Skulk Train
lazygamer
Join Date: 2002-01-28 Member: 126Members
<div class="IPBDescription">f0ck heavy armor</div> Recently I played a game where I was aliens, and the initial skulk rush was very interesting. Basically, everyone on the team rushed the marine start. It was a line of skulks, one skulk behind the other, no large lags of distance between them. When the skulk train greeted the marines at their spawn, the marines were wiped out, no need for a second skulk train!
Now maybe the marines were crappy, but what if had been 3 skulks? Marines might of barely survived. So this is just a testament to how dangerous a proper initial skulk rush can be. Usually skulk rushes are waves of 1-3 skulks.
Now maybe the marines were crappy, but what if had been 3 skulks? Marines might of barely survived. So this is just a testament to how dangerous a proper initial skulk rush can be. Usually skulk rushes are waves of 1-3 skulks.
Comments
or... they ip rush without having to build another cc.
It just needs to stop - skulks should be going gorge and dropping RTs or upgrade chambers, and then skulking again till they are ready to evolve and build more or use a higher lifeform. Dying pointlessly does nothing for you now.
No way. Nothing in guaranteed in v2, not that I have seen. Potent? Maybe. Guaranteed? Nah.
I also frankly don't believe that most alien players would pass on a *guaranteed* win just to get Onos.
The point is that no strategy will always win you the game.
However, if you rush two guys actually defending, you're smoked, going to take two days to respawn, and are going to get shotgun rushed like nobody's business.
Sadly thats the world of Pub games for you. You do see the wave of nubs going for pointless "fun" rather than a constructive win. The onos gets the bad rap, as nubs take it and proceed to cloakcamp and devour, or run in and out of bases hoping someone will rambo into their devour.
This is the main cause of many long endgames, so trust me that Onos players will pass up on wins.