i need help with turret strafing as a skulk. I hear that you can strafe a turret witout being shot. I tried it but i move to fast when I strafe and I soon go too far left or right, and the turret shoots me again.
*sigh* Oh dear... I guess I'd better start from the beginning with this one <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
Have you heard of "circle strafing"? It's an INCREDIBLY common tactic used to evade gunfire in combat while still hitting your target. Simply point at your target with the mouse, and use your sidestep keys to slide to the side. If you keep the mouse pointing at your target, you will find that you circle the target. You are therefore always travelling 90 degrees to your opponent's weaponry, and so stand a better chance of dodging.
This is such a basic and fundamental skill (it's practically intrinsic. I mean come on, how hard is it to point at something and strafe at the same time). I'm really surprised you're having difficulty going "too far left or right".
Just keep an eye on which way the gun of the turret is pointed. Turrets track fairly slowly in comparison to Skulks, especially at the short range required to start biting it. Never allow the turret to point at you and you should be set.
<!--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--> Just keep an eye on which way the gun of the turret is pointed. Turrets track fairly slowly in comparison to Skulks, especially at the short range required to start biting it. Never allow the turret to point at you and you should be set.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've noticed that the turret won't seem to know you're even there until the gun is actually facing you. If you stay 'behind' the turret the whole time, will it ever attack?
Here's an example situation to show what I'm asking:
Let's say there's one active turret somewhere, and a skulk is close enough to see what way the turret is facing during its rotation. If the skulk runs up 'behind' the turret and starts attacking and slowly circle-strafing so that he'd always be behind the gun barrels, will the turret ever shoot?
I figured it'll start shooting as soon as the skulk snaps at it, but it doesn't hurt to ask. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
It's kind of hard to test this in-game since most commanders make fields of turrets (and I'm too impatient to test it myself locally). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
The skulk is just too damn fast. Also I have my sensitivity set high so its hard to control a skulk. Great as a marine though. I'll practice that circle strafe more.
The trick to strafing around sentries is to make sure you dont go too fast or too slow! You acheive this by keeping an eye on which way the barrel is facing and stopping strafing until its about to see you again, and then strafe a bit more around it. When you're doing it right you won't be running around it in smooth circles, youll be tapping strafe wildly & be moving around it very jerkily <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
You need to be going as fast as possible at all times. When you're dodging six turrets and three marines, the more speed the better. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + celerity = way more dead <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->.
At the very least, circle once, bite a few times, widen your circle and come in again. Like you're orbiting it.
I use a sensitivity of 5. Its ok for me, not to bad, used to be good for precision headshots back in tf for quake1. My friend plays with a 40-50 sensitivity. those people are crazy. damn funny when he takes off +mlook and jiggles crazy with a machine gun. human nail grenade.
if you are trying to take out lots of sg's , dont use skulk , they get hurt to fast , use a lerk takes out turrets fairly fast and u can just hide round a corrnor and shoot the turrets base where the gun cant even c you <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Turrets can't shoot above or below 30 degrees off the horizontal, which means that if you are enough height above or below the turrets they won't be able to hit you. They may sound like they are firing at you but in actual fact they are firing inside those parameters.
The best thing to do knowing that, is to check whether the turrets have been positioned in a room with a high ceiling. In some of these tall rooms they have ledges.
You then have too options, you could as a skulk quickly climb the walls onto the ledge where it is safe, or at least stay above the turret firing line to have a quick scan around the room (tagging structures with parasite). Then if you are on a safe ledge, evolve into a lerk.
From that ledge you can safely take out their turret factory with your spikes. Your teammates would be thankful.
Most skulks enter a room of turrets as if they were marines. If theres no marines in the room, its safe to go up the walls and onto the ceiling where the turrets can't hit you. It gives you time to scan the whole room, and work out where theres an undefended spot then drop down and begin nibbling. Use marine structures to protect you.
I always scan the turret area first, and if the turret factory has a safespot I just take it out. If the turret factory has no safespot I try to create one by taking out one of the turrets and then take the factory. Seems self-explanatory yes? Then why am I many times the only one in my team taking out turrfactories?
Comments
Have you heard of "circle strafing"? It's an INCREDIBLY common tactic used to evade gunfire in combat while still hitting your target. Simply point at your target with the mouse, and use your sidestep keys to slide to the side. If you keep the mouse pointing at your target, you will find that you circle the target. You are therefore always travelling 90 degrees to your opponent's weaponry, and so stand a better chance of dodging.
This is such a basic and fundamental skill (it's practically intrinsic. I mean come on, how hard is it to point at something and strafe at the same time). I'm really surprised you're having difficulty going "too far left or right".
I've noticed that the turret won't seem to know you're even there until the gun is actually facing you. If you stay 'behind' the turret the whole time, will it ever attack?
Here's an example situation to show what I'm asking:
Let's say there's one active turret somewhere, and a skulk is close enough to see what way the turret is facing during its rotation. If the skulk runs up 'behind' the turret and starts attacking and slowly circle-strafing so that he'd always be behind the gun barrels, will the turret ever shoot?
I figured it'll start shooting as soon as the skulk snaps at it, but it doesn't hurt to ask. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
It's kind of hard to test this in-game since most commanders make fields of turrets (and I'm too impatient to test it myself locally). <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
Hope that helps
You need to be going as fast as possible at all times. When you're dodging six turrets and three marines, the more speed the better. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> + celerity = way more dead <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo-->.
At the very least, circle once, bite a few times, widen your circle and come in again. Like you're orbiting it.
Just how high IS your sensitivity, anyway?
My friend plays with a 40-50 sensitivity. those people are crazy.
damn funny when he takes off +mlook and jiggles crazy with a machine gun. human nail grenade.
The best thing to do knowing that, is to check whether the turrets have been positioned in a room with a high ceiling. In some of these tall rooms they have ledges.
You then have too options, you could as a skulk quickly climb the walls onto the ledge where it is safe, or at least stay above the turret firing line to have a quick scan around the room (tagging structures with parasite). Then if you are on a safe ledge, evolve into a lerk.
From that ledge you can safely take out their turret factory with your spikes. Your teammates would be thankful.
Most skulks enter a room of turrets as if they were marines. If theres no marines in the room, its safe to go up the walls and onto the ceiling where the turrets can't hit you. It gives you time to scan the whole room, and work out where theres an undefended spot then drop down and begin nibbling. Use marine structures to protect you.
am I many times the only one in my team taking out turrfactories?