Skulks

GhrimmGhrimm Join Date: 2004-04-30 Member: 28330Members
Personally, i love playing a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> but once marines get shotties, its all over for me. I would like to see more added to the skulk in the end game. Maybe some kind of teleport, and by that i mean, teleport like 10 feet, so when ur seen by a marine, u dont get immidiatly blasted, but instead, just hit teleport and BAM, your behind him. Still enuf time for the marine to turn and shoot you if he has quick reflexes, but not enuf to prevent at least 1 bite.

Comments

  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
  • BlooBloo Village Fool of UWF Join Date: 2006-11-09 Member: 58497Members
    <!--quoteo(post=1622893:date=Apr 25 2007, 03:10 AM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Apr 25 2007, 03:10 AM) [snapback]1622893[/snapback]</div><div class='quotemain'><!--quotec-->
    Like leap?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    xD
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    focus + silence + leap = ouch!
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Oh be nice you lot.
  • Moving_Target0Moving_Target0 Join Date: 2006-12-21 Member: 59174Members
    <!--quoteo(post=1622983:date=Apr 25 2007, 11:51 AM:name=Revenge)--><div class='quotetop'>QUOTE(Revenge @ Apr 25 2007, 11:51 AM) [snapback]1622983[/snapback]</div><div class='quotemain'><!--quotec-->
    Oh be nice you lot.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    We could say much worse.

    All you need to skulk later-game is:

    focus
    3 hives
    silence

    General strategy: Leap at a marine's back as he walks past you, assuming you weren't seen with motion tracking. Focus bite him. If he's a heavy, circle him and Xeno or, if you think you can take him, keep biting.
  • WarriorWarrior Join Date: 2003-02-16 Member: 13624Members
    <!--quoteo(post=1622854:date=Apr 24 2007, 05:32 PM:name=Ghrimm)--><div class='quotetop'>QUOTE(Ghrimm @ Apr 24 2007, 05:32 PM) [snapback]1622854[/snapback]</div><div class='quotemain'><!--quotec-->
    Personally, i love playing a <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" /> but once marines get shotties, its all over for me. I would like to see more added to the skulk in the end game. Maybe some kind of teleport, and by that i mean, teleport like 10 feet, so when ur seen by a marine, u dont get immidiatly blasted, but instead, just hit teleport and BAM, your behind him. Still enuf time for the marine to turn and shoot you if he has quick reflexes, but not enuf to prevent at least 1 bite.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Hmm. NS isnt DBZ. Skulks dont need teleportation.
  • hazyginhazygin Join Date: 2007-04-27 Member: 60735Members
    leap+focus + pre xeno = insta kill on almost any thing
  • GhrimmGhrimm Join Date: 2004-04-30 Member: 28330Members
    Not like leap, leap just makes u jump forward at a faster rate, im talking about a total teleport. You can still get shot while leaping.

    Anyway, any good marine with a shotgun isnt going to get killed by a skulk.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    <!--quoteo(post=1623586:date=Apr 28 2007, 07:37 AM:name=Ghrimm)--><div class='quotetop'>QUOTE(Ghrimm @ Apr 28 2007, 07:37 AM) [snapback]1623586[/snapback]</div><div class='quotemain'><!--quotec-->Not like leap, leap just makes u jump forward at a faster rate, im talking about a total teleport. You can still get shot while leaping.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Meh... Trust me, I could kill much of the marine team with this and rarely die. There as a plugin which did this for spies in TFC and I'd just go around backstabbing the entire other team until their spy faced off with me. 'Nade spam was really the only thing that could kill you, and that was essentially by luck.

    However, I would like to see the fade have a true blink, on that makes it ethereal while blinking. By ethereal I mean it becomes <b>semi-transparent</b> (possibly leaving a trail of fading images) <b>and can clip through structure and players.</b> Not the map itself of course, but you can blink right through a marine line of heavies and turrets to get behind them. You can still be hit and die, but you can't be blocked by stupid stuff.

    <!--quoteo(post=1623586:date=Apr 28 2007, 07:37 AM:name=Ghrimm)--><div class='quotetop'>QUOTE(Ghrimm @ Apr 28 2007, 07:37 AM) [snapback]1623586[/snapback]</div><div class='quotemain'><!--quotec-->Anyway, any good marine with a shotgun isnt going to get killed by a skulk.
    <!--QuoteEnd--></div><!--QuoteEEnd-->I guess that depends on how good. It's hard when I'm flying in all directions and you can't hear me.
  • SolusSolus Join Date: 2003-05-02 Member: 16015Members, NS1 Playtester
    edited April 2007
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->However, I would like to see the fade have a true blink, on that makes it ethereal while blinking. By ethereal I mean it becomes <b>semi-transparent</b> (possibly leaving a trail of fading images) <b>and can clip through structure and players.</b>
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    When you say that, it reminds me of the <a href="http://www.gulfhaus.de/diesunddas/matrix/twins.jpg" target="_blank">matrix twins</a>
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited April 2007
    <!--quoteo(post=1623715:date=Apr 28 2007, 10:53 PM:name=Solus)--><div class='quotetop'>QUOTE(Solus @ Apr 28 2007, 10:53 PM) [snapback]1623715[/snapback]</div><div class='quotemain'><!--quotec-->
    When you say that, it reminds me of the <a href="http://www.gulfhaus.de/diesunddas/matrix/twins.jpg" target="_blank">matrix twins</a>
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Actually, yes. That's a good example of a possible special effect for that too! And if the fade had silence? *shudders* Pretty damn creepy IMHO. Or cloaking <i>and</i> silence, like an angel of death appearing out of nowhere (decloaking) to lob your head off.

    <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />, "You <!--coloro:#990000--><span style="color:#990000"><!--/coloro-->die<!--colorc--></span><!--/colorc--> now."

    <img src="http://www.tapety-na-pulpit.org/data/media/4/Matrix_twins.jpg" border="0" alt="IPB Image" />


    But back on topic, skulks don't really need this ability, all they need is speed and leap. Fades however are demanded heavily upon as the best marine-killing class. It depends on the version of NS you are talking about as far as how critical they are, but I'd still like to see them as fairly expensive, costly when lost, but very deadly when skilled class.

    And btw, the onos isn't agile. It's a brute of strength and hitpoints. Much a like a <i>barbarian</i> or <i>warrior</i> class. The fade however in my mind is that Kharaa's <i>rogue</i> or <i>assassin</i> class. Where an onos can supress a base, the fade is the one who must use hit & run and is capable of actually doing the most killing. (or die stupidly, depending on the player's skill versus the enemy marines) Regardless, this is a prefect innate ability for blink which wouldn't be possible (or look good) in the old Half-Life engine, but something not too hard for Steam. It's only a challenge for the artists of NS2 to make it look good. It also reinforces that the fades are generally the most intelligent fighters of the Kharaa (also emphasized in play by the skill curve needed to be a good fade).

    Don't give skulks this true blink ability though.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    edited April 2007
    <!--quoteo(post=1623755:date=Apr 29 2007, 05:03 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Apr 29 2007, 05:03 PM) [snapback]1623755[/snapback]</div><div class='quotemain'><!--quotec-->
    Actually, yes. That's a good example of a possible special effect for that too! And if the fade had silence? *shudders* Pretty damn creepy IMHO. Or cloaking <i>and</i> silence, like an angel of death appearing out of nowhere (decloaking) to lob your head off.

    <img src="style_emoticons/<#EMO_DIR#>/fade.gif" style="vertical-align:middle" emoid="::fade::" border="0" alt="fade.gif" />, "You <!--coloro:#990000--><span style="color:#990000"><!--/coloro-->die<!--colorc--></span><!--/colorc--> now."

    EDIT - deleted image
    But back on topic, skulks don't really need this ability, all they need is speed and leap. Fades however are demanded heavily upon as the best marine-killing class. It depends on the version of NS you are talking about as far as how critical they are, but I'd still like to see them as fairly expensive, costly when lost, but very deadly when skilled class.

    And btw, the onos isn't agile. It's a brute of strength and hitpoints. Much a like a <i>barbarian</i> or <i>warrior</i> class. The fade however in my mind is that Kharaa's <i>rogue</i> or <i>assassin</i> class. Where an onos can supress a base, the fade is the one who must use hit & run and is capable of actually doing the most killing. (or die stupidly, depending on the player's skill versus the enemy marines) Regardless, this is a prefect innate ability for blink which wouldn't be possible (or look good) in the old Half-Life engine, but something not too hard for Steam. It's only a challenge for the artists of NS2 to make it look good. It also reinforces that the fades are generally the most intelligent fighters of the Kharaa (also emphasized in play by the skill curve needed to be a good fade).

    Don't give skulks this true blink ability though.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    i think that fades should have this for their blink ability- but thats an old argument, actually why not give fades both types - the walk through things blink like the matrix, and then the current one where you go forward really fast.
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    edited April 2007
    <!--quoteo(post=1623899:date=Apr 29 2007, 09:23 PM:name=schkorpio)--><div class='quotetop'>QUOTE(schkorpio @ Apr 29 2007, 09:23 PM) [snapback]1623899[/snapback]</div><div class='quotemain'><!--quotec-->i think that fades should have this for their blink ability- but thats an old argument, actually why not give fades both types - the walk through things blink like the matrix, and then the current one where you go forward really fast.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Or combine them? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />

    PS: schkorpio you might wish to delete the image from your quote of my post. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    <!--quoteo(post=1623936:date=Apr 30 2007, 02:58 PM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ Apr 30 2007, 02:58 PM) [snapback]1623936[/snapback]</div><div class='quotemain'><!--quotec-->
    Or combine them? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes why not <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> that would look awesome
  • the_x5the_x5 the Xzianthian Join Date: 2004-03-02 Member: 27041Members, Constellation
    *bump*

    Anyone else like the "true blink" for a fade idea?
  • GeminiUKGeminiUK Join Date: 2003-12-30 Member: 24880Members, Constellation
    <!--quoteo(post=1626643:date=May 14 2007, 05:46 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 14 2007, 05:46 AM) [snapback]1626643[/snapback]</div><div class='quotemain'><!--quotec-->
    *bump*

    Anyone else like the "true blink" for a fade idea?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I like it, but it doesn't really belong in a thread with the title 'skulks'.

    I think there are other threads suggesting this, bump them up and im sure more people will look into the issue. <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    <!--quoteo(post=1626643:date=May 14 2007, 10:46 AM:name=the_x5)--><div class='quotetop'>QUOTE(the_x5 @ May 14 2007, 10:46 AM) [snapback]1626643[/snapback]</div><div class='quotemain'><!--quotec-->
    *bump*

    Anyone else like the "true blink" for a fade idea?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    Somehow anything involving disappearing fades feels like a do-or-die fade that either rocks or dies as soon as it encouters more than 1 marine. If they can make it reliable, polished, interesting and challenging, why not? I like the flow the fade movement has at the moment though.
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    what if fades had a blink ablility which would make them appear behind a target marine or structure (unless backed against a wall)


    you'd put your crosshair on a marine, click blink, and you appear behind a marine - you swipe a few times before taking lots of damage, you click blink again, and appear in your original spot - then use the normal blink to go back to the hive for healing.

    combing a real teleport ability with a fast moving blink would make the fade a killing machine <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />

    but also marines oculd set up traps for e.g. if they see where the fade started they could go there and wait for the fade to blink back - if the fade chooses too.
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