<div class="IPBDescription">Cara 3 skulks in 30 secs....</div> At this point,i can scarly afford weapons upgrades.How do i get level 0 weapon marines to counter the cara 3 skulks,which need 20 LMG shots to kill?
<!--QuoteBegin--z.x. bogglestiensky+Aug 10 2003, 09:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (z.x. bogglestiensky @ Aug 10 2003, 09:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> teach them to aim.
you can still tkae out 2 skulks in one clip <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Then they start demanding that i come out and shoot them myself and start flooding the screen with insults and then everyone loses intrest in playing.
<!--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-->cara slows down skulks with each succesive level.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Sorry, but that got removed. I dunno at what point NeoMatrix's changelog is at for accuracy, but I'm sure that's listed in there.
Don't treat beta changelogs from 3 months ago as final say, especially in the final builds. Carapace doesn't slow you down. But then again, it's not at powerful as it was.
Get ur sargeant to get the marines to mass shoot at each one that comes in then move to then next one in the skulk rush train.....
Same tactic works with onos.. however in a different way. Say aim at onos attacking the left tf.. but DO NOT FIRE. as soon as he starts running out, meaning he is taking damage and needs to regenerate. ALL OPEN FIRE. 9 times out of 10 the onos falls, as opposed to shooting him, and running out of a clip just as he decides to run out of the room......
As long as the marines communicate effectively, and dont jam the voice chat with USELESS ****, taking out rushing skulks even with 40 armor shouldnt be hard
matsoMaster of PatchesJoin Date: 2002-11-05Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
<!--QuoteBegin--Hunty+Aug 10 2003, 09:52 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hunty @ Aug 10 2003, 09:52 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> At this point,i can scarly afford weapons upgrades.How do i get level 0 weapon marines to counter the cara 3 skulks,which need 20 LMG shots to kill? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> 20 lmg shots? You playing 1.04? It's just 16 lmg shots in 2.0, up from 11 standard. Carapace isn't the end-all, be-all upgrade it was in 1.04. 16 lmg shots is what an LMG fires off in 1 second, in 2.0.
So just tell your guys to be happy they won't be walking into sensory traps, or silenced/celerity skulks, and research MT ASAP.
Yes, it is hard to deal with cara skulks, at least for average pub marines. The crosshair doesn't help.
However, that's just a fact of pubbing... If your marines are really getting wasted, drop shotties. It's an early game expense, sure, but if that's what it takes, that's what it takes.
<!--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-->The counter to quick 3DC skulk rush is the two arms lab rush. It wouldn't hurt to turret the base as well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The real counter is recycling your base. Res/time!
<!--QuoteBegin--Spazmatic+Aug 10 2003, 03:13 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spazmatic @ Aug 10 2003, 03:13 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->The counter to quick 3DC skulk rush is the two arms lab rush. It wouldn't hurt to turret the base as well. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The real counter is recycling your base. Res/time! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Only if CAL tourney <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
Sarisel.::' ( O ) ';:-. .-.:;' ( O ) '::.Join Date: 2003-07-30Member: 18557Members, Constellation
I've been taken down easy as a carapace skulk when confronted by groups of marines (3 or more) with descent aim. So the answer is, stick together - and then there's really no difference unless you get ambushed.
"Then they start demanding that i come out and shoot them myself and start flooding the screen with insults and then everyone loses intrest in playing. "
Find another server thats not packed with arrogance. Or invite them to comm the game while you jump about shooting wildly.
Otherwise pass out shotguns to competent players and let the nubs go first as skulk fodder. Shotties are your best defence to a skulk rush at game start anyhow, and if your marines cant shoot straight then there's nothing you can really do to help them.
MT will do them in I should think. Early, before MT, keep folks in packs of 2-3 at least. 2-3 marines vs. 2-3 skulks, and not in a pure ambush, I think the marines should do fine. The first skulk should be dead before they even reach the marines, and the 2nd on it's way.
Once you get MT, I have little problem going 1on1 with lvl0weapons/armor vs. a carapace skulk. I just don't go into the ambush spots. Often enough, skulks can't help but move a little bit so I get a quick MT 'flash' of them and know where not to run into.
Comments
you can still tkae out 2 skulks in one clip
you can still tkae out 2 skulks in one clip <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Then they start demanding that i come out and shoot them myself and start flooding the screen with insults and then everyone loses intrest in playing.
Sorry, but that got removed. I dunno at what point NeoMatrix's changelog is at for accuracy, but I'm sure that's listed in there.
Don't treat beta changelogs from 3 months ago as final say, especially in the final builds. Carapace doesn't slow you down. But then again, it's not at powerful as it was.
You want to hurt them? Shotguns and focusfire.
Same tactic works with onos.. however in a different way. Say aim at onos attacking the left tf.. but DO NOT FIRE. as soon as he starts running out, meaning he is taking damage and needs to regenerate. ALL OPEN FIRE. 9 times out of 10 the onos falls, as opposed to shooting him, and running out of a clip just as he decides to run out of the room......
As long as the marines communicate effectively, and dont jam the voice chat with USELESS ****, taking out rushing skulks even with 40 armor shouldnt be hard
20 lmg shots? You playing 1.04? It's just 16 lmg shots in 2.0, up from 11 standard. Carapace isn't the end-all, be-all upgrade it was in 1.04. 16 lmg shots is what an LMG fires off in 1 second, in 2.0.
So just tell your guys to be happy they won't be walking into sensory traps, or silenced/celerity skulks, and research MT ASAP.
However, that's just a fact of pubbing... If your marines are really getting wasted, drop shotties. It's an early game expense, sure, but if that's what it takes, that's what it takes.
The real counter is recycling your base. Res/time!
The real counter is recycling your base. Res/time! <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Only if CAL tourney <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->.
On pubbies you start pulling out the h4x.
Find another server thats not packed with arrogance. Or invite them to comm the game while you jump about shooting wildly.
Otherwise pass out shotguns to competent players and let the nubs go first as skulk fodder. Shotties are your best defence to a skulk rush at game start anyhow, and if your marines cant shoot straight then there's nothing you can really do to help them.
Once you get MT, I have little problem going 1on1 with lvl0weapons/armor vs. a carapace skulk. I just don't go into the ambush spots. Often enough, skulks can't help but move a little bit so I get a quick MT 'flash' of them and know where not to run into.