Lmg Marine Vs. Skulk
Halik
Join Date: 2003-06-09 Member: 17159Members
I cant reply to it in beta forum so ill place it in here.
Its obvious that skulk is weaker then LMG marine. Almost everytime he dies in combat coz he cant get into malee fight on big areas.
I have an idea to make special upgrade at armory for LMG. Like upgrading ammo for marines in starcraft. I would change lmg ROF or make bullets more armour piercing. Dont know but something that will make lmg better vs skulks only when aliens are at 3 dc's tech lever or sumthing. Marine rush and relocating would be harder to make when you need tu make an upgrade to kill skulks.
Upgrade could be at adv armory or weapons lab so itll be hard to make it on the game start before aliens get 3 dcs.
thx, Halik
Its obvious that skulk is weaker then LMG marine. Almost everytime he dies in combat coz he cant get into malee fight on big areas.
I have an idea to make special upgrade at armory for LMG. Like upgrading ammo for marines in starcraft. I would change lmg ROF or make bullets more armour piercing. Dont know but something that will make lmg better vs skulks only when aliens are at 3 dc's tech lever or sumthing. Marine rush and relocating would be harder to make when you need tu make an upgrade to kill skulks.
Upgrade could be at adv armory or weapons lab so itll be hard to make it on the game start before aliens get 3 dcs.
thx, Halik
Comments
You said that skulks are too weak and then propose an upgrade for the marines. Much sense indeed.
Sure i would go to S&I but its a reply to beta forum topic <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Second thing... When skulks are rushing i groups, min 4 skulks at a group they have some chances in fighting against marine but what when there are four marines? Target practice. "Chose your targets maggots! FIRE AT WILL!" tratatatatatata.... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> ------------- <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.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--> = <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->. I can rush for aliens at start of the game and kill 6 skulks by range. Usualy 20-25 bullets of LMG for a skulk. Then i hear "Do you ever miss?" and its unfair for me :/
marines are good at close combat like short corridors and corners and good in open areas, it all seems a bit marine biast.
also, most good siege points like cargo in tantih, is VERY open and wide and skulks just cant get anywhere near and rines can easilly tf and siege up.
1) A lone marine wandering around the map almsot always beats a lone skulk wandering around the map. Sometime way back when, I heard that marines were supposed to be moving in groups, while skulks were the ones who were supposed to be deathmatch-y. Not so. To be effective, aliens have to move in groups, while marines can wander around and rambo all they want because they both have better spawn rates and better weapons. I think if you don't have two LMG's trained on a skulk, he should be able to live long enough to get close and kill you.
2) As someone already said, motion tracking nerfs skulks further. Now they can barely move anywhere and set up ambushes without marines knowing exactly what's going on. Not too fair.
Basically, I think skulks should start off at about level 3 carapace efficiency, or the LMG's should be made less powerful. So that, unless you're REALLY lucky, it's going to take more than one clip of unupgraded LMG fire to take down a skulk. Or, aliens need to be given the spawn advantage (marines have it now). Or both. Either way, marines will be forced to move in groups early on to stay alive, and shotguns might actually become a worthy investment. Which, I think, would be a very good thing.
-CD
If anything I prefer early game skulking to early-game marine play precisely for this reason - setting up ambushes and trying to outwit marines is great fun.
Be sneaky, be deadly.
Besides, theres no rule that says aliens travel alone. The only 'rule' or rather, guideline I think is keep your marines in groups. Not that I care, I'll take those punks down no matter what!
I really enjoy skulking but there are certain situations in which the marines seem unassailable to me. 1-2 marines can hold a tunnel from 2-4 skulks, so if marines are just trying to protect 1 area for a moment or two so there PG/TF can finish, it's hard for the skulks to be able to attack unless they can organize a ton of skulks on one route, and that takes time... time enough for that PG/TF to finish.
That's why Skulk is the first class and there are several stronger ones. Also Leap helps a lot in charging.
Though I believe that motion tracking really is Skulks biggest problem and should be heavily changed. Currently it feels a lot like Kharaa hive sight, and I think we are trying to embrace the diversity of Kharaa and Marine team.
I also like p4l's idea for motion tracking.
<!--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-->I'd like to see it operate on 'blips' or whatever, like real radar.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I'm sure we will all be pleased with 1.1's version of motion.
Err... no it wouldn't.
A not as good shotgun would be well over 10 points of damage, resulting in skulk owange at the start. When skulks can only ambush, but the marines are all equipped with shotties, even crappy ones, the skulks will taste defeat and lots of bullets.
Marine rushing would be commonplace, and horrible imbalances would follow.
IMO, the solution is to change the playing field, not the rules.
But the aliens can only defend at close range... and marines who can only attack at long range, abielt weaker than a regular shotty, but enough to give out pure owange to those poor skulks, and rushing would be the predominant strat.
your proposing a skulk be able to take the same amount of dmg as a fade?
The beef that I do agree on is motion tracking. As for the 3 second blips; it's a great idea!
Right now you can kill an unupgraded skulk in about 15 shots. Maybe it should be more like 40 shots. That way, if you're a crack shot at short range, or have the long range advantage and time to aim, you can kill a skulk in a single clip. Or, if you have two players, you can take down a skulk in about the same time as a single player does now. Sounds fair to me...