Skulks

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Comments

  • TrixalopeTrixalope Join Date: 2003-10-14 Member: 21684Members
    Nope, only evidence I 'could have had' of Nadagast in game was when I leap killed him, while attempting to leap-bite him. Alas you cannot take screenshots of your console with F5. Perhaps Print Screen works, but I forgot to paste it and save it.

    Why would you want demos of him playing?
    <i>By the way, he was using the alias: "roflsaurus rex" in this game. (He joined as e.Nadagast, changed his name to tsagadaN, then to roflsaurus rex.)</i>
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    I think the problems lies in when you jump every now and then.

    Because of a skulks smaller hitbox, it is generaly harder to hit on the ground. When in midair however, trheir hitbox are pretty much the same position of where the top of the pre-3.0 skulk is. Of course, we know how many people make use of the bugged hitbox even before 3.0.

    Now they can pretty much aim at the same height at which skulk hitboxes were before 3.0.

    Trixalope : Nadagast is a VERY good skulk. Pretty much superior in many ways over us....which is why we need his demos. I used to remember one of the demos I've had of him were VERY scary. And it was a clan match at that time (I think it was HAM vs Exigent)
  • TrixalopeTrixalope Join Date: 2003-10-14 Member: 21684Members
    I'm well aware of Nadagast's skill level of skulking. I'd say currently he's the only Skulk I literally try to avoid in game, because my chances are less than slim of defeating him 1v1. As a marine, however, it's a different story. He's still good, but his level of expertise behind the Skulk and his better than average aiming as a Marine, are on very different levels. Of course, I usually go Lerk to give myself a better chance to beat him in this case. <!--emo&::lerk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/lerk.gif' border='0' style='vertical-align:middle' alt='lerk.gif' /><!--endemo-->
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin-coris+Feb 9 2004, 05:17 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Feb 9 2004, 05:17 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think almost all the problems with the skulk would be fixxed by removing the pushback effect... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    This was tried and caused more imbalance then it solved and so was actually put back in. I think it was in the 2.0 testing or early 2.1/3.0.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    The skulks ARE too weak, and all one needs to do is watch the total kills on both sides during the game. You'll see total marine kills rise to far more than total alien kills on consistent basis. The only exception is in the games where marines have no comm or otherwise screw around, in which case the aliens will get more later game kills. However, I have noticed that marines are consistently getting more early game kills and that tells me the skulks are too weak.

    The skulk hitbox issue is a NON issue since I don't think the size of the skulk hitbox is small enough to make it harder to hit them. I've always been an 'average' marine player but I can own skulks all the time now.

    There are some people who can play skulk REALLY well, and they could probably own with a 10HP skulk. The other 90% of players don't have those skills though and that's who we should be balancing the game for in my opinion.

    Regards,

    Savant
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    So skulks are weaker, yes. So now skulks depend even more on stealth. Is that bad? I dont think so, and for some reason my skulk kills have doubled since 3.0, and i am a rather decent yet nowhere near god-like player. If you know how to play as a skulk, you should be sorted now <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Savant+Feb 10 2004, 09:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 10 2004, 09:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The skulks ARE too weak, and all one needs to do is watch the total kills on both sides during the game. You'll see total marine kills rise to far more than total alien kills on consistent basis. The only exception is in the games where marines have no comm or otherwise screw around, in which case the aliens will get more later game kills. However, I have noticed that marines are consistently getting more early game kills and that tells me the skulks are too weak.

    The skulk hitbox issue is a NON issue since I don't think the size of the skulk hitbox is small enough to make it harder to hit them. I've always been an 'average' marine player but I can own skulks all the time now.

    There are some people who can play skulk REALLY well, and they could probably own with a 10HP skulk. The other 90% of players don't have those skills though and that's who we should be balancing the game for in my opinion.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Savant,


    #1 Marines should always have more kills than deaths, otherwise they are losing terribly, remember that aliens can attack more frequently than marines can and camping marines are generally going to kill more than die.

    #2. Marines in combat campt too much, inflating their scores
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    I want demos of Nadagast playing since I want to study how he plays, and thereby learn...

    The demo from the match envy vs eR would be great..!
  • DoL_ThunderDoL_Thunder Join Date: 2003-11-18 Member: 23152Members
    I didn't read the entire topic, but I want to express my feelings. I want skulks to be stronger, not because I'm a poor skulk, but because I kill lots of skulks too easily, WALKING ALONE on the map.

    Ambush on the corners? Walk with shift. They never hear me coming. Ambush on ceilings? They are dead before they drop on the floor. Bhoping or jumping on diagonal lines don't work also. Sorry, but the marine must have a poor aim to die in this case, or a very low sensitivity.

    Skulks are not harder to hit. Not at all. I have been playing NS for about 13 months and I always aim at the center of the skulk model, it always hits. I don't find funny being able to jump-crouch left and right and kill 3 skulks while taking only 1-2 bites. I don't find it fun either to be bitten once and fly away across the screen, giving me the instant advantage of range. Things only get "even" at 2 hives, when skulks get leap. Thats when they begin to get dangerous. Also ambushes never work if marines walks in groups, and they have a good commander giving some medpaks.

    I seriously want to know the real reason why skulks got nerfed. They weren't strong, now they are too weak. If anything is too strong on skulks, its leap. It completely negates marine's advantage of being in corner of a long corridor where a hive 1 skulk wouldn't stand a chance. But please don't nerf leap without buffing skulks life/armor. If skulks get nerfed any more shotgun rushes will be unstoppable.
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