Unexploited Skulk Power.

CommunistWithAGunCommunistWithAGun Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
<div class="IPBDescription">I notice this on pubs a lot...</div> I notice a lot of skulks in running around stick to floor running. Today I tried to....explore the many options of my wall-crawling. Not only can you move quickly in tricky spots, but it gives an obvious advantage. Training yourself to stick to ceiling walk/wall you get a definate advantage if spamming bite and zig zagging the floor. Next time try zig zagging, jumping onto a wall, crawl to cieling and pounce on them. The more the marine has to aim up, then vertically the more chance for error. This makes long corridors almost as friendly as a carapaced skulk in red room with a weak little marine. I just notice not many pub skulks take full advantage of the perfect warrior, the skulk.

Comments

  • Creepin_JeezusCreepin_Jeezus Join Date: 2002-11-15 Member: 8801Members, Constellation
    yeh it always helps to wall/cieling climb, it can be very trick on some walls though, damn the supreme details of the levels <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> but personally id rather hide and suprise them then every try and run down a corridor
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    Yes I have noticed most skulks stay on the ground. I always climb on walls and ceilings in combat, and it is very effective.
  • QuaunautQuaunaut The longest seven days in history... Join Date: 2003-03-21 Member: 14759Members, Constellation, Reinforced - Shadow
    Know what Communist? I actual wanted to test this theory this morning.

    Lets just say that I was only killed once in a 2 hour game.

    Yayzorz, once again.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Marines always look on the floor, because the majority of enemies come from there.

    Wallrunning is really useful to circle the walls, when you're dodging. Spiraling is much more effective than zig-zagging. Just remember to spiral <i>towards</i> the marine; if you just circle the corridor but don't come any closer you'll just get gunned down. I've taken out a few skulks that way.
  • SinSpawnSinSpawn Harbinger of Suffering Join Date: 2002-11-12 Member: 8359Members
    I'd like to do that more often but I tend to need to suicide myself to parasite as much as possible. I really need to use wall climbing more often
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    aww, but you can't bunnyhop on a wall
  • tehwootytehwooty Join Date: 2003-07-08 Member: 18024Members
    Zig-zag means you cross their line of fire, which results in you taking damage. As I'm sure most of us know, if you take damage, you die. Therefore it is in your best interest NOT to take damage. Therefore, stop zig-zagging on the ground.

    If you spiral, you don't cross his line of fire and you make him aim on a 3rd dimension as well. Sure, you can zig-zag and bunnyhop on the ground but the change in aim to hit a bunny hopping skulk that's zig zagging is a lot less than one that is randomly spiralling on the walls and ceiling, hopping off, and doing random stuff like that.

    -wooty
  • Lt_HendricksonLt_Hendrickson Join Date: 2003-03-21 Member: 14761Members
    even in the most god like days of my dod days(which are extrodinary god like) it is quite dificult to shoot downward or upward.
  • EvenFlowEvenFlow Join Date: 2002-12-18 Member: 11046Members
    This works well ( roof climbing ), I tend to use it a lot when you're coming from Archiving ( Hera ) through the vent to reception, get up on the roof and make your way to the res. in reception. The only problem is that you have to keep looking up to stay on the roof and can't see where the 'rines are.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--tehwooty+Jul 24 2003, 02:04 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (tehwooty @ Jul 24 2003, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Zig-zag means you cross their line of fire, which results in you taking damage. As I'm sure most of us know, if you take damage, you die. Therefore it is in your best interest NOT to take damage. Therefore, stop zig-zagging on the ground.

    If you spiral, you don't cross his line of fire and you make him aim on a 3rd dimension as well. Sure, you can zig-zag and bunnyhop on the ground but the change in aim to hit a bunny hopping skulk that's zig zagging is a lot less than one that is randomly spiralling on the walls and ceiling, hopping off, and doing random stuff like that.

    -wooty <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Zigackly!
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    I only need to know how to avoid enemy fire in narrow hallways,and I always forget that I can wallclimb,oh well....

    What's spiralling anyway?
  • WitznerWitzner Join Date: 2003-07-23 Member: 18373Members
    Circling in on your opponent.

    Zig-zag is crossing back and forth in front of him while closing in, spiraling is running circles around him while closing in. It's effective because he has to spin to keep his aim on you, which is hard to do.
  • P-KhanP-Khan Join Date: 2003-05-27 Member: 16776Members
    Ceallings and dark corners are a skulks best friend! That´s what I say.
    If you stay on a cealing, and on a dark spot, the marine not only will unlikely spot you, and you can fall right on top of the dude's head!
    HAHAHAHA!!!!! <!--emo&::skulk::--><img src='http://www.natural-selection.org/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::marine::--><img src='http://www.natural-selection.org/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    This is the only way for a skulk to survive a long hallway with a decent rine.
    The best one i,ve done was spiral along a hall all the way to the front of three marines and i kept spiralling till they ran outta ammo then i ate them. They all laughed coz they didnt expect it. Altho in some places it was death to a skulk.
    Nancy was bad for dodgy hallways. RIP ns_nancy.


    - RD <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--Witzner+Jul 24 2003, 02:20 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Witzner @ Jul 24 2003, 02:20 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Circling in on your opponent.

    Zig-zag is crossing back and forth in front of him while closing in, spiraling is running circles around him while closing in. It's effective because he has to spin to keep his aim on you, which is hard to do. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think you're meaning circle strafe, while spiraling means a skulk who's moving in a circle on the wall.
    o <- skulk
    ___
    | o |

    ___
    | o|
    | |
    ___
    |o |
    | |
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    The problem I find with wall and celing walking is the lack of jump, you can't jump from wall to wall or pounce off a wall toward your pray, you just kind of fall off the wall.
  • devicenulldevicenull Join Date: 2003-04-30 Member: 15967Members, NS2 Playtester, Squad Five Blue
    edited July 2003
    Maybe I just don't know what I'm doing, but I find it hard to climb on most walls.. there is usually a bunch of stuff on them that will cause me to stop moving.. Is this made any easier in 2.0?
    Crawling on the roof is a pain too, because you have to look up all the time..
    Maybe I should just practice more.. I think I'll try it though

    Edit:
    A lot easier then I thought, it keeps me alive for a longer time now..
    Hard to do in most of the marine starts though
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin--Majin+Jul 24 2003, 12:33 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Majin @ Jul 24 2003, 12:33 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The problem I find with wall and celing walking is the lack of jump, you can't jump from wall to wall or pounce off a wall toward your pray, you just kind of fall off the wall. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    And you need to detach before attacking, unless the marines are sticking to the ceiling as well.

    But ceiling-sticking is definitely on my list of "ways to cross large open areas."

    It would be interesting to team up with another skulk, who was working the floor. Awful hard to shoot both up and down at the same time.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    <!--QuoteBegin--devicenull+Jul 24 2003, 01:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (devicenull @ Jul 24 2003, 01:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Crawling on the roof is a pain too, because you have to look up all the time..
    <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    This is the main reason why I think wall/roof-climbing is the most hardcore skill in the mod. It's really awesome if you can do it: I've seen some pretty good skulks use walls like it was the floor and own multiple marines. I think what makes it so damn difficult to be effective is just the fact that you lose track of marines very easily and focus on the wallclimbing instead of killing the marine and closing distance. You can't jump off the wall, you lose track easily, you fall very easily from a roof and sometimes there are little bumps on the way to stop you... I've found Hera Entrance in ns_hera to be the only place where I can use roofclimbing to full advantage: even good shots have a hard time hitting if I'm up on the roof.

    Anyways, I believe there is a lot of potential in wallclimbing and that it is really a hardcore part of the mod. Might even take a year of practice for me to use it to full effect...
  • DroopyDaDogDroopyDaDog Join Date: 2003-06-18 Member: 17479Members
    Hehe, im a wall crawling addict, hehe, it is immensly more effective than zig zagging along floor when you absolutely must face the barrel of his gun when you charge, and feels damn cool, in narrow corridoors it even works, heh cos you can just about leap from wall to wall effectively, heh hard to describe the technique to you, basically if you can navigate all the most awkward corners in wall crawl you can probably do it well if you try, use the strafe keys for almost all horizontal movement and mouse only for vertical changes, and try and cut corners off too (drop off roof early onto wall, off wall early onto floor) to keep the path kinda circular, and reverse and skip to suit the walls, and you will survive so much better.

    Hehe kinda related, the uberness in feeling cool yet doing nothing is to get adren as a skulk and leap from wall to wall in a moderately open area, like gen, in cargo map (nancey is it?) you won't do any real damage unless you get lucky and leap bite a marine, but will laugh loud and hard as marines tear the wall to shreds trying to hit you changing trajectory all the time (leap accelerates you fast, wall stops you fast, spin turns you fast, leap accelerates you fast in another direction) it's great fun, if entirely pointless... but i want to see EVERYONE doing this when 2.0 comes out to make the wall orientation code work to it's godly potential
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    Running on the ceilings is good to exploit additionnal surprise effects , if the marine isn't aware he won't see you coming from the ceiling usually , if he is but doesn't see you he will expect you to run on the floor and will take about 1/2 second to raise his aim so you have the advantage. If he sees you , just climb the wall all of a sudden when near enough , he will usually empty his clip in vain.

    Ceiling running + floor running skulks do horribly confuse marines. It is also easier to keep track of strafe jumping marines from the ceiling.
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