounce behind that window or whatever it is.

    And also jump over railings that can lead to sudden death (don't forget to cling to the walls below the walkway height), like in crevice and mineshaft - you can play merry havoc with marines this way!
  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    OP, your concern and question are very valid. For every base Skulk killed in NS2, 1.26 base marines cop the chomp.

    This fact causes two key problems:

    1. Players can feel helpless against effective Skulks in close quarters battle, as they unconsciously perceive this ratio over time
    2. Skulks tend to be able to shut down marine early game pressure more easily than the other way around, causing wide-ranging balance issues.

    Unfortunately, messing with skulk movement (especially reducing manoeuvrability) is a sure fire way to incite anger amongst many players. This is an area in which a deft tough and careful steps are required...
  • IAMKINGIAMKING Join Date: 2012-09-14 Member: 159328Members
    |strofix| wrote: »
    joshhh wrote: »
    FOV up to max. High mouse sense for alien, low for marine. Best advice I have is to try and predict the marine. The marine will try to juke you. You have to predict his jukes. :P This comes with practice.

    This sounds like a route to keeping your muscle memory with each at half your potential.
    broscience at its best

    tons of high level players change their sensitivities
  • SquishpokePOOPFACESquishpokePOOPFACE -21,248 posts (ignore below) Join Date: 2012-10-31 Member: 165262Members, Reinforced - Shadow
    OP, your concern and question are very valid. For every base Skulk killed in NS2, 1.26 base marines cop the chomp.

    This fact causes two key problems:

    1. Players can feel helpless against effective Skulks in close quarters battle, as they unconsciously perceive this ratio over time
    2. Skulks tend to be able to shut down marine early game pressure more easily than the other way around, causing wide-ranging balance issues.

    Unfortunately, messing with skulk movement (especially reducing manoeuvrability) is a sure fire way to incite anger amongst many players. This is an area in which a deft tough and careful steps are required...

    Never change the skulk, it's perfect as-is.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Did you read the last line of that statement? Skulk movement is not fine, and needs significant work to scale effectively and at least somewhat linearly with marine aiming levels.
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