Im A Very Very Bad Skulk
Butt_monkey_salad
Join Date: 2002-12-17 Member: 11006Banned
<div class="IPBDescription">Any tips?</div> My record is usually towards the bottom and something like 1-8, 3-14, etc.
Im good with Marine however and even a fairly decent commander now, I jus need to learn to skulk well.
It seems that I never quite hit them when I should. Im lucky to get 1 kill off of a group. And I die even when attacking stationary rines cuz somehow my aiming is absurdly bad.
Can anybody tell me exactly HOW close I need to be to bite and if I do greater damage by jumping and hitting their chest instead of their legs??
Im good with Marine however and even a fairly decent commander now, I jus need to learn to skulk well.
It seems that I never quite hit them when I should. Im lucky to get 1 kill off of a group. And I die even when attacking stationary rines cuz somehow my aiming is absurdly bad.
Can anybody tell me exactly HOW close I need to be to bite and if I do greater damage by jumping and hitting their chest instead of their legs??
Comments
And I think if u bite the legs you'll do the same amount of damage than if u were bitung the head.
Im good with Marine however and even a fairly decent commander now, I jus need to learn to skulk well.
It seems that I never quite hit them when I should. Im lucky to get 1 kill off of a group. And I die even when attacking stationary rines cuz somehow my aiming is absurdly bad.
Can anybody tell me exactly HOW close I need to be to bite and if I do greater damage by jumping and hitting their chest instead of their legs?? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Never unless forced rush any marine head on!! The few times you do attack a marine is around corners, off vents and flanking. Try to travel in groups of 2+ depending on size of your team. Always get carapace as a skulk. When you are attacking a marine jump and a little bit before you run into him bite, dont wait till you run your **** into him and stop because your bite has a bit of range and this can give you your 2 bite kill faster. After you first attack bite, dont wait and bite more, try strafe jumping around him and keep biting ie: dont stay stationary. Watch your teammates and try to create a flank... so if they attack around a corner u can go through the vent and attack their backs. Always try and parasite them so you know when to rush out on the corner since going just on their sound is somewhat un predictable due to crouching and different bunny hops.
When the marine team is full of rambo counterstrikers , avoid frontal attacks. Just stay hidden in corners when you hear them approaching. If you're fast enough , backstabbing is much more effective. Remember that they will hear you hit the ground if you jump off the ceiling , so in that case it needs a good timing.
Carapace lets you survive long enough to bite them twice when you're at close range ; else their upgraded weapons might kill you too fast. Carapace is also a must when charging a bunch of marines.
Redemption is useless as skulk (you die way too fast , plus respawning takes less ressources) and regen has no use unless you're cloaking or attacking unupgraded sentries.
Mwhahaha, Madame-Ryo has the punishment you deserve! Get on the table wretch! Yeah, spread those jaws, I'm gonna make you wish you'd NEVER bit that marine. (sound of whip being unsheathed). YOU - WHACK - BAD - WHACK - BAD -WHACK -SKULK!
Come here gorgie boy! (gorge walks in dressed in thigh-high black boots and covered in scanty black leather) Web the skulk up good, he deserves it!
Then the onos walked in....
lets not turn it into another one of ur sex crazed kinky leather uped ego tripping virtual domination **** slut slag **** werid thoughts you are always going on about.
i usually get my pariste on last weapon used, so when i`am about to take on a marine i will pariste him then try and bite em, just to make sure that if i die he will too in a matter of time.
oh yea, and if u see a bunch of marines walking about looking mean, at least parsite one or two of them, even if it means ur own demise. so ur team mates can track em and kill em before they can do anything
hanging out with your gorge and hiding in his location.
when a marine comes even if u attack he should ignore you and still try attack the gorge.
This is a free lunch and u also help ur team by defending the gorge.
u should see quite a few marines this way before u think u wont see any
As a skulk, the chief thing to remember is to be a team player. This encompasses not only working together with teammates to make a kill, but helping out teammates in general. If you can manage to find a nice hiding spot in the marine base early-game, and parasite 3 or so marines, you've easily accomplished your job. Either that or play as a gorge escort. To most gorges, the idea of having a skulk to boost them, catch their falls, and attract bullets in a firefight is invaluable. I make a point of playing gorge escort to any gorge I know is at all useful on my team. The presence of one skulk is enough to save your team's gorge about 4 out of 5 times a marine stops by.
If, on the other hand, you still feel like you want to be able to just be a marine-klling, chompin' machine, there are a few habits you might want to adopt. Try strafe jumping. In a melee with a marine at a range, try strafe jumping over to them. Just bounce from wall to wall. Most marines make the mistake of pulling their pistol out only when you're up close and it's tough to use. Unless they're smart and quickly whip out their pistol, you can usually wear out their ammo on the way up to the marine. If you're too far away, and the marine is just too good of a shot, just parasite them, run back, and hide. This way you can choose how and where to fight the marine. That, mixed with a little camping before they get MT can really help you out.
I did a quick test a few months ago to see just how far the skulk bite range was. It's actually much further than most people think. I started far outside what many would consider the range, then slowly stepped in and bit once, moved again and bit, and so on. The picture indicates where the bites first started damaging the armory.
[<i>edit1</i>] this was tested while running v1.0 / v1.01, and the bite range might have been tweaked a bit since then (although I haven't read anything about it, soo.....)
Dont rush in and get blasted. Take your time, hide in a good spot, parasite marines, if he wonders off you can always go back and much him cause hes on hive site. parasit ea group of marines and let them walk past you. let them get just round the corner then leg it at them and munch them. if you get blasted run away. REGENERATON helps here. get your helth back. and cause u parasited them u know where they are....time for the second attack....nasty.
remember parasite is your friend. if you see a marine structure , res point etc. parasite it....it will let your mates know its there so they can assist in munching it
lastly hight is your advantage. RUN ALONG WALLS, Roofs etc. if you spend half a second running up the wall onto the roof i bet you A get a better view of the situation B less likely to be shot by a marine cause they dont lok at the roof as much as the floor and C **** your pants with laughter when you drom from the roof onto a marined head and twist his wig..
It will take you 2 bites to kill a marine, and 3 or 4 if he's got armor upgraded. HA is a pain, so mob those in groups.
If you remotely have the time to regen, you should have already killed the marine and redemption is completely useless for anyone to be a killing machine. It takes practice, but don't hold your fire key. Nothing is quite as good as simply biting, looking, and biting again. The model is a hinderance, but you get used to it.
Pick your fights according to your surroundings. Long narrow hallways= Bad. Big open rooms = Bad. Corner with vents and edges to hide= Good. Never attack alone unless the marines are unknowledgeable, you're flanking them, or you're completely silent (upgraded).
Skulks will get pwned by any halfways decent marine when they are alone, and sadly, marines are getting quite better.
Your best battles are fought when the marines are reloading. Don't let them trick you, but often when you see them hopping around not shooting- then is your chance.
Lastly, get a buddy. Roll as a team when you move out. Besides having the pleasure of assistance in killing, you can be grimy and bait him. Let him enter rooms first, and follow if he doesn't get shot. If your entire team moves in 1 giant skulk pack, there is a great chance that you guys will obliterate all roaming marines that don't group up. The effects of having 6 or 7 skulks pour into a room are enough to force many 'rines to require a diaper change.
I haven't been playing my best recently as skulk because I discovered that I accidently switched my headphones from stereo to mono! You should use headphones when you can, because it helps you home in on marine footsteps. Use stereo, not mono.
If marines are coming into your hive, while your teammates are launching themselves straight into them as cannon fodder, leave the hive through a vent or back door, and come up behind the approaching marines. A skulk who knows the map really well, tends to get more kills because they can anticipate marine movements and ambush them appropriately from behind.
<b>Learn the vents</b>, a skulk who doesn't know the ventilation system, is a useless skulk IMHO. A skulk in the open is easily ambushed. Use the vents as much as possible, you'll find these will often lead you safely to key locations.
<b>Kill, heal, kill</b>, once you've killed, go back to the hive to heal, or some defence chamber. By going back to heal often, you keep your kill ratio looking sweet, as well as keeping an eye out for camping marines around your hive, also keeping spawn queues low.
<b>Parasite</b>, like a few ppl have already mentioned, parasite whenever you can. It helps the team out and yourself. If you get a few parasites into a marine, it gives you a head start on the damage you are dealing. Also allows you to set up an ambush.
<b>Skulk-Fu</b>, as taught in the Shaolin Hive, is an ancient form of unarmed combat, requiring lightning reflexes and instincts. It requires you to 'feel' your enemy, and is most deadly in close quarter fighting. Use the elements of your enviroment to your advantage, strafe around structures for protection, jumping up and down to dodge bullets. With enough practice, you'll realize that most of your enemies use the same maneouvres most of the time, and you'll counter them easily. I find myself automatically doing 'combination' moves these days.
<b>FACE the FEAR</b>, nobody 'just becomes' a good skulk. It requires practice and determination. A bad skulk, is one who will never go out by themself to attack. Fear, can stop you becoming a great skulk. I see lots of players too scared to leave the hive and venture out by themselves. To get good, you have to go out and learn. The more you die, the more you learn, thats what I believe. You'll find that the fear to go out and take on mutiple enemies, gradually disappears over time with practice, you will eventually become...
<span style='font-size:17pt;line-height:100%'>The Ultimate Fighting Machine </span> <!--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-->
I agree with this. Sometimes, if the marine isnt such a good shot (not bad, but not that good), and you have carap, its useful to just jump here and there infront of him, some distance back. Most marines think that they can drop you with just one clip, since its long range. BUT, they wont. Theyll reload (because they think your far enough not to reach them). THen, move in for the kill. Theyll either do something stupid (try and knife a cara skulk) or at worst, finish reloading and fight you in close range, where you should easily win.
I always take regen. I can take on groups of marines on my own, regenerating to full health while jumping arround like crazy. Face it: Carapace gives only up to 30 Armour when Regen might save you 4 deaths at time! If you find yourself before a good player, jump arround like crazy but KEEP YOUR DISTANCE. It's better done in intersections. Do everything you can to make the **** reload. When he's out of ammo (watch out: he might use Primary AND Secondary weapons) it's lunch time. Don't forget to use vents. Most vent are accesible only by skulks or jetpackers. Use that to your advantage to parasite/jump on marines from above. If you see a lone res tower, eat it! Don't attack a com chair unless you're sure you can destroy it....
Now I will resume all being said here.
As a skulk DON'T DO:
- Attack Com Chair
- Engage Marines in vents
- Charge directly on a marine
- Chuckle
- Take Redemption
- Parasite EVERY structure you see
- Hold "Attack"
DO:
- Use vents when you're sure they're marine-free
- Attack Res Towers
- Attack lonely marines
- Hide
- Leave your mouse alone when hiding (if the marines have Motion Detect)
- Jump arround like crazy
- Parasite every marine you can
- Try to lure marines in traps built by your friend, the gorge.
That's all I can think of. Buen Appetito <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
just my 2 Cents
Mein gott! Someone else knows about this! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
High sensitivity- I play with my sensitivity set to 21 in the console. From what I've read, thats freakishly high, but it helps me react a lot faster. It drives me nuts playing with anything below 17. The big thing is just find a sensitivity you like. Don't be afraid to push it up, just try to do it gradually so that you can adjust (and I use a pretty good optical so you know).
Ambush- Nothing quite makes a marine hate his life like getting eaten and never knowing you're there until he hears the first bite. Above doorways are great places, and vents work well sometimes. Look for pipes or other things you can use on the ceiling to hide and wait for your next meal.
Attack Groups- This probably sounds stupid. And at times, it would be. Attacking one marine from distance isn't a real good idea, but a group is flat-out stupid as a skulk. However, if you can drop down into a group that traveling in a tight group, or get into a place where they're concentrating (spawns are great for this) you can destroy so many lives. A friend I once took down seventeen marines in their own spawn before we died because they didn't have space to manuever. And this was done without any upgrades ( I recomend carapace, celerity, and cloak as skulk upgrades) if you're assaulting, and trade celerity for silence if you want to stalk rambos). We only died because we ran out of adrenaline, which was sort of a mistake on our parts, but they built their base so tightly together we were bitting something all the time, so it wasn't too big a deal.
Life is Meaningless- Not really meaningless, but as a skulk, its cheap. Fully upgraded, you're worth a grand total of 6 res. Don't die stupidly, but don't be afraid of dying either. If you're death benefits the team, or at least hurts the marines, take it like a man then respawn and go eat.
Packs are Good- You can kill lots of stuf if you team up with others. Skulk rushes are fun and effective. If you can team up with a couple Fades, even better. While the acid rockets rain down on the base, run in and pick off the ones who aren't paying attention. You'll either kill a lot of them, or divert there attention from the Fades. If you're lucky or good, you can do both.
Hope this has been some help.
i guarentee before the skulks got there a couple of rines left their spawn and are either capping res nodes or moving to a hive.
learn the important parts of the map where key battles usually take place
shipping tunnel on caged is a good example this one area is so important to both teams, hang out there ure bound to see marines.. oh and look theres a nice vent over lookin that corridor.
#1. Do not attempt to close with a marine over long distances
All the jumping, strafing, and wall crawling in the world won't save you from someone with truly good aim. It'll just take them slightly longer to kill you. If they don't have good aim...practice as though they do.
#2. Bring a friend!
One skulk charging three marines will get shot down before he gets half across the room. It's best to have multiple aliens attacking from different routes (doors, vents, anything). I too often see an alien spawn, run at the marines, die, and repeat. This leads to longer respawn times, and will accomplish nothing! Instead of being in a rush to take all those marines down with your "elite" skulk skills, gather up a few skulks. A shared meal is better than no meal at all!
#3. Run Away
If a marine surprises you at long range, put your tail between your legs (do skulks have tails?) and run away. It's ok to charge the marine if the nearest exit is too far away, but machine gun fire is less accurate the further you get from that marine.
#4. Parasite is excellent
This is what you can do when the marines are too far away too safely engage. When you hear them coming, or while you're running away, fire as many parasites into the marine(s) as possible. Now everyone on your team can see these guys, and knows exactly where they are.
Here are a few ways I use the parasite ability to get the jump on the 'ol marines. Apologies for the rambling nature of the thing, but I gots mad homework to do!
As people before have mentioned, parasite is excellent. Not only does it allow you and your hivemates to see if marines are trying to sneak a res tower or lock down a hive, but it also makes attacking the group of marines far easier. Tail the marines - you can do this out of line of sight if many/most of the marines are parasited. This makes it much more difficult for them to hide and ambush you, and it makes it a lot easier for you to attack them. If there are 7 parasite dots moving around the map, 8 marines total, and none are in their main base, hit that. It's very easy to tell when a marine is ready to move out of the room, and time your attack thusly. You can analyze the structure of their defence without setting foot within the room, and so can anyone on your team. If two or three guys cluster around an area and you hear building sounds, get as close as you can without being spotted or heard. If the building sounds continue, and you think you're close enough to get a bite or two off before anyone can pull a weapon, do it. Marines on the move are also quite easy to ambush. Either wait in front of them, or trail them until they get into a close quarter area. Rush around that corner and bite those marines in the ****!
Parasite loses some of it's effectiveness when marines get motion tracking, as one of it's main uses is ambush and sneak attack from the rear. However, soon skulks get celerity and leap from the second hive. That makes it possible for skulks to close with marines. If multiple skulks are attacking the guys in front should leap over the marine's heads. This makes them split up their fields of fire, so they have targets closing on them from all sides. Don't expect to take out multiple HA/HMG with this...the armor's too thick, and the guns are too powerful. If there are no other alternatives, it's better than nothing!
Post away!