Little skulk upgrade
Killer Ricochet
Join Date: 2008-12-03 Member: 65639Members
After the 2nd hive has been build, if you are using skulk, you can envolve into a stronger skulk (virtually a new class, at cost of 10-20 res). Similar health/armor of an gorge/lerk, slower walking speed (not so much, something like from 290 to 250).
First attack with a bit less RoF and higher damage (enough to kill level 1 armor marines with 2 bites), no damaging para that uses less energy, maybe leap can be hold down to glide (crazy flying scorpion), and instead of xenocide, something else that helps more endgame than wasting 10-20 res into 200 damage (or an overpowered xenocide).
What you think?
First attack with a bit less RoF and higher damage (enough to kill level 1 armor marines with 2 bites), no damaging para that uses less energy, maybe leap can be hold down to glide (crazy flying scorpion), and instead of xenocide, something else that helps more endgame than wasting 10-20 res into 200 damage (or an overpowered xenocide).
What you think?
Comments
Sort of ties in with a skulk with cara, apart from the new abilities.
So, if someone wants to skulk even more effectively (focused in scouting, of course), they could envolve into this (less adrenaline using para, more agility via glide, killing res cappers with less bites, some endurance to more audacious tatics, but not making it a thread to an awkward shotgun marine...).
The cost of having such buff in HP is speed, through (or not).
Maybe gliding be faster than a normal skulk walking and consume adrenaline at low rate enough to run through half map but needing a stop to rest at arrive?