<div class="IPBDescription">He just ran my gun out.</div> He came at me, I instinctivly clutch the trigger. He simply circles me unitl my clip runs out, then bites me. I'll have to try that next time Random Team gives me skulk.
what has worked best for me is to lure marines around corners via parasite and rush out at them when they are turning the corner. If the battle doesnt end.. fast *it ushally does* i circle strafe + bite.
Ayah if he didn't kill you before you missed with your entire clip (and possibly pistol clip) before he <i>finally</i> killed you I'm not sure that it was cleverness.
The idea is more to get a marine to waste his clip(s) trying to make a kill he can't possibly get and then lunch upon his bones when he reloads/pulls out the knife.
lagger i am the master of lures, reason being this. im not sure what the map is called but all skulks were at mess hall (new round) and it was a war to open and shut the door, meanwhile i was jumping up and down on the other side of that short wall at mess hall to make them come out, while i had 6 or so skulks sitting on the roof waiting for them to come in, i think you get the picture of what happened.
SinSpawnHarbinger of SufferingJoin Date: 2002-11-12Member: 8359Members
edited June 2003
a good marine would have PERFECT sensitivity that matches his movements, which is not enough to miss but keep aim dead on and know to stop firing whe nthe skulk hides away.
But as for me i always play Kharaa, I cannot get close enough to strafe in circles and bite them, could you record a demo of you doing this on an AVERAGE/good marine?
If already close like meeting at an intersection, I normally try to just go for the kill, circle strafing, etc. If spotted from a distance, I try to hop around like a madman on the wall, off the wall, all silly, while slowly advancing. Once I know theyre almost short of ammo, i close in and bite. Most panic and forget about the pistol.
I have ran around a marine as a skulk before and made long fights of it. The marine will empty their lmg clip, then their pistol, then reload their lmg and then keep firing, both of us still alive. This is with no upgrades and no health given during the fight. I do this because I get about 20 fps, so the best thing I can do is run around so they can't hit me. I have actually done this a fair number of times.
<!--QuoteBegin--BugBrain+Jun 2 2003, 12:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BugBrain @ Jun 2 2003, 12:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He came at me, I instinctivly clutch the trigger. He simply circles me unitl my clip runs out, then bites me. I'll have to try that next time Random Team gives me skulk. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> This is exactly how to kill marines. Simple as that. The #1 rule of melee combat is to remember that you're NOT trying to kill your target - you're trying to stay alive. As a consequence of staying alive, your target gets killed. In other words, do not attempt to kill your foe as soon as possible by rushing them - attempt to close the distance taking as few hits as possible. You know that first scene in The Matrix when Trinity runs across the wall, with the cop firing at her, and the shots keep landing behind her? That's what you're aiming to do.
1)don'y use annoying fonts 2)the tactic won't work on evrey marine... i got 50 sensitvity so i usally kill all those alien tryign to spin around me since i spin faster.. go for the kill . the more you delay the bite the better chance you'll get killed
<!--QuoteBegin--big fat c0w+Jun 3 2003, 06:38 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (big fat c0w @ Jun 3 2003, 06:38 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1)don'y use annoying fonts 2)the tactic won't work on evrey marine... i got 50 sensitvity so i usally kill all those alien tryign to spin around me since i spin faster.. go for the kill . the more you delay the bite the better chance you'll get killed <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 1) Font looked perfectly fine - its <b><u>size</u></b> presented me with a little bit of difficulty. 2) 50??? Wow. What sort of sensitivity do other people use? I go on 25 and even that felt weird when I started. But as I have a really low framerate I have to set it high. I don't think I could control 50...
... 50 on some mouses could mean 4 on others. Its all relative. Try using 50 on a logitech optical. Pretty funny until you get so dizzy you puke your dinner out. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
<!--QuoteBegin--AIRinc.F|aReZ+Jun 3 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Jun 3 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... 50 on some mouses could mean 4 on others. Its all relative. Try using 50 on a logitech optical. Pretty funny until you get so dizzy you puke your dinner out. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
amm i got logitech opitcal. it isn't so diffcult.. ho well.. i think that in NS the higher sensitviy the better...aslong as you can control it
<!--QuoteBegin--SoulSkorpion+Jun 3 2003, 04:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jun 3 2003, 04:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The #1 rule of melee combat is to remember that you're NOT trying to kill your target - you're trying to stay alive. As a consequence of staying alive, your target gets killed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Whatta hell does this mean? Most insane rule so far. If you decide to wait till marines deplete their ammo at you, your fully relying on the fact that they are poor shots. If theyre at least avarage, you end up dead. Your goal is to get close to him and bite BEFORE he has had a chance to empty his gun in your face, not just jump around like a rabbit on crack and hope he can't hit a barn before he runs out of ammo. I've succesfully used this a couple of times, but then the marine has been a simpleton (and a bad shot) who was alone.
<!--QuoteBegin--SoulSkorpion+Jun 3 2003, 10:40 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jun 3 2003, 10:40 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You know that first scene in The Matrix when Trinity runs across the wall, with the cop firing at her, and the shots keep landing behind her? That's what you're aiming to do. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Thats cos the cop is too dumb to lead his shots, but in ns, we don't have that problem.
<!--QuoteBegin--big fat c0w+Jun 3 2003, 01:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (big fat c0w @ Jun 3 2003, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--AIRinc.F|aReZ+Jun 3 2003, 03:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Jun 3 2003, 03:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ... 50 on some mouses could mean 4 on others. Its all relative. Try using 50 on a logitech optical. Pretty funny until you get so dizzy you puke your dinner out. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
amm i got logitech opitcal. it isn't so diffcult.. ho well.. i think that in NS the higher sensitviy the better...aslong as you can control it <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> All mouses differ in sensativity effects. My friend has a sense of 15 which is less sensitive then my 4.3.
<!--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-->Thats cos the cop is too dumb to lead his shots, but in ns, we don't have that problem.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
and
<!--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-->QUOTE (SoulSkorpion @ Jun 3 2003, 04:40 AM) The #1 rule of melee combat is to remember that you're NOT trying to kill your target - you're trying to stay alive. As a consequence of staying alive, your target gets killed.
Whatta hell does this mean? Most insane rule so far. If you decide to wait till marines deplete their ammo at you, your fully relying on the fact that they are poor shots. If theyre at least avarage, you end up dead. Your goal is to get close to him and bite BEFORE he has had a chance to empty his gun in your face, not just jump around like a rabbit on crack and hope he can't hit a barn before he runs out of ammo. I've succesfully used this a couple of times, but then the marine has been a simpleton (and a bad shot) who was alone.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's not as simple as it sounds to hit a skulk who's bulletdodging. I've met exactly three people who can consistently hit me with a machinegun type weapon no matter what I do. Three. Only two of which play NS. Leading doesn't necessarily help because you can change direction. And as for relying on marines being bad shots... like I said, I've only met three people who this doesn't work on. I can spiral down a hallway and take out the marine at the other end, sometimes without losing a single hitpoint. I can dodge JP\HMG fire. I can melee a HA\HMG as a fade. If I can do it anyone can.
The point I'm trying to make is - if you run dead on at a marine, trying to close the distance as fast as possible, if the marine is even slightly competent you will die 90% of the time. On the ohter hand, if you approach at an angle (as wide an angle as you like) and wait for the marine to deplete his ammo, 90% of the time you'll kill HIM. It works. I know it works. That's what this whole thread is about. Trust me on this.
<!--QuoteBegin--SoulSkorpion+Jun 4 2003, 11:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jun 4 2003, 11:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SoulSkorpion (screwed up the quotes thingy so forgive me): It's not as simple as it sounds to hit a _____ who's bulletdodging. I've met exactly three people who can consistently hit me with a machinegun type weapon no matter what I do. Three. Only two of which play NS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Wow after a little editing, see what we can get. I can almost imagine this line coming out of Neo's mouth.
<!--QuoteBegin--AIRinc.F|aReZ+Jun 4 2003, 09:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (AIRinc.F|aReZ @ Jun 4 2003, 09:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--SoulSkorpion+Jun 4 2003, 11:15 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Jun 4 2003, 11:15 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> SoulSkorpion (screwed up the quotes thingy so forgive me): It's not as simple as it sounds to hit a _____ who's bulletdodging. I've met exactly three people who can consistently hit me with a machinegun type weapon no matter what I do. Three. Only two of which play NS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Wow after a little editing, see what we can get. I can almost imagine this line coming out of Neo's mouth. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> lol. I can't make the bullets stop in mid air, though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
hm.. i always think the entire purpose of the skulk is to be a mindless killing machine... it only exists to keep the marines occupied while the (presumably) intelligent gorge gets second hive up, so you can get the most sadistic of all evolutions, the fade <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> . anyway. the best thing for a skulk to do is find a nice high cieling, preferably a dark space (holoroom is perfect) and just decapitate anyone who comes near. imho, more marines = more frags <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
I had no idea my semi-complaint would generate actual discussion AND a SA picture. Go me <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
<!--QuoteBegin--|ds|meatshield+Jun 6 2003, 08:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Jun 6 2003, 08:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem is HOW do I come in at an angle? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> Here's a diagram: <!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1--> ___________________wall__________________________
The more hits you take, the more you make angle x closer to 90 degrees. When you reach the end, you run up the wall and start spiraling. The smaller angle x is, the faster you'll close but the more hits you'll take. Against good marines you sometimes need to vary the angle slightly to throw off their aim even further. The reason why I hate fighting with other skulks is that if there's a skulk in my dodge path he blocks me, and I get mowed down by gunfire.
Anyway, the idea is that you dodge to the side until their clip runs dry, or until you've closed the distance. Angle X should generally be greater against a pistol than against an LMG.
By the way, this technique won't work against shotguns. Shotgun dodging is different to machinegun dodging. The biggest difference is that against a machinegun you NEVER, EVER cross over the line of fire - with a shotgun you practically have to.
Ok. Say a marine is standing at one end of a passage and you're (a skulk) at the other end. He's firing directly at you, and you're running directly at the wall of the passage. The angle between the gunfire and your direction of travel is pretty much 90 degrees. At 90 degrees, the marine has the most difficulty hitting you, but you don't get any closer to him (you end up circling him. That's what circlestrafing is). If you are running dead on, right at the marine, the angle between your approach and the gunfire is 0 degrees. You close the distance fastest, but the marine has the easiest time hitting you. The trick is to find the optimal angle, between 0 and 90, which gets you to the marine fastest with as few holes in you as possible. The other two things to consider are:
1: varying the angle sometimes throws off their aim. It's hard to lead a target if the amount you have to lead by changes. 2: the amount of ammo they have 3: how much their weapon hurts\what level of carapace you have.
If they've got a l1 LMG and you have l3 carapace, number three is in your favour, and so is number two. If you attack at a fairly small angle (say, 30 to 50 degrees) you will take a few hits but it probably won't matter. Or, if you attack at a very wide angle (closer to 90) you can be sure that their clip will run dry fairly quickly.
On the other hand, if they have an HMG, you can't approach at a small angle because you can't take as many HMG hits, and if you approach at a wide angle to try to drain their clip you have to keep going for much longer, since an HMG's clip is so much bigger.
Often the problem is the environment. If you are fighting in a long corridor the attack angle (even if you run directly at the wall) is very small, which is why corridors are such a massive advantage for marines. On the other hand, if you're fighting in a very open area, you actually have the advantage because you've got room to move. I guess the optimal fighting environment would be a domed, circular room.
Having taken all that into consideration, remember that you have to keep moving. If you get stuck on some obstructive feature of the level (ns_europa. Grrr) or a fellow skulk, you'll likely get mown down. The other thing to remember is <i>do not cross their stream of fire</i>. That means do not zig-zag, because each time you cross them you take damage. This isn't so much of a problem as a skulk, because you can spiral.
Comments
except I bite as I circle
and when he runs out of ammo, I bite some more
The idea is more to get a marine to waste his clip(s) trying to make a kill he can't possibly get and then lunch upon his bones when he reloads/pulls out the knife.
im not sure what the map is called but all skulks were at mess hall (new round) and it was a war to open and shut the door, meanwhile i was jumping up and down on the other side of that short wall at mess hall to make them come out, while i had 6 or so skulks sitting on the roof waiting for them to come in, i think you get the picture of what happened.
But as for me i always play Kharaa, I cannot get close enough to strafe in circles and bite them, could you record a demo of you doing this on an AVERAGE/good marine?
If spotted from a distance, I try to hop around like a madman on the wall, off the wall, all silly, while slowly advancing. Once I know theyre almost short of ammo, i close in and bite.
Most panic and forget about the pistol.
This is exactly how to kill marines. Simple as that. The #1 rule of melee combat is to remember that you're NOT trying to kill your target - you're trying to stay alive. As a consequence of staying alive, your target gets killed. In other words, do not attempt to kill your foe as soon as possible by rushing them - attempt to close the distance taking as few hits as possible. You know that first scene in The Matrix when Trinity runs across the wall, with the cop firing at her, and the shots keep landing behind her? That's what you're aiming to do.
2)the tactic won't work on evrey marine... i got 50 sensitvity so i usally kill all those alien tryign to spin around me since i spin faster.. go for the kill . the more you delay the bite the better chance you'll get killed
2)the tactic won't work on evrey marine... i got 50 sensitvity so i usally kill all those alien tryign to spin around me since i spin faster.. go for the kill . the more you delay the bite the better chance you'll get killed <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
1) Font looked perfectly fine - its <b><u>size</u></b> presented me with a little bit of difficulty.
2) 50??? Wow. What sort of sensitivity do other people use? I go on 25 and even that felt weird when I started. But as I have a really low framerate I have to set it high. I don't think I could control 50...
amm i got logitech opitcal.
it isn't so diffcult.. ho well.. i think that in NS the higher sensitviy the better...aslong as you can control it
Whatta hell does this mean? Most insane rule so far. If you decide to wait till marines deplete their ammo at you, your fully relying on the fact that they are poor shots. If theyre at least avarage, you end up dead. Your goal is to get close to him and bite BEFORE he has had a chance to empty his gun in your face, not just jump around like a rabbit on crack and hope he can't hit a barn before he runs out of ammo. I've succesfully used this a couple of times, but then the marine has been a simpleton (and a bad shot) who was alone.
Thats cos the cop is too dumb to lead his shots, but in ns, we don't have that problem.
amm i got logitech opitcal.
it isn't so diffcult.. ho well.. i think that in NS the higher sensitviy the better...aslong as you can control it <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
All mouses differ in sensativity effects. My friend has a sense of 15 which is less sensitive then my 4.3.
and
<!--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-->QUOTE (SoulSkorpion @ Jun 3 2003, 04:40 AM)
The #1 rule of melee combat is to remember that you're NOT trying to kill your target - you're trying to stay alive. As a consequence of staying alive, your target gets killed.
Whatta hell does this mean? Most insane rule so far. If you decide to wait till marines deplete their ammo at you, your fully relying on the fact that they are poor shots. If theyre at least avarage, you end up dead. Your goal is to get close to him and bite BEFORE he has had a chance to empty his gun in your face, not just jump around like a rabbit on crack and hope he can't hit a barn before he runs out of ammo. I've succesfully used this a couple of times, but then the marine has been a simpleton (and a bad shot) who was alone.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
It's not as simple as it sounds to hit a skulk who's bulletdodging. I've met exactly three people who can consistently hit me with a machinegun type weapon no matter what I do. Three. Only two of which play NS. Leading doesn't necessarily help because you can change direction. And as for relying on marines being bad shots... like I said, I've only met three people who this doesn't work on. I can spiral down a hallway and take out the marine at the other end, sometimes without losing a single hitpoint. I can dodge JP\HMG fire. I can melee a HA\HMG as a fade. If I can do it anyone can.
The point I'm trying to make is - if you run dead on at a marine, trying to close the distance as fast as possible, if the marine is even slightly competent you will die 90% of the time. On the ohter hand, if you approach at an angle (as wide an angle as you like) and wait for the marine to deplete his ammo, 90% of the time you'll kill HIM. It works. I know it works. That's what this whole thread is about. Trust me on this.
It's not as simple as it sounds to hit a _____ who's bulletdodging. I've met exactly three people who can consistently hit me with a machinegun type weapon no matter what I do. Three. Only two of which play NS. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Wow after a little editing, see what we can get. I can almost imagine this line coming out of Neo's mouth.
It's not as simple as it sounds to hit a _____ who's bulletdodging. I've met exactly three people who can consistently hit me with a machinegun type weapon no matter what I do. Three. Only two of which play NS. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Wow after a little editing, see what we can get. I can almost imagine this line coming out of Neo's mouth. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
lol. I can't make the bullets stop in mid air, though <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->.
(Neo Bulletdodging) <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've got a better one:
Here's a diagram:
<!--c1--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>CODE</b> </td></tr><tr><td id='CODE'><!--ec1-->
___________________wall__________________________
^
|
__|
/ |
| x |
::asrifle:: ::skulk::
___________________wall________________________
<!--c2--></td></tr></table><span class='postcolor'><!--ec2-->
The more hits you take, the more you make angle x closer to 90 degrees. When you reach the end, you run up the wall and start spiraling. The smaller angle x is, the faster you'll close but the more hits you'll take. Against good marines you sometimes need to vary the angle slightly to throw off their aim even further. The reason why I hate fighting with other skulks is that if there's a skulk in my dodge path he blocks me, and I get mowed down by gunfire.
Anyway, the idea is that you dodge to the side until their clip runs dry, or until you've closed the distance. Angle X should generally be greater against a pistol than against an LMG.
By the way, this technique won't work against shotguns. Shotgun dodging is different to machinegun dodging. The biggest difference is that against a machinegun you NEVER, EVER cross over the line of fire - with a shotgun you practically have to.
1: varying the angle sometimes throws off their aim. It's hard to lead a target if the amount you have to lead by changes.
2: the amount of ammo they have
3: how much their weapon hurts\what level of carapace you have.
If they've got a l1 LMG and you have l3 carapace, number three is in your favour, and so is number two. If you attack at a fairly small angle (say, 30 to 50 degrees) you will take a few hits but it probably won't matter. Or, if you attack at a very wide angle (closer to 90) you can be sure that their clip will run dry fairly quickly.
On the other hand, if they have an HMG, you can't approach at a small angle because you can't take as many HMG hits, and if you approach at a wide angle to try to drain their clip you have to keep going for much longer, since an HMG's clip is so much bigger.
Often the problem is the environment. If you are fighting in a long corridor the attack angle (even if you run directly at the wall) is very small, which is why corridors are such a massive advantage for marines. On the other hand, if you're fighting in a very open area, you actually have the advantage because you've got room to move. I guess the optimal fighting environment would be a domed, circular room.
Having taken all that into consideration, remember that you have to keep moving. If you get stuck on some obstructive feature of the level (ns_europa. Grrr) or a fellow skulk, you'll likely get mown down. The other thing to remember is <i>do not cross their stream of fire</i>. That means do not zig-zag, because each time you cross them you take damage. This isn't so much of a problem as a skulk, because you can spiral.