Difficulties vs skulk and AS a skulk (killing)
Fule
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
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
Comments
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.
and ofc training training training
Are Anti-Aliasing and Ambient Occlusion on? If so, try turning them off.
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.
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.
Skulk: Don't hold down Mouse 1. Aim your bites and click individually when you know you're going to hit.
That doesn't help one bit, only makes it even worse.
How do you manage this? You have 2 configs?
bind F6 i_sensitivity 4
...in console. Or whatever.
some mouses can switch different profiles / DPI on the fly.
This sounds like a route to keeping your muscle memory with each at half your potential.
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!
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...
tons of high level players change their sensitivities
Never change the skulk, it's perfect as-is.