Does Lvl 3 Silence Quiet A Skulk Bite?

LucidLucid 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!
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Comments

  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Nope, silence does not muffle skulk bites.
  • Private_ColemanPrivate_Coleman PhD in Video Games Join Date: 2002-11-07 Member: 7510Members
    All I know is that movement sucks as 1st chamber
  • MooManMooMan Join Date: 2002-11-02 Member: 5154Members
    No, silence does not slience any form of attack, only moving, falling and healing
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--MooMan+Jan 18 2003, 06:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MooMan @ Jan 18 2003, 06:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, silence does not slience any form of attack, only moving, falling and healing<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    and cloaking :-D
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    edited January 2003
    <!--QuoteBegin--Private Coleman+Jan 18 2003, 03:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Private Coleman @ Jan 18 2003, 03:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->All I know is that movement sucks as 1st chamber<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    "lack skill" Oh, really? Or could it be that 9 lmg shots is very unbalanced?
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    First of all I don't understand what you're saying. Celerity obviously takes more skill to kill marines with than carapace, because you don't have any armor, so you actually have to avoid being hit. As far as I've experienced, Celerity helps me get more kills than carapace does, but your milage may vary. I think movement is a very viable chamber for the first hive. No one has the cajones to try it out.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    ^^^
    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.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    There was some talk about Flayra considering making silence work on ALL the sounds the alien makes. We'll probably see that in v1.1 if anywhere. I think that would make a more competitive choice over celerity and adreneline.

    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.
  • PIMAWang_Hung_LoPIMAWang_Hung_Lo Join Date: 2003-01-10 Member: 12125Members
    The reason why carapace is so powerfull is that it just about doubles the number of shots it takes to kill a skulk, which means you have just about twice as much time to close distance and kill marines with carapace as you do without. Now, if, with celerity, you are able to achieve the same performance, then more power to you. However, for most people, being able to take the extra hits is much easier than relying only on our ability to dodge bullets. Plus, D-Chambers themselves can heal, which seems more useful at the beginning of a game than M-Chambers since you only have 1 hive.

    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.
  • TenSixTenSix Join Date: 2002-11-09 Member: 7932Members
    Usually when I skulk I notice a minor difference with carapace. You have no foot to stand on however, because the next patch notes indicate when you get carapace you will not get the +20 armor until you have 3 DCs up. Meaning there will be like a 1 bullet difference between a carapace and non-carapace skulk with only 1 DC up.

    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-->
  • KitsuneKitsune Join Date: 2002-11-09 Member: 7843Members
    I have a much easier time killing marines with celerity than without, I find that I'm hit considerably less often and can run circles around them to keep attacking from the rear. Silence is also great for that. Despite the people saying that motion tracking negates the advantage of silence, the fact that the marines have to be looking in your direction has a very big impact. Marines setting up a base are often too preoccupied to look around, since they expect to be able to hear any approaching Skulks. But with no sound...

    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.
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Suppressed biting sounds, sounds good. I think if the marines are back to back they should hear the other die and a bite noise that sounded a distance away. Also, I believe somone suggested this in the past, if you have silence and you hit a marine from behind, you'll do more damage. Kind of like a sneak attack for sneaky assasins.

    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.
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    edited January 2003
    <!--QuoteBegin--(e)kent+Jan 18 2003, 06:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ((e)kent @ Jan 18 2003, 06:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->First of all I don't understand what you're saying.  Celerity obviously takes more skill to kill marines with than carapace, because you don't have any armor, so you actually have to avoid being hit.  As far as I've experienced, Celerity helps me get more kills than carapace does, but your milage may vary.  I think movement is a very viable chamber for the first hive.  No one has the cajones to try it out.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    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.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    The manual actually says that <b>silence</b> reduces the sound of movement <i>and</i> <b>attacking</b>, so maybe they should remove the biting sound if you have silence...

    That would be so cool, you could take out a group of marines one by one, without any of them knowing..
  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Cool, but according to your example quite unbalancing, although interesting.

    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.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    <!--QuoteBegin--Error404:+Jan 18 2003, 09:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Error404: @ Jan 18 2003, 09:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The manual actually says that <b>silence</b> reduces the sound of movement <i>and</i> <b>attacking</b>, so maybe they should remove the biting sound if you have silence...

    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.
  • KastroKastro Join Date: 2002-11-16 Member: 8888Members
    i dont see why they shouldnt make silence completely silence attacks and all the stuff it does now. the marines have motion tracking 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.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    I just dont see how you can silence a bite. On the account (hate to take this into some stupid real life sequence, but..) if something was to bite armor, you would hear the munching and also the teeth and jaws clamping together.

    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.
  • ogzogz Join Date: 2002-11-24 Member: 9765Members
    i think the problem with no def first is protecting the gorges..

    since they have no way to heal themselves back unless you have 2 gorges, or they wobble all the way back to hive 1...
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited January 2003
    I wouldn't mind still being able to be heard when I attack, but there's one thing that really annoys me about silence:

    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.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Paranoia-2MB+Jan 18 2003, 11:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Paranoia-2MB @ Jan 18 2003, 11:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I just dont see how you can silence a bite. On the account (hate to take this into some stupid real life sequence, but..) if something was to bite armor, you would hear the munching and also the teeth and jaws clamping together.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Granted m8, but in that case it should be silent when your bite misses.
  • ApoccaApocca Join Date: 2002-11-01 Member: 3371Members
    <!--QuoteBegin--MooMan+Jan 18 2003, 11:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MooMan @ Jan 18 2003, 11:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No, silence does not slience any form of attack, only moving, falling and healing<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Since what patch did silence, silence a healing sound? I remember clearly that this wasn't always.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited January 2003
    Yes. Silence makes healing noises disappear. Completely. If that is not the case for you, you either have a problem in your computer, or don't have lvl 3 silence(well obviously, but some people... not you necessarily)
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    edited January 2003
    its funny, but I never get Carapace as a skulk ...

    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 ...
  • SpidermanSpiderman Join Date: 2002-11-20 Member: 9417Members
    As was mentioned. I think the problem with defense towers is NOT the power of carapace over celerity or silence. As celerity and silence are both EXTREMELY useful abilities for a skulk. The problem is that Defense towers second ability (the ability to heal structures/aliens) is FAR more useful at one hive than movements second ability. The problem becomes... how to make the other towers MORE useful so that movement or sensory is more useful in the beginning without overpowering the aliens.

    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
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <!--QuoteBegin--Silver Fox+Jan 18 2003, 11:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silver Fox @ Jan 18 2003, 11:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I have been saved (even by level 1 Redemption) far more then I have been killed by it ... far more ...

    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..)
  • UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
    all that wouldnt matter if skulks could get headshots...
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Silencing the attack sound would be fine, doesn't the damage cursor appear when you get hurt? You could use that to tell what direction the attack came from.
  • JamlJaml Join Date: 2002-11-17 Member: 9054Members
    Silencing the bite would not be a problem for a group of marines since the lmg makes a sound when it falls down so the other marines just turn around and waste the skulk as soon as they hear it. But it would give the skulk a nearly sure kill. some skulks later the group would be dead and that would make silence an awesome feature early on. And it would scare those rambo marine players since they would die a lot. And that is a good feature for the comm.

    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!
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