getting skulks usefull lategame
Venatos
Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
<div class="IPBDescription">giving leap the knockdown of onos b202</div>skulks realy have a hard time after marines get some upgrades.
they do get leap, which is nice to move around the map, but nearly useless in a fight(yeah its good to close distance or get the hell out but not IN a fight)
if you get jumped by a ~200pound skulk its safe to assume that you wont be able to hold your balance.
now to the core: if a marine gets leaped by a skulk he gets knocked down, at this moment of contact, he gets thrown to the floor and is disoriented about half a second. lieing on the ground, he can still shoot in any direction and thats my preference can choose! when to stand up again, because if i remember the onos b202 knockdown correctly there also is a delay.(by pressing space for example)
i think that would give the skulk a slight edge, the 0.5 second the marine is helpless not so much, but having a stationary target plays into his hands, as mobility is his domain.
im not sure if this will realy help the skulks that much agains lvl 2-3 weapons but they get some sort of chance at least.
before anyone screams "negative ability", are u realy going to bother about 0.5 seconds?
they do get leap, which is nice to move around the map, but nearly useless in a fight(yeah its good to close distance or get the hell out but not IN a fight)
if you get jumped by a ~200pound skulk its safe to assume that you wont be able to hold your balance.
now to the core: if a marine gets leaped by a skulk he gets knocked down, at this moment of contact, he gets thrown to the floor and is disoriented about half a second. lieing on the ground, he can still shoot in any direction and thats my preference can choose! when to stand up again, because if i remember the onos b202 knockdown correctly there also is a delay.(by pressing space for example)
i think that would give the skulk a slight edge, the 0.5 second the marine is helpless not so much, but having a stationary target plays into his hands, as mobility is his domain.
im not sure if this will realy help the skulks that much agains lvl 2-3 weapons but they get some sort of chance at least.
before anyone screams "negative ability", are u realy going to bother about 0.5 seconds?
Comments
No more crowd control, please. Yes. I'm bothered by every stun. They seriously do not belong here, specially from the weakest lifeform using an already borderline overpowered ability.
TBH, I believe that when people get better as skulks, they will be the better than fades lategame. Leap is unbelievably powerful. I think you're not giving it credit for mid combat maneuverability. You can juke so hard with leap because it moves you at such a fast pace. The skulk has so much air control when moving forward that you can leap away from the marine and 180 back on him, all while doing a wide swoop and being incredibly hard to hit.
<!--quoteo(post=1931512:date=Apr 29 2012, 06:47 AM:name=Champlo0)--><div class='quotetop'>QUOTE (Champlo0 @ Apr 29 2012, 06:47 AM) <a href="index.php?act=findpost&pid=1931512"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulks are still useful late game. They have the highest mobility around the map and destroy buildings only second fastest to onos.<!--QuoteEnd--></div><!--QuoteEEnd-->
Actually, Skulks now destroy structures faster than the Onos. The Smash damage was reduced significantly in recent patches.
Plus they're gonna get xenocide..
Plus they're gonna get xenocide..<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. leap is already like ascending from dirty peasant to God...