When marines jump uphill they get a speed boost, so chaining jumps on continually higher surfaces brings a big speed boost. Aliens get a boost downhill..
Find a nice flat area in the ready room, and you can bunny hop as a marine to get speeds faster than even the speedy lerk. I tried this out in a test map, and managed to get up to 30.0 horizontal speed.
- Gorge slide is faster on infestation.
- You can evolve in tunnels by jumping on one of the mushroom objects
- To chain jumps together as skulk, while you're in the air you can hold space and you will automatically jump when you hit the ground
- At res towers, place clogs on cysts to make it harder/longer for marines to take down a tower.
I don't think the slide is actually faster, it's just that the Gorge will lose less velocity while sliding on infestation. Which does mean it will get to wherever it's going faster though, of course. The initial max speed is the same though so it's (technically) not faster per se.
I don't think the slide is actually faster, it's just that the Gorge will lose less speed while sliding on infestation. Which does mean it will get to wherever it's going faster though, of course. The initial max speed is the same though so it's (technically) not faster per se.
Sorry, it's just me being pedantic with words.
lol. You may be right, I just see it as the gorge gets from point A to point B faster :P
When marines jump uphill they get a speed boost, so chaining jumps on continually higher surfaces brings a big speed boost. Aliens get a boost downhill..
Find a nice flat area in the ready room, and you can bunny hop as a marine to get speeds faster than even the speedy lerk. I tried this out in a test map, and managed to get up to 30.0 horizontal speed.
Yeah, this is because the ready room marine doesn't have slow on land, or weapon weight scalars or any of the other restrictions in game. Ready room movement is the marine movement without all the slow downs implemented.
It is actually pretty decent and once I remove all slow-downs from marines, it is a great starting point of development in my own mods.
9) You will exit g-hole facing the direction oposite to where entry tunnel is from you (like the arrow is displayed in the map). You can change your direction by steping out of the tunnel backwards or to side.
10) Poison messes with turrets aiming. Stomp destroys mines and temporarily disables turrets.
11) AAAnd cheating specials: NS2 have drawing distance. Somwhere you can shoot as lerk, without marines seeing you (you wont see them drawn either, but can still do damage shooting blind)
11) AAAnd cheating specials: NS2 have drawing distance. Somwhere you can shoot as lerk, without marines seeing you (you wont see them drawn either, but can still do damage shooting blind)
@coolitic Pretty much everywhere, where you get enough distance (I think the distance is map dependent). Good example would be from Upper rapids to Northern biosphere in Kodiac. Just try it yourself. Go into sandbox game, buy jetpack, put alien on the metal stairs there("give onos" in console), then fly away while looking at it all the way up to the wall(if necassary) in Upper rapids. On some point the onos disappears and reappears if you get closer. You can still damage it even when you cant see it.
There are more useful places, but I am not telling you. It is exploit and as such cheating. Don't.
@coolitic Pretty much everywhere, where you get enough distance (I think the distance is map dependent). Good example would be from Upper rapids to Northern biosphere in Kodiac. Just try it yourself. Go into sandbox game, buy jetpack, put alien on the metal stairs there("give onos" in console), then fly away while looking at it all the way up to the wall(if necassary) in Upper rapids. On some point the onos disappears and reappears if you get closer. You can still damage it even when you cant see it.
There are more useful places, but I am not telling you. It is exploit and as such cheating. Don't.
This is even more prevalent in siege / custom maps where they have large distances, amount of exos you can spike from a distance without them being rendered is mad lulz bro.
How to drive Marines mad as a Gorge: If a lone Marine is chasing you, enter your tunnel but stay close to the entrance. Once he gets in jump out again and quickly detroy the entrance (or play the hop in / out game for a while)
how i like to place my tunnel in nano. prevents marines from being able to shoot the tunnel at range - they must stand practically on top of it making the travel time for exiting skulks nothing, or waste time and ammo destroying two clogs. after using this method a few dozens times, I can say that it drastically increased the time it takes marines to kill the tunnel after getting into nano most of the time. you place the clogs first because you can't put anything that close to a preexisting gorge tunnel. edit: although in theory it should increase the amount of dead skulks that come through because the marine is aiming downwards to the center (the exit) of the tunnel while shooting instead of the side, I honestly can't say that I have noticed that being the case. the tunnel lives more often than not when being pushed.
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Find a nice flat area in the ready room, and you can bunny hop as a marine to get speeds faster than even the speedy lerk. I tried this out in a test map, and managed to get up to 30.0 horizontal speed.
Press G to "drop"/hatch your victory egg in the ready room.
This also goes for Exos.
- You can evolve in tunnels by jumping on one of the mushroom objects
- To chain jumps together as skulk, while you're in the air you can hold space and you will automatically jump when you hit the ground
- At res towers, place clogs on cysts to make it harder/longer for marines to take down a tower.
Will post more when I think of them.
I don't think the slide is actually faster, it's just that the Gorge will lose less velocity while sliding on infestation. Which does mean it will get to wherever it's going faster though, of course. The initial max speed is the same though so it's (technically) not faster per se.
Sorry, it's just me being pedantic with words.
lol. You may be right, I just see it as the gorge gets from point A to point B faster :P
Yeah, this is because the ready room marine doesn't have slow on land, or weapon weight scalars or any of the other restrictions in game. Ready room movement is the marine movement without all the slow downs implemented.
It is actually pretty decent and once I remove all slow-downs from marines, it is a great starting point of development in my own mods.
10) Poison messes with turrets aiming. Stomp destroys mines and temporarily disables turrets.
11) AAAnd cheating specials: NS2 have drawing distance. Somwhere you can shoot as lerk, without marines seeing you (you wont see them drawn either, but can still do damage shooting blind)
Didn't know about spores doing that.
Where?
It was a feature before umbra was a thing.
There are more useful places, but I am not telling you. It is exploit and as such cheating. Don't.
This is even more prevalent in siege / custom maps where they have large distances, amount of exos you can spike from a distance without them being rendered is mad lulz bro.
https://imgur.com/a/Hy2iT you can do this at basically every RT - just break the most convenient marine sight line.
https://imgur.com/a/NpNrm
how i like to place my tunnel in nano. prevents marines from being able to shoot the tunnel at range - they must stand practically on top of it making the travel time for exiting skulks nothing, or waste time and ammo destroying two clogs. after using this method a few dozens times, I can say that it drastically increased the time it takes marines to kill the tunnel after getting into nano most of the time. you place the clogs first because you can't put anything that close to a preexisting gorge tunnel. edit: although in theory it should increase the amount of dead skulks that come through because the marine is aiming downwards to the center (the exit) of the tunnel while shooting instead of the side, I honestly can't say that I have noticed that being the case. the tunnel lives more often than not when being pushed.
yes.