Skulk Rush

XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
What do you guys do to prevent the annoying skulk rushes? Personally I build 3 turrets, which takes time and makes the marines impatient, and the skulks sometime still manage to get through killing the inf portals.
«1

Comments

  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    <!--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-->which takes time and makes the marines impatient<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Impatient Solider = Bad Soldier
  • XpanderXpander Join Date: 2002-11-01 Member: 2535Members
    <!--QuoteBegin--deimos_telarin+Nov 10 2002, 07:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (deimos_telarin @ Nov 10 2002, 07:26 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-->which takes time and makes the marines impatient<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->Impatient Solider = Bad Soldier<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bad soldier usually = dead soldier
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Keep in mind - there is no reason to keep skulks out of your base entirely - merely to keep them from doing anything effective while they're in it, and to remove them promptly. The most important structures in your base are the Command Console and Infantry portal. Turrets should be set to defend them, specifically and from all sides. Turrets guarding an entrance are all well and good, until they get leap or lerks and jump right by.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    I use mines - while the majority of my troops are out securing a Hive location, I leave one or two in my base to build an Armory. While they're building the Observatory next, I drop down some mines.

    Mines across chokepoints, weaving throughout the base, and around the CC will do wonders do stop Skulks rushing your main base.

    This also buys you some time to secure the Hive location. Once Phase Gates are up, I build a Factory and some Turrets in my main base.
  • TomodachiTomodachi Join Date: 2002-08-16 Member: 1175Members
    Well if a game starts I always tell me fellow marines to prepare for Skulk rush it usually helps. The only reasons marines lose to Skulk rush is because they were not paying attention or just have bad aim. As for turrets you need to place them strategicaly where ever your building.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Tomodachi+Nov 10 2002, 04:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tomodachi @ Nov 10 2002, 04:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->As for turrets you need to place them strategicaly where ever your building.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I always try to place my Sentry Turrets so that if one gets attacked, at least 2 more are covering it.

    There's nothing as satisfying as seeing some Fade come in through a Phase Gate, thinking he's being sneaky, only to be caught in some 4-turret crossfire. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    what i usually like 2 get is get 2 gorges, rest rush
  • LiquidFusionLiquidFusion Join Date: 2002-11-01 Member: 3139Members
    the only thing that stops me from rushing is an intelligent soldier (hard to find).

    You need to have marines covering all the entrances to the base. Have a few (not many) actually building.

    When you get your main base kinda set up. Then get one hive. If the aliens get 3 hives its all over.
  • LitanyLitany Join Date: 2002-11-10 Member: 8043Members
    Can aliens use the phase gates? It seems to me like sometimes we have a really secure base, and then an onos comes out of nowhere, generally near the phase gates.
  • LiquidFusionLiquidFusion Join Date: 2002-11-01 Member: 3139Members
    <!--QuoteBegin--Litany+Nov 10 2002, 10:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Litany @ Nov 10 2002, 10:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Can aliens use the phase gates? It seems to me like sometimes we have a really secure base, and then an onos comes out of nowhere, generally near the phase gates.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    As an alien i NEVER kill the teleporters. They almost ALWAYS lead to the human base. I realy like going in as a ownos and killing everything from the inside out. its so much fun. And yes the phase gates to let aliens go through it says that in the autohelp. :-)
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    I played quite a while before I finally got the balls to do some commanding. I always noticed commanders placing turrets by bottlenecks which are stupidly far away from the command center/infantry portals. Skulks simply run past them and chew up the command center. Now every time I command I put the first 2 turrets right next to the command center and a third between 2 inf portals (it's amazing the places you can fit turrets on some of the maps, right up in that little elevated cc spot along with an observatory).

    I don't bother with mines at first, they might be cheaper but thats because they suck muchly and give away their positions with stupid red magically visible laser beams, as a skulk I have never met a field of mines worthy of even slowing down for (i go straight onto the ceiling and run by, a lot of people seem to forget the skulks can climb).

    You need 2 marines (one standing on the other) to place mines high enough to stop a ceiling run and this NEVER happens (well i have never seen it). Even mines placed in a doorway are useless as you can (with some skill) jump off the ceiling and straight over them.
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    <!--QuoteBegin--Litany+Nov 10 2002, 10:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Litany @ Nov 10 2002, 10:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Can aliens use the phase gates? It seems to me like sometimes we have a really secure base, and then an onos comes out of nowhere, generally near the phase gates.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    LOL! yea the aliens can use the phase gates. It says so right in the info text ingame
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <b>Defending the Skulk Rush</b>

    <b>Be alert.</b>
    I can't stress this enough. Until your commander waypoints you out of home base, you should be on Red Alert, firing at anything with more than two legs. Too often I've had to scream over voicecomm to get my teammates' heads out of that structure and pull a gun on the Skulk squadron charging in.

    <b>Stay calm.</b>
    Hosing the entire area with bullets isn't going to help. In early game, you're probably going to be stuck with the 50/50 ammo you get on spawning. At absolute maximum, it should take no more than half a clip per Skulk - and that's if you're defending solo and horribly inaccurate. With two or three LMGs firing, you should be able to put a stop to a respectable number of Kharaa before they even get near melee range.

    <b>Cover your teammates.</b>
    A light-armoured Marine with his face in a structure is just waiting to get his butt bitten clean off by a team of angry Skulks. If your whole team is concentrating on getting that factory up - sure, it might get built faster, but who's going to build the sentry turrets when you're all lying in bloody chunks on the floor?

    <b>Take the long shots.</b>
    You know that trusty sidearm of yours? The one you forgot all about when the quartermaster dropped that shiny new LMG in your hands? Yeah, that rusty peashooter. Whip it out and potshot the Skulks from long range. When they get up close, polish em off with your LMG.

    <b>Bait them.</b>
    Skulks rushing the base typically have one thing in mind - destroying your spawn portals, CC, and other structures. Take advantage of that. Many a Skulk has dropped in half a second of LMG fire because they dash in, turn the corner and get one bite in on the factory/CC - then get ripped apart from my encampment in the corner. (Just a note - don't hide in a corner with a vent. Not good.) Yes, you might hit the buliding with a few stray rounds - but two or three LMG bullets is a lot easier to absorb and weld than a half-dozen Skulk bites.

    <b>Reload, and cancel when you have to</b>
    The last thing you want is to be caught with 4 bullets in your clip and two Skulks rushing. Then again, you don't want to reload at 42 and get caught changing clips. Learn when to reload, and how to switch quickly to cancel your reload. <b>If there is an armoury, don't bother reloading manually.</b> Just go to the armoury and Use it - the ammo goes straight to the clip. Also great in the late game as well when you don't want that extra-long HMG/shotgun load time.

    - M4H
  • baby_seal_clubberbaby_seal_clubber Join Date: 2002-11-05 Member: 7141Members
    I always place one turret in each corner of the room, and if I place the turret factory near the wall, I put a turret behind it, and I place one on each side of the door. Skulks can't hide anywhere.
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <!--QuoteBegin--baby seal clubber+Nov 11 2002, 01:54 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (baby seal clubber @ Nov 11 2002, 01:54 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I always place one turret in each corner of the room, and if I place the turret factory near the wall, I put a turret behind it, and I place one on each side of the door. Skulks can't hide anywhere.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Good planning - as long as your grunts can get the turrets up in time. When I rush, it's usually around the point where the first turret is still under construction, and it's up to the marines themselves to take me down.

    But like I said - good show with the placement. The first place I'll dash to is behind the turret factory. Put it <b>right up</b> on a wall, or drop a sentry in back.

    Oh yes, @b.s.c. - I'd love to go clubbing with you, but I can't afford the plane ticket to Alaska. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    - M4H
  • relsanrelsan Join Date: 2002-11-01 Member: 3720Members, Constellation
    Cover all the entrances with one marine while the rest build. It breaks up their attack and gives you advanced warning.
  • BlackRocBlackRoc Join Date: 2002-11-07 Member: 7538Members, Constellation
    Shotguns.

    I give shotguns before I drop the turret factory. Believe me it works. Due to most people not being able to aim really well at a fast moving skulk, the dispersal pattern of a shotgun IS WAY BETTER. Also, you can take a skulk out in 1 shot, depending on the range. I can usually take down 10 before they get wises and rush me in pairs. If they are stupid enough to both rush me from the same side, I can usually get a 2 for 1 special.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    That takes an Armory though - which slows down the creation of static defenses.

    I don't care how good some people are with any gun - the turrets are much more accurate.
  • BlackRocBlackRoc Join Date: 2002-11-07 Member: 7538Members, Constellation
    <!--QuoteBegin--Flatline[UTD]+Nov 11 2002, 02:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Flatline[UTD] @ Nov 11 2002, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->That takes an Armory though - which slows down the creation of static defenses.

    I don't care how good some people are with any gun - the turrets are much more accurate.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Shotguns are availible from the start
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <!--QuoteBegin--BlackRoc+Nov 11 2002, 03:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlackRoc @ Nov 11 2002, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Shotguns are availible from the start<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Okay, for that comment you get the "n00b trying to be l33t" of the Week.

    Shotgun requires Armoury. End of discussion.

    - M4H
  • ctxctx Join Date: 2002-11-02 Member: 4592Members
    He was mistaken. Forgive mistakes!

    You don't have to get riled up about it.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    Yeah, he just made a mistake - it's ok. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    But, say shotties WERE available from the start - you would need an armory to be able to drop em.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Sentry guns are a lot less accurate than marines, and don't have anywhere near the reaction time or range. (usually) I find the best way to defend against a skulk rush is to get a couple of guys with decent aim to sit themselves down and stare at the doors. Don't help build, don't grab ammo, don't even move unless something comes scampering into the base. Once the base defenses are up and other marines can take your place <i>then</i> you can stop.
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    <!--QuoteBegin--Inexorable+Nov 12 2002, 07:29 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Inexorable @ Nov 12 2002, 07:29 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sentry guns are a lot less accurate than marines, and don't have anywhere near the reaction time or range. (usually)<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Really? I've always had pretty good luck with turrets taking out skulks, except when they're inside the minimum firing range of the turret itself.

    Maybe I've just been getting lucky, or had bad troops. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    SGs also only check for targets every 3 seconds or so. They also can't track a Skulk that isn't moving directly toward or away from the turret. Once the Skulk stops to chew on an IP, that's a different story. But I've been able to race around a marine base for almost a minute simply because I kept moving around, and there was nothing but SGs to fire at me.
  • KizKiz Join Date: 2002-11-06 Member: 7236Members
    Turrets: Drop the minimum amount to cover the TF and the IPs from all sides, and another near the CC just in case. Three is usually enough to cover the main part of the base, with a fourth covering the CC.

    Of course, don't forget about your marines. They're usually more accurate (note the "usually" modifier. there are MANY exceptions), aquire targets and start shooting at a longer range, and are usually more alert. Have at least two watching the way(s) in, ready to blow anything not wearing TSA greens to hell.

    Visual Aid Time! YAY!

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + (<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> x4) = dead CC or IPs, while (<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> x2)+(<!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> x2) = dead <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • Alien_BobAlien_Bob Join Date: 2002-11-11 Member: 8185Members
    If aliens can use phase gates, can marines use movement chambers?
  • FlatlineUTDFlatlineUTD Join Date: 2002-11-08 Member: 7695Members
    "Praud membar of LEET LEIK JEFF K!!1@!"

    Ah-ha! Someone else knows about SA. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    Ever since Lowtax stopped doing all the writing, I don't go there except for Photoshop Phridays/Comedy Goldmine or Cliff Yablonski Hates You.

    Some of the new writers are OK - but I *despise* his fiancee: she tries to write like him and just can't pull it off. Well, that's what all of the writers do. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • LitanyLitany Join Date: 2002-11-10 Member: 8043Members
    SA all the way! I love that site.
  • MonsieurEvilMonsieurEvil Join Date: 2002-01-22 Member: 4Members, Retired Developer, NS1 Playtester, Contributor
    edited November 2002
    I usually skip the turret factory at the beginning (unless all my troops are named something like 'NSPlayer[6]' and go straight to the Armory. That way I can drop a couple shotguns, a couple mines, and my troops won't be whining for ammo. A shotgun in the right hands ends a skulk rush very fast, and placing lots of mines <i>very visibly</i> also works.

    By this, I mean using mines as you would in the real world - not to kill, but to channel. Placing mines all over one door in the spawn for example will make the skulkers very likely to use the other door. Where you have the troops waiting to ambush <i>them</i>. Don't hide the mines, make them a huge 'detour' that directs the critters into your nice little setpiece trap.
Sign In or Register to comment.