New Use For Movement Chambers?
Hozart1
Join Date: 2002-12-14 Member: 10820Members
<div class="IPBDescription">When locked down</div> So your team built movement chambers first and the marines easily locked down two hives. For some reason your celerity isn't fast enough, your silence is being tracked, and your adrenaline lerks can take hits.
Well, lets say the gorge does this, he has 100+ resources, runs into the locked down hive (siege nearby), and puts it up, well, the gorge is killed immediately but your team decided to be smart and camp the nearby movement chambers. So while the hive is dying, the team jumps into the movement chambers and boom, instant skulk army in the midst of things.
Now this could done WHILE saving for the hive and when those marines jump the gorge, he throws one up, and once again instant skulk army in the midst of things.
Just an idea... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Well, lets say the gorge does this, he has 100+ resources, runs into the locked down hive (siege nearby), and puts it up, well, the gorge is killed immediately but your team decided to be smart and camp the nearby movement chambers. So while the hive is dying, the team jumps into the movement chambers and boom, instant skulk army in the midst of things.
Now this could done WHILE saving for the hive and when those marines jump the gorge, he throws one up, and once again instant skulk army in the midst of things.
Just an idea... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
Comments
i didn`t think the movement can zap you to unbuilt or building hives <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> i thought, dunno. gotta check.
unfortunatly i have never been in the situation.
i think he ment when some Jetpack HMG guys are attacking, getting there as a rush will help stop/slow the killing of the hive...
Or perhaps its all in my head (too little of situations where this is necessary, so I get little testing done)
I have experienced this twice. The first time was an accident, was trying to teleport to hive #2 from hive #1, hive #2 was closest to hive #3 which was under attack. Instead I popped out at hive #3.
The second time, I saw that the hive was under attack, I told everyone to use the movement chamber to get there. 3 of us did it before the hive died.
I'm not sure if this is intentional or a bug.
Yeah one flaw here...marines that even half way know what they are doing would be watching the doors/vents...carapace would be of little help there as skulk so theres a lost hive. Though imagine the surprise when a full team of celerity skulks drops into various spots in the room. Besides if your good at doging celerity can be better then carapace. Goodness people are just so set on repeating same path over and over...try new things and have fun people. Yes ok we have found ways that work...now try to find some more.
Celerity skulks are NEVER better than carapace ones.
Celerity gives you a TINY bit faster movement. That is not going to make a decent player miss you much more than otherwise, and living twice as long is much better. If the marines have two hives, they are spread thinly. A carapaced skulk rush can overwhelm the 1-3 defenders (normal sized, 12-16 player server), and munch any that come through the phase gate.
Celerity skulks NEVER better then carapace ones, I beg to differ. Its all a matter of skill ratios and playing styles. Consider the player that blindly rushes targets, carapace is for him (ie. most pub games). Now consider the skulk that moves all around, up and down, side to side, celerity would be most efficient.
You will live twice as long IF you get hit (with carapace), but you will also live twice as long if dodging with celerity. Its all playing style.
You will live twice as long IF you get hit (with carapace), but you will also live twice as long if dodging with celerity. Its all playing style. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I hate having to explain this so much.
Thing is, it is <b><i><u><span style='font-size:21pt;line-height:100%'>NOT</span></u></i></b> a playing style. The <b><i><u><span style='font-size:21pt;line-height:100%'>TINY</span></u></i></b> bit of extra speed <b><i><u><span style='font-size:21pt;line-height:100%'>WILL NOT</span></u></i></b> make a marine miss. The increase is almost inconsequential. Dodging and hopping all over the place will not help. Carapace <b><i><u><span style='font-size:21pt;line-height:100%'>IS</span></u></i></b> better than celerity for skulks. Point blank and flat out fact.
The problem is that most people (like you) think celerity is to help you get TO and AWAY from the marines. It's NOT- THAT is what carapace is for.
Once you get up close, celerity helps you jump circles around them, and THAT is what increases your lifespan. Up close, the marines have a hard time finding you, especially if they're blindly firing everywhere- their muzzle flash alone is probably enough to make them miss you. Add in the constant, unpredictable jumping around, and celerity really DOES help you live longer.
The problem is that most people (like you) think celerity is to help you get TO and AWAY from the marines. It's NOT- THAT is what carapace is for.
Once you get up close, celerity helps you jump circles around them, and THAT is what increases your lifespan. Up close, the marines have a hard time finding you, especially if they're blindly firing everywhere- their muzzle flash alone is probably enough to make them miss you. Add in the constant, unpredictable jumping around, and celerity really DOES help you live longer. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
...ONLY IF THE MARINES SUCK.
CELERITY DOES NEXT TO NOTHING. Being in the middle of marines does not extend your life any longer. That is unless the marines have to drag and lift their mouse five times to turn around.
Carapace <b><i><u><span style='font-size:21pt;line-height:100%'>DOUBLES </span></u></i></b> the lifespan of a skulk. That is taking 18, up from 9 lmg shots, and 8-9 (not completely sure) up from 5 pistol shots. That is a HUGE increase, and when compared to celerity causing maybe 2-3 shots which would have hit a normal skulk to miss, the celerity skulk still dies faster.
As for movement to teleport to a secured hive location, sometimes easier just to rush it as a group, the large number of skulks makes it harder for the turrets to lock on anyone and spreads out the damage. Anyway, once the gorge drops the Hive, all the turrets will begin firing at the building hive, meaning that the skulks can go in safely without taking any damage.
Ideally, you want to get a Gorge in there to drop a few chambers next to the seige, so it destroys itself.
First off, it IS 18, up from 9.
18-9=9
That means it DOUBLED the skulk's hitpoints.
Basically, you need carapace or you will die, as a skulk.
See Kitsune's numbercrunching results:
<a href='http://www.geocities.com/kitsune/104stats.htm' target='_blank'>http://www.geocities.com/kitsune/104stats.htm</a>