Rush In Groups.

Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
edited November 2002 in Kharaa Strategy
<div class="IPBDescription">Ouch for marines...</div> I command often, but there is one thing my marines cannot beat about 75%+ of the time.
Coordinated rushing by about 3 skulks.
Take the example of the marines trying to set up in a hive.
3 skulks rush in
EVERYONE opens fire on the FIRST skulk through the doorway. (-1 skulk)
Everyone starts to reload from shooting that first skulk. (-all marines)
Pistol does not work well close range, if the skulk insists of running all over, and even if there is one good shooter player in the group of marines, even one last skulk can take him out while he is reloading.
Oh, and even if one or two of the marines live... Aliens can get back there MUCH faster than the marines. Bye, bye marine money.

Next lesson:
Turrets-
Turrets are a joke.
Turrets cant aim for **obscenity**.
You can sidestep around turrets and usually kill one before dying.
This takes away 19 RUs from the commander, and 99% of the time leaves the tfac open for munching in the early game, when the commander cannot afford much.
Now rush in groups.
One turret dead in like 2 seconds, and any marine at the outpost dead too. Proceed to munch on everything there. A skulk or two can take EVERYTHING down before the marines arrive with reinforcements.
The commander just wasted a ton of resources.

I dont understand why every single skulk on my team does not want to touch the pretty turrets because they could die.
People would rather pointlessly munch on marines and do nothing for the team but give kill scores to themselves.
MARINES ARE USELESS, KILL THE STRUCTURES!
Marines -1 RU, tfac -25 RU, turret -19 RU... Get the picture?

Comments

  • NeoskepticNeoskeptic Join Date: 2002-11-01 Member: 3161Members
    YES! I've had several games where we all waited for everyone to gather outside the marine start, and then everyone goes in chomping all the way, we lose half the skulks but all the marines are usually dead.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--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--> dont understand why every single skulk on my team does not want to touch the pretty turrets because they could die.
    People would rather pointlessly munch on marines and do nothing for the team but give kill scores to themselves.
    MARINES ARE USELESS, KILL THE STRUCTURES!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Actually, the marines are always my first targets in an expansion raid. Here's why:

    <!--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-->Turrets are a joke.
    Turrets cant aim for **obscenity**.
    You can sidestep around turrets and usually kill one before dying.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yes, you said it best. Turrets are a joke.

    If you can get past the turrets, it's 2-3 bites to take down an unarmored marine. <i>THEN</i> you can get the turrets and/or the factory in whatever order you wish.

    I agree that the marines can respawn (ie: no expense) and be back there in no time, which makes sense to take out the structures since they'd have to be rebuilt (ie: expense). However, a marine can (usually) aim better than a turret.

    If you can take out the marines without drawing too much fire, get out of range and heal up if possible. Then hit the structures. Hopefully you'll have some backup by then as well.
  • xBaD_AcCuRaCyxxBaD_AcCuRaCyx Join Date: 2002-11-18 Member: 9265Members
    edited November 2002
    Sorrie CanadianMonk3y but I'm guessing you never had a good marine team did you? or was it you commanding that made them lose? Even though this is a Kharaa forum, i play both and will talk about BOTH sides. Marines in GROUPs will rape skulks...you don't need skilled shooters to kill anything. if i was commanding, i would usually build a phase gate (teleport...noob term) and that way, even if my marines get killed, reinforcements can flood in. that factor would kill your..."skulks are faster" agruement.

    secondly, marines along with turrets will kill any skulk easily (even skilled ones). if you go after the "useless" marines as you say, the turrets and his backup will get you... and did you ever hear of strafing? most skulks who try to get me in this sitaution will usually get a knife up their underbelly because they can't hit me. you'll eventually run out of energy...surrounded by marines and turrets and i have the phase gates and med packs.

    and if you decide to go after the turrets...they have 1000 hp. it will take you quite a few bites, definitely when other turrets and marines are aiming at you. if you target the TF (turret factory), you have to chomp down 3000 HP while surround with turrets and marines.

    i also disagree with your "3 skulks rushing in" scenario because i can usually take out 2 skulks with one lmg clip and whip out my pistol to cream you. lmgs have a high rate of fire at 10 dmg per bullet with a clip of 50 while pistols have an exceptable rate of fire with 10 bullets doing 30 dmg each. the pistol has good accuracy and i can usually kill 2 if i get spammed by skulks. then comes my knife, a 2 slash a second 30 dmg unlimited ammo weapon. the marines in your scenario as you describes are extreme noobs because no 3 marines unloads a whole clip at a far distance and only kills 1 skulks (without any barriors). what i would do is pull out the pistol to pop em since pistols are great at a range...then take out the lmg for mid to close combat.

    turrets are useless if you know what to do and if the commander has bad placement. if he farms, its all over once you get fades....why don't they just upgrade and give weapons out?

    and btw...unarmored [EDIT: unarmored as in without lvl 1 upgraded armor] marines take 2 solid landed bites to kill with a skulk.

    i play both sides but i had to defend the marines since everyone thinks they suck. i guess you guys never fought a well organized and coordinated team that sticks together did you? and if they have a godly commander, you're screwed.
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    <!--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-->i can usually take out 2 skulks with one lmg clip and whip out my pistol to cream you. lmgs have a high rate of fire at 10 dmg per bullet with a clip of 50 while pistols have an exceptable rate of fire with 10 bullets doing 30 dmg each.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Bad Accuracy, please check your numbers. An LMG has a sixty round clip, not 50. Also, the pistol does 20 damage, not thirty. And also, don't bash his strats because you don't understand them.

    His first strat, the coordinated skulk rush, is very useful. He does not mean just three skulks rushing through a door right next to each other. I will explain better. The first skulks rushes a known group of marines, with the other staying back, unseen. When he dies, and the other skulks hear the wonderful sound of marines reloading, they rush in. In all likelyhood, one of the skulks will go down to fire from those marines that didn't reload, but the remaing skulk will run clean up and wipe out the still-reloading squad.

    Also, his other strat referred to how most skulks only target marines themselves when they try to expand. He meant to always rush a marine outpost, as it is much more resource efficient than taking out 'free' marines. Once any marines guarding an outpost are gone, it will go down easily. A turret has 1,000 hp, meaning approximately 14 skulk bites. This take 7 seconds for one skulks, 3.5 for two, and just 2.3 for three skulks munching the same turret. Usually, after one carefully chosen turret is down, the TF will be open to bite heaven. Once it goes down to the group of skulks, the turrets, RTs, armories, and even your beloved phase gates are just glorified lunch. You may say that with this phase gate, reinforcements can instantly be teleported in. But no, it takes at least a second for a marine to find his bearings after a teleport, and in that time, a vigilant team of skulks will rip his fleshy self apart.

    Finally, two skulk bites is nothing. Bites go off at about 2 per second. A stationary, just teleported marine in the air is like free food at the homeless shelter.
  • KillymageeKillymagee Join Date: 2002-11-01 Member: 3136Members
    "A stationary, just teleported marine in the air is like free food at the homeless shelter. "

    lolers <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • Canadianmonk3yCanadianmonk3y Join Date: 2002-11-13 Member: 8465Members
    edited November 2002
    <!--QuoteBegin--Sycophant+Nov 28 2002, 10:49 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sycophant @ Nov 28 2002, 10:49 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Yes, you said it best.  Turrets are a joke.

    If you can get past the turrets, it's 2-3 bites to take down an unarmored marine.  <i>THEN</i> you can get the turrets and/or the factory in whatever order you wish.

    I agree that the marines can respawn (ie: no expense) and be back there in no time, which makes sense to take out the structures since they'd have to be rebuilt (ie: expense).  However, a marine can (usually) aim better than a turret.

    If you can take out the marines without drawing too much fire, get out of range and heal up if possible.  Then hit the structures.  Hopefully you'll have some backup by then as well.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    What I was trying to say with that, was that hiding above doorways for minutes on end waiting for marines as a skulk, instead of rushing expansions and stuff is pointless. At marine expansions, do take out the marines first.

    Also, to Bad Accuracy:
    Marines open fire on the first skulk they see.
    They either switch to pistol or reload.
    Pistol is bad accuracy at close range I.E. hard to hit skulks without auto fire at close range.
    They will be right next to you when your lmg runs out of ammo in the clip.
    Pistol just does not cut it.
    Then, if somehow, people pull off what you say, and only 1-2 marines die, the aliens come back MUCH quicker than the marine reincorcements.

    You also posted a lot of useless crap that makes no difference at all, such as sidestepping. Ohhh marines can sidestep! So can skulks! Wow, what a revelation! If a skulk loses to a marine with a knife, then it is a sad day indeed.
    This is also talking about early game, when phase gates + turrets take a while to place.
    Phase gates = free lunch for skulks. If the tfac is gone, then the aliens get the base, if the phase gate is there or not. If the marines at the outpost die, then they get back there too late when they respawn, as the tfac is already dead.
  • Pika-CthulhuPika-Cthulhu Join Date: 2002-11-19 Member: 9386Members
    Yes, to those that say that any expansion is secure with turrets and a phase gate has never played against an organised team of aliens. Ive liberated dozens of hives as a Lerk, and half of which were solo. The comm is usually worried about setting up sieges or trying to repel attack on his home base to be worried about "sentry firing, sentry taking damage" he thinks its at his homebase (if you can get your skulks to rush his base he wont be bothered with the hive untill youve taken out the Turret factory and started on the Phase gate)

    A skulk rush at a so called "secure" hive can easily retake it, and it proves to be very costly for the marines.

    Structures = good way to slow marines, so long as you have 1 on guard duty, no good eating away and a marine pops you all off. Plus it causes the marines to resecure an ares (And add more turrets for defense) or just leave it and move on.
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <!--QuoteBegin--Berger+Nov 28 2002, 03:39 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Berger @ Nov 28 2002, 03:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->You may say that with this phase gate, reinforcements can instantly be teleported in. But no, it takes at least a second for a marine to find his bearings after a teleport, and in that time, a vigilant team of skulks will rip his fleshy self apart.

    Finally, two skulk bites is nothing. Bites go off at about 2 per second. A stationary, just teleported marine in the air is like free food at the homeless shelter.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Bingo. Soon as I hear that phase gate popping up a fresh slice of Marine Toast, I'm over there chomping on it.

    Kill the TF, then the phase gate, then the world. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    - M4H
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