Spot The Skulk

MausMaus Join Date: 2002-11-03 Member: 5599Members
<div class="IPBDescription">1.04 cloaking - oh, how it rocks</div> I did a quick search to see if anyone had posted something like this already, so don't flame me if I missed it please <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Anyway, the general consensus in the testing we did earlier tonight is that the new cloak ROCKS. Sure, it's always slightly visible, but you've got to have a very good eye to spot aliens, especially if they've cosen a good spot to hide. And everyone whined about how they'd nerfed the cloak.

Secondly, the cloaking speed now is fantastic - you can parasite someone and be cloaked again before they've even noticed. I've had a night of everyone fooling around with cloaks, making the marines' lives a misery, and it's been <i>so</i> much fun. Just like it was right at the beginning before the D-M-S build order seemed to get set in stone.

Comments

  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--CrouchingHamster,HiddenElvis+Jan 27 2003, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrouchingHamster,HiddenElvis @ Jan 27 2003, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Warning: Drifting completely OT..

    Where did you get the baldy marine guys in your screenshot? They're rather cool. I recognise the moritas, but I don't think I've seen those marines before.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Check into the modelling forum. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • localhost2600localhost2600 Join Date: 2002-12-04 Member: 10448Members
    This may have been suggested already, but for the SC's secondary feature, to compete with DC healing and MC Warping....how bout giving site of things within range of the SC...right now they warn you if somone is aproaching but unless you check all your SC's you don't know which one, and to be para'd a marine has to walk right into it, which doesn't seem to happen often(except when the gorge puts one on the Phase gates... <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> )
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    It has been posted before, but I don't blame you in this case <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I haven't seen much of the new cloaking, and don't have a stance quite yet. However I'd just like to re-state that a still picture is very different from the game itself when showing cloaking--because in a still picture you can't tell if that blotch of tinted area on a wall is due to texture or due to a semitransparent alien--but if you're in the game you will see the blotch move at a different rate than the wall due to parallax.
  • xioutlawixxioutlawix Join Date: 2002-11-05 Member: 7118Members, Constellation
    You have no idea how happy it makes me to hear ANYTHING that even remotely sounds like a prospect for sensory chambers being built before defense or movement =)
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    cloaking and silence are sooooooo much more fun than carapace. Hopefully I'll see them more now <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • CoolHungDaddyCoolHungDaddy Join Date: 2002-11-28 Member: 10148Members
    teh problem with Sens and Movement chambers is, they do not provide health far away from a hive. That is IMO the primary reason for using def chambers first. the upgardes you get really depend on the palying style of each player but getting health next to a hot spot makes you much more effective in any case .

    prota
  • Digital-LimitDigital-Limit Join Date: 2003-01-20 Member: 12501Members
    As a stated in a post recently, the other chambers need something hands on like the DC. My idea was SC cloaks shiz around it and MC ups Adren gain for stuff around it. Sure it has been tossed around a lot, wonder what Flayra's got in store.
  • MissyMissy Join Date: 2002-12-20 Member: 11246Members, Constellation
    <!--QuoteBegin--Protagonist(GER)+Jan 26 2003, 09:31 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Protagonist(GER) @ Jan 26 2003, 09:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->teh problem with Sens and Movement chambers is, they do not provide health far away from a hive. That is IMO the primary reason for using def chambers first. the upgardes you get really depend on the palying style of each player but getting health next to a hot spot makes you much more effective in any case .

    prota<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    well they dont provide health no....but with the fear of marine rushes.. movements will get u back quicker 2 yr hive. sorta like instant reinforcements
  • WheezerWheezer Join Date: 2002-11-02 Member: 3926Members, Constellation
    <!--QuoteBegin--Protagonist(GER)+Jan 27 2003, 03:31 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Protagonist(GER) @ Jan 27 2003, 03:31 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->teh problem with Sens and Movement chambers is, they do not provide health far away from a hive. That is IMO the primary reason for using def chambers first. the upgardes you get really depend on the palying style of each player but getting health next to a hot spot makes you much more effective in any case .

    prota<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You could have the gorge act as a forward healer while building resource towers
    It is a bit risky for the gorge, but mostly skulks are smart enough to protect him (her?)
  • porpporp Join Date: 2002-11-06 Member: 7445Members
    [canadianmonkey] No, sensories are useless. This whole discussion is pointless. You are idiots. Sensory will never work. [/canadianmonkey]
  • NicatorNicator Join Date: 2002-12-15 Member: 10829Members
    I liked that idea where the sensories parasited anyone who can near them <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->.
  • AllUrHiveRblong2usAllUrHiveRblong2us By Your Powers Combined... Join Date: 2002-12-20 Member: 11244Members
    Well, the SCs got their cloaking boost, but the DCs got their redemption boost as well, so DCs are still gonna be used more often.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    The advantage of having a field of DC's early on has been rendered somewhat unnecessary with the Hive's v1.04 healing adjustment.

    Instead of the hive healing for 8 per shot, it now heals for 20 per shot. Granted, a few DC's would heal that much just as quickly, but it's no longer considered a necessity to make clumps of DC's at the beginning.

    IMO, movement is now the best starting chamber for most situations. If you've got a few good Skulks on your team, then sensory is better. Defense chambers are helpful, but no longer a necessity.
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    By far the largest problem with cloaking is the cheating which is so rampant on nearly every pub nowdays. Wallhacks and ESP don't care if a skulk is visible or not. It'll still have the little information over his head and the glowing outline.
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    Something about the old 100% cloack that not many people seem to relize is that you've always been able to find the aliens by looking for the player name tag.
  • TylerTyler Join Date: 2002-11-13 Member: 8418Members
    Does cloaking negate Motion tracking? Otherwise its still useless. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • TerrTerr Arthritic Skulk Join Date: 2002-11-07 Member: 7486Members
    Well, I've played a bit of 1.04, and I will say that cloaking still relies on careful placement--any ambient light sources give you away rather easily. By the same token you can't sit in the middle of a hallway and reliably expect to be unnoticed anymore.

    For example, a cloaked Onos under the red light of the marine spawn in Eclipse (near Com chair) is pretty dang hard to miss--just because of the coloration due to the light compared to the darkness behind it. It looks downright ethereal.
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    The problem with SCs is that the chamber itself doesn't provide any real advantages compared to DCs and MCs (and the upgrades themselves are a little lame). I think that all the upgrade chambers should aid OCs, like DCs do. Example: OC + MC = OCs shoot faster. SC + OC = more accurate OC. I would really like to see SCs buffed up.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Changelog says that you can move slowly and stay cloaked, but you cant. I know the exploit that caused them to set that part,
    -When you move over a certain speed, you always decloak. <b>This shouldn't make a difference if you move slowly when cloaked.</b>
    It does make a difference. Now I cant move at all without getting decloaked. Not the tiniest bit at the slowest maxium possible...
  • ImmacolataImmacolata Join Date: 2002-11-01 Member: 2140Members, NS1 Playtester, Contributor
    Ill try that tonight.
  • LaserApaLaserApa Join Date: 2002-10-27 Member: 1638Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    You could have the gorge act as a forward healer while building resource towers
    It is a bit risky for the gorge, but mostly skulks are smart enough to protect him (her?)
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    1.1 and its making more then one gorge a viable option will probably make this more common. Wich is a good thing, if youre a bug.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Terr+Jan 27 2003, 01:28 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Terr @ Jan 27 2003, 01:28 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <snip>
    I haven't seen much of the new cloaking...
    </snip> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Isn't that the point? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
    And about parallax -- it's not much of an issue, because the skulk is SO close to the wall that you can't even tell. I've yet to encounter cloaked aliens while playing as marines, but even playing as aliens the things are hard to see. I've seen fades shift to cloaked right in front of me and they're still really really hard to see.
    I like the change <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • Cypher_XCypher_X Join Date: 2002-08-26 Member: 1234Members
    Sensory chambers are actually quite usefull if you know how to use them. They not only parasite marines that come into contact with them, they can spot marines that are within range and also warns aliens of incoming marines. So just imagine finding all the right spots for sensory chambers all over the map... the marines couldn't go anywhere without being spotted <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->The problem with SCs is that the chamber itself doesn't provide any real advantages compared to DCs and MCs (and the upgrades themselves are a little lame). I think that all the upgrade chambers should aid OCs, like DCs do. Example: OC + MC = OCs shoot faster. SC + OC = more accurate OC. I would really like to see SCs buffed up. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I like this idea... but instead of Sensory chambers making the accuracy better, say they cloak the offensive chambers... kinda in a progressive way the we used to cloak in 1.03... or keep them cloaked till the OC's fire. Maybe even just have SC's slightly cloak anything that's around them... while moving? This would make the marines use more then one observatory. With the increase in scanner sweep, building observatories at marine outposts would start to come in handy.

    Would be some nice changes to see with our underused chambers. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • uranium_235uranium_235 Join Date: 2002-11-20 Member: 9478Banned
    Combine it with my collision decloak, and I'll be happy.
  • nicussnicuss Join Date: 2002-11-15 Member: 8749Members
    Biggest problem with cloaking is probaby the same as before. It cripples the fades. Fades totally need defense and movement, while sensory is totally useless when up against ha/hmg or other uber-marines.

    I've played with sensory first and it was ok as skulk. Then we got two hives and by democratic vote the gorge built movement. After waiting a looong time to get those 54 res I went fade, got one kill and died from lack of carapace/redemption. I think we still won that one, but it was a long and painful win. Fades dieing all over the map, marines popping an ocasional ha/hmg that took forever to kill, etc. Had we had DC/MC initially it'd have been game over quickly, as they didn't have money ha/hmg everyone at the time.

    What would really work better is allowing all three chambers to be built initially and limiting upgrades to one type per hive per alien. So you can get cloaking if you wish, after you die you can get silence if the are MCs already, etc. With two hives you get two upgrades of choice, and you get them all at 3 hives. Of course, the gorg will still have to build all those chambers, so in the early game you won't be fighting uber-skulks in 2 minutes.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Imagine if 1 cloaking chamber makes 1 thing around it completly invision no matter what they do, obviosuly up to a maxium of 6. Marines would enter a new area and go Eek sensory chambers, and would make a concerted effort to destroy them so they cant be killed by invisible skulks.

    For those that think this would be too powerful, consider 6 DC's skulks are practically invincible if they hide around 6 DC's so i dont see why they cant be completely invisible if they hide round 6 SC's.
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    OMG I didn't even notice him until you did that split-skulk thing...

    WOW I didn't think cloaking was this good but once again I'm showed the error of my ways <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--Onuma+Jan 27 2003, 07:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Onuma @ Jan 27 2003, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OMG I didn't even notice him until you did that split-skulk thing...

    WOW I didn't think cloaking was this good but once again I'm showed the error of my ways <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Don't forget that you "lose" some of the skulk due to image compression.
  • CrouchingHamsterCrouchingHamster Join Date: 2002-08-17 Member: 1181Members
    edited January 2003
    Warning: Drifting completely OT..

    Where did you get the baldy marine guys in your screenshot? They're rather cool. I recognise the moritas, but I don't think I've seen those marines before..
  • OnumaOnuma Join Date: 2003-01-18 Member: 12428Members
    This is true. However I don't see cloaking in-game much anymore, so this is testament to my surprise <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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