Does Lvl 3 Silence Quiet A Skulk Bite?
Lucid
Join Date: 2002-12-11 Member: 10534Members, Constellation
I was wondering if level 3 silence completely or partially muffles a skulk bite. I'd test it out myself but i can't get any of my friends away from CS <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' valign='absmiddle' alt='sad.gif'><!--endemo-->
MC's would be awesome as a first chamber if this was true. You could take out a room full of marines without them ever knowing you were there!
MC's would be awesome as a first chamber if this was true. You could take out a room full of marines without them ever knowing you were there!
Comments
and cloaking :-D
This is so untrue. Adrenaline for gorge, celerity for skulks and silence for lerks. It's perfect for a first chamber. Of course most people lack skill so they need carapace. Sad. I think that in clan games movement first would become dominant, and if it hasn't it should.
Heh, also celerity for gorges. I mean if they lean that way.
Keep it down guys, I feel a flame war rising. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
I do admit that celerity can be hella fun, same with silence, but carapace is good too and is mostly used. I think most people place DCs first because they dont want to hear their entire time b1tch and moan.
The big problem with taking Movement as the #1 hive is it's secondary function: teleport to furthest hive if you hit E on it.
When you only have one hive, chances are you're not going to have a pressing need to travel back to it in a hurry. Having it around just to give you a quick ride home is dubious at best.
As opposed to defencive chambers, which heal both offencive chambers (thus freeing up the gorges to move on to other things) and any aliens who need healing (without them having ot return all the way to the hive).
The more powerful choice is clearly defencive. We'd probably need to nerf it to fix that for good.
From a Marine perspective, I find it far easier to kill skulks with celerity than I do skulks with carapace. But maybe that's just because they lack skill.
Course, Im so good I dont even need any upgrades to play a skulk <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
I'd be fine with muting attack noises to an extent, but not entirely. Just imagine walking down a hallway, seeing a red flash, then dying. That's not fun, and not fair to the marines; without attack sounds to tell what direction they're being attacked from, they'll never be able to defend themselves. Making the attacks quieter so that people in another room wouldn't hear it is fine, but the person being attacked deserves to know where the hit came from.
Say you blink behind an ha/hmg marine, with suppressed blinking noises, he oblivously moves on. Then, you sneak behind him and just easily get a "headshot" or sneak attack. Although with the lack of bodily affective damage, in any other situation, this would be very effective. Say a melee attack does double damage the first hit, but no longer afterwards. Or perhaps, when your hit from behind, your screen joints twice as much, meaning, as and hmg/ha marine, you suddenly are looking at the ground and seeing your armor drop by 80.
This would make silence more useful, but typically as anti-personnel, as I see no way to make it better for attacking outposts, which adren is used for.
I think you should fix around your sentence.. and add "in a pub" after everything you say. Don't you ever talk about clanning, because as far as I see it you know jack ****. Every channel I posted your comments in laughed at you.
That would be so cool, you could take out a group of marines one by one, without any of them knowing..
Imagine a silent skulk killing a marine behind you, but making no noise so when you look at the death/kill indicator in the top-right corner, you figure it must have been a rambo...but, upon closer examination, you notice that was the marine you identified before leaving the base. You have .02 seconds to kill the skulk about to bite your heels.
This would add to the atmosphere, and making marines more paranoid then ever (till motion tracking of course), also, identifications of your comrades will be put into play so you can respond to sneak attacks to the best of your ability.
That would be so cool, you could take out a group of marines one by one, without any of them knowing..<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I kinda see that as being unbalanced, if an alien can get something silent, then the marines should get something to counter it.
somebody will prolly say "but what if the skulk comes from behind!" well, if the skulk comes from behind now (with silence), chances are that skulk will kill you. it takes 2 bites to kill marines(in beginning), and biting twice doesnt take very long.
Silence is fine the way it is..it cloaks:
The sound of regen
The sound of cloaking
The sound of movement and flight
And I believe the sound when you evolve, not sure about that one.
since they have no way to heal themselves back unless you have 2 gorges, or they wobble all the way back to hive 1...
It doesn't mute the alien muttering sounds!
Considering your loudmouth alien has to sound menacing wherever he goes and whatever he does, this functionally removes any advantage silence gives a sneaky alien against an alert marine. You even make noise when sitting still!
However, perhaps it should mute attack sounds too, and here's why: <b>Silence needs all the help it can get to compete against adreneline.</b>
Skulks are probably the only aliens that don't really need adreneline - needing it to finish off RT in a hurry if anything. Lerks really need adreneline badly for flying, the other aliens need adreneline badly for using their abilities - it's a major potency difference without. Unfortunately, a dedicated skulk is better off picking celerity since more often they are up against a defending marine expecting them to attack, watching all the likely entrances into the room. You need to close distance fast, since the Marine will likely see you coming.
Granted m8, but in that case it should be silent when your bite misses.
Since what patch did silence, silence a healing sound? I remember clearly that this wasn't always.
I <b>always</b> choose Redemption and I <b>always</b> have people try and convince me that I should be using Carapace. As if I've never played this game before ...
I have been saved (even by level 1 Redemption) far more then I have been killed by it ... far more ...
It avoids that nasty respawn time and I can get back into the action 150% faster then I could if I had Carapace.
Sure, I take damage a little quicker, But I've never had a problem with getting in close as an alien. I can typically take out 2 - 3 people before I am redeamed ...
You should seriously try it out - and no, I don't mean try 1 round, die, then curse me for the rest of your life ...
Seriously try it out. Spend a few <b>maps</b> trying it. I can bet almost anyone you will change which you pick, Carapace or Redemption ...
I can't see how you could possibly nerf the defense towers without really taking away a very important part of aliens defenses.
What about allowing sensory and movement towers to allow you to stack abilities? Perhaps a celeritied/silenced skulk would appeal to enough ppl that it would overpower the desire for the healing/carapace ability of the defense towers. Or perhaps a hive sighted/cloaked skulk?
You could have an increased cost and evolving time for the second stacked ability. And probably it should be limited to just 2 upgrades and possibly would require having at least 2 towers of that type to get the second upgrade.
Or perhaps allow movement towers to allow you to build a more expensive
version of movement tower that would give you something like a phase gate that worked only one way. Perhaps limit one per area and when you press the use key at a movement tower you would get a list of locations to choose from or something. (sorry...this is all off the top of my head , in an effort to find some way to make the other towers more desireable in the beginning.
For sensory... perhaps make them cheaper and in addition to their parasite ability give them a ranged effect that sees through walls. So when a marine is anywhere within a certain range of a sensory tower they automatically get a yellow circle which will disappear once they leave range. Again... this is just a quick idea but something that might make the other towers more useful.
I too would like to see some more variety than... Defense/movement/sensory.
By the time you get sensory... no one cares anymore as they are all Onos and cloaking is barely even needed. Cloaking as a skulk or fade though can be a LOT of fun. (as long as you are not acid spamming) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Spiderman
You should seriously try it out - and no, I don't mean try 1 round, die, then curse me for the rest of your life ...
Seriously try it out. Spend a few <b>maps</b> trying it. I can bet almost anyone you will change which you pick, Carapace or Redemption ...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Okay, I'll give it ago, doubt it'll convert me from my Carapace routine (ie, take damage, back to hive to heal, take damage, back to hive, ad infinitum..)
Comm: stay together
Rambo: Bah i own them all with my aimbot and my uber l33t bunnyhopping skillz
*Silenced chomp*
Comm: Told ya! Shoo,shoo back in line n00b!
Rambo: Yes sir!