Skulks Vrs End Game?
SnoopBob
Join Date: 2003-07-21 Member: 18331Members
<div class="IPBDescription">Is it worth it?</div> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
I passed introducing myself on the new player forum because i have been reading the forums for a while and played ns since when it was just a gestating egg...
Anyway, i have read many posts concerning the debate of the versatility of the skulk in a mid/end game scenario and have thus pondered about it many a time...
The skulk in respect is my most favourable "class" because of the abiltiy it possesses to be stealthy and deadly, a cloak and dagger if you will. Its abilty to attack with speed and surprise to make even the most experianced marine question his faith is unmatched, but...
When heavy armour or jetpacks enter the game, the skulk loses its tactical advantage as a swift "precision" weapon unable stand up to the protection/manunverbiltity that the later game offers marines. not to mention the motion tracking taking the abiltiy to go unnoticed preparing to strike is rendered almost useless...
I do however relise the usefulness of the xenocide but only as an endgame tactic where victory is sealed.
No i'm not saying the skulk should be able to single handedly take down HA's like an onos on steriods i am just mentioning a issue that from my POV needs to be addressed.
I have read the changelogs for 2.0x looking for some hint of this being addressed and as far as my slightly obscured vision shows there are not many changes that address this.
Correct me if what i have said is wrong etc
<b>My possible solution...</b>
As the game progress the aliens inevitably gain multiple hives and with it the bonusses that come with it... the skulk could be slightly boosted with each new have giving it increased damage or maybe more health...
Thanks for ya time!
SnoopBob
ps Be nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.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-->
I passed introducing myself on the new player forum because i have been reading the forums for a while and played ns since when it was just a gestating egg...
Anyway, i have read many posts concerning the debate of the versatility of the skulk in a mid/end game scenario and have thus pondered about it many a time...
The skulk in respect is my most favourable "class" because of the abiltiy it possesses to be stealthy and deadly, a cloak and dagger if you will. Its abilty to attack with speed and surprise to make even the most experianced marine question his faith is unmatched, but...
When heavy armour or jetpacks enter the game, the skulk loses its tactical advantage as a swift "precision" weapon unable stand up to the protection/manunverbiltity that the later game offers marines. not to mention the motion tracking taking the abiltiy to go unnoticed preparing to strike is rendered almost useless...
I do however relise the usefulness of the xenocide but only as an endgame tactic where victory is sealed.
No i'm not saying the skulk should be able to single handedly take down HA's like an onos on steriods i am just mentioning a issue that from my POV needs to be addressed.
I have read the changelogs for 2.0x looking for some hint of this being addressed and as far as my slightly obscured vision shows there are not many changes that address this.
Correct me if what i have said is wrong etc
<b>My possible solution...</b>
As the game progress the aliens inevitably gain multiple hives and with it the bonusses that come with it... the skulk could be slightly boosted with each new have giving it increased damage or maybe more health...
Thanks for ya time!
SnoopBob
ps Be nice <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.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-->
Comments
I don't know if it's just me, but I hate Fades/Onos, its just no fun.
Yeah, it's called Leap and Xenocide. Both are very useful with what you're usually up against when you get them; leap is exceedingly useful against non-HA marines for closing the distance and biting before hitting the ground, and Xeno works wonders against HA trains if it's coordinated. Skulks are still the 1st tier class no matter how you look at it, and getting level 3 weapons and armor for a stock marine is much more expensive than upgrading your skulk. It's only fair that they have the upper hand late game...
Yeah, it's called Leap and Xenocide. Both are very useful with what you're usually up against when you get them; leap is exceedingly useful against non-HA marines for closing the distance and biting before hitting the ground, and Xeno works wonders against HA trains if it's coordinated. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Leap is good ... however, when you get xenocide/primal scream/charge/web, the game is over. A pity, really, but map constraints means that if the aliens hold three hives, they can't avoid holding a fair amount of resources as well. Thus, you will seldom see any game-deciding battles at hive 3.
Skulk/marine power balance seesaws quite a bit:
Phase 1, vanilla skulks vs vanilla marines: marine advantage.
Phase 2, upgraded skulks vs vanilla marines: skulk advantage.
Phase 3, upgraded LA/LMG marines vs upgraded hive 1 skulks: marine advantage
Phase 4, hive 2 skulks vs upgraded LA/LMG marines: parity
Phase 5, upgraded marines with HA/HMG/JP/GL etc: skulks are dead meat.
Phase 6, hive 3 aliens. Cleanup time.
All phases except for #5 averages a few minutes each.
Phase 5 is where the game usually stalemates, and can last for hours. At this point, few if any skulks can do much. In addition, as they are no longer getting any kills, and there is no overflow from those fades/onoses actually getting kills, they may well have to STAY skulk for quite a long time.
1 skulky could hold the left arm, one the right and the 3rd chomp his head off <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
(watch out though, he could still have the strength to knock you on the ground and stomp you with his large feet <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
but there is the problem of xenociding a ha train with your fully upgraded armed to the teeth skulk then on respawn having to upgrade again so you at least stand a chance of runing when you turn the corner to find a ha with a hmg looking at you. <!--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-->
But look at it in a 2 hive scenario no xenocide...
leap i find is only useful on covering distance especial against stock marines but once you hit the wall that is HA again ure royally screwed...
jetpacks are another story a skilled "elite" (lol) skulk can mince a jper, give the jper a hmg and you better hope he is blind in one eye....
If you absolutely have to skulk in the late game (due to personal taste or lack of resources), you'll have to work together with other lifeforms. A fade or onos is a much more inviting target than a skulk, so if you attack from a different direction, chances are that you can get in and do quite some damage. After all, a skulk can deal quite a lot of damage if you let him, his weakness is the hitpoints (not like the late-game vanilla marines, which are relatively tough but have trouble doing enough damage to the higher lifeforms).
hehe good times
Skulk/marine power balance seesaws quite a bit:
Phase 1, vanilla skulks vs vanilla marines: marine advantage.
Phase 2, upgraded skulks vs vanilla marines: skulk advantage.
Phase 3, upgraded LA/LMG marines vs upgraded hive 1 skulks: marine advantage
Phase 4, hive 2 skulks vs upgraded LA/LMG marines: parity
Phase 5, upgraded marines with HA/HMG/JP/GL etc: skulks are dead meat.
Phase 6, hive 3 aliens. Cleanup time.
All phases except for #5 averages a few minutes each.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I agree with all but phase 2, that one is highly ping dependant aswell as other things (numbers of marines-aliens), fully upgraded skulks can only take 3-4 more bullets to die, to be fair id say its even, but in my eyes its still marines who have the advantage.
Let the lerks, fades deal with the marines head on, you sneak quickly behind and chomp their base....
Generally Fades have taken care of the mines so you can chomp the hell out of the IP's long before any one even knows you are there, and that's where the skulks are potent for end game, they are small, they easily slip by GL fire and can cause havoc with a base since people aren't expecting them there..
for example at the start, when upgrades are low you gotta be careful, then when you just get 3rd lvl upgrades you can be a bit more aggressive, then when you see jps/hmg/ha, you gotta be smarter, i think thats a point alot of people are missing when they say "i cant rambo into 3 HA/hmgs with a skulk and win, thus they are useless end game"
skulks do 70damage(unless they changed it) which is still a hell of a lot, and when everyone is focusing on onos/fade/lerk the skulk is about the last target but can be the deadliest if used correctly