What Makes A Good Skulk?

reborebo Join Date: 2002-11-01 Member: 2734Members
I was thinking about this lil guy here--------------->> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->

Whats the difference between great <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> and a poor <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> . Is it meerly being able to dodge bullets, or maybe knowing the hiding places. What skills do skulks use, or is it just tactics?

Comments

  • TrikkTrikk Join Date: 2002-11-22 Member: 9606Members
    It's all about timing. Firstly, hiding in a "new" spot that is innovative, so a marine won't check there. Attacking from behind/the side. Or, if you have to do a frontal, dodge dodge dodge and chew.

    Ex. attacking from behind: <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
    As you can see, the marine has no way of turning around and blow the skulks head off, since he is a 2d-sprite.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    edited December 2002
    Know when to retreat. Pick your fights. Return to heal whenever possible. Don't run in a straight line. If you are hiding in an area and marines come in to build (for this example we will use the horseshoe) wait for them to drop the RT and start building then rush kill the guard first and then use the newly built RT tower as a shield of sorts so that the builder wastes a lot of ammo into it instead of you then kill him. Carpace is the best upgrade it pretty much doubles your life expectancy. Celerity is very effective as well. Always use leap to close or run away. Attack from an unexpected direction whenever possible. Don't run in a straight line. Holding down fire is not always the best choice. Scent of Fear is more useful than cloaking by the time you get it. I believe also if you triple parasite (use full energy bar) the base marine then it only takes one bite to kill him. Also on occassion I go gorge and drop myself a defense chamber in an obscure place (say in the vent by horseshoe or the vent by reactor room) since they don't block the vent and can be used to retreat and heal.
  • TrikkTrikk Join Date: 2002-11-22 Member: 9606Members
    Cute screenie of you owning a newbie-team. Yay.
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    edited December 2002
    <!--QuoteBegin--Trikk+Dec 22 2002, 11:46 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trikk @ Dec 22 2002, 11:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cute screenie of you owning a newbie-team. Yay.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That hurt me on the inside kind sir. I have a screenie of me beating beta testers and Monse but it's as marine sorry.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    <!--QuoteBegin--Trikk+Dec 22 2002, 04:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trikk @ Dec 22 2002, 04:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Cute screenie of you owning a newbie-team. Yay.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That just gave some weight to his prior statements <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
    And I agree with him -- know when to run away. It's a waste of time and resources to die, so dash in, kill a marine, hurt another, then get out of there. Heal up and attack again, preferably from a new direction. Skulking is all about moving unseen, attacking fast, and dropping back out of sight.
    Also, a HUGE help to any skulk is a good pair of headphones or a good surround sound speaker system. Even without parasite, I can always hear a marine coming, and even can tell when he's about to cross the threshhold of a door. It's fun <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • TrikkTrikk Join Date: 2002-11-22 Member: 9606Members
    Yeah. Just think of "Aliens". How often did you see a scene where an alien would run straight at the marines and try to kill them all without retreating?
  • AcKzAcKz Join Date: 2002-11-27 Member: 10079Banned
    Know when to attack, know when to retreat. Never rush unless you're certain to win the battle. Always be with another skulk, unless you're scouting. Attack marines when theyre building. If you plan on scouting Parasite people from around corners, and have easy access to escape. Learn the maps, and the vent system. A skulk is as good as his memory of the surroundings. Use your wall climbing to your advantage.
  • MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
    minstrel plays on absolute virtue once in awhile, my "home" server. i can tell you that he is just that good.
  • WUbba3WUbba3 Join Date: 2002-11-03 Member: 5629Members
    I used to be a good skulk, but for some reason I just can't seem to skulk well anymore. Though I'm still "Teh Hammre" when I get Fade. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    For some odd reason, I've never been good at using Onos. It just doesn't click for me.

    As for Skulks, I think that Skulks have gotta get a lot better in general because the Marines have collectively gotten more skilled over the past couple of months. The upper limit of effectiveness for a Marine in spawn gear is also a whole lot higher than the upper limit for how much a Skulk can do. I'd like to see Skulks killing spawn gear marines in one bite.
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    I feel i'm a good Skulk.
    So my preferences for effect kills would have to beeeee:

    Strength in numbers. Hunting in packs gives the Marine(s) more
    targets but it also increases the chances that a member of your pack
    will get the kill instead of you. 2/3 in a pack is good.

    Sound. Having a good sound set-up is a good advantage. Hiding in corners is useless
    unless you can tell where the next Marine will come from.

    Speed. You've got to know the maps well and have a good sense of direction. If
    you don't know where you're going then you'll get trapped and killed.

    Bite. Knowing when to hit your +attack is vital. Running round the map holding
    your attack will increase sound and decrease your Stamina bar. Resulting in, the enemy
    finding your position and you not having the Stamina to finish them off.
    Bite only when you're of contact and watch them crumple to the floor.


    And ALWAYS ALWAYS ALWAYS, bind a key to "Chuckle" and remember to
    Chuckle yourseld silly when you kill someone <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Tip no 4,036,024.

    Don't counter strafe. When on a charge, if you strafe left, right, left (as in a lot of FPS) you'll end up usually strafing back into the stream (esp. due to cone fire) if you have to go enough distance after being spotted, it means you've done something wrong, and have either HAD to due to marine location (in which case, why didn't you parasite & wait for him to move) or you've attacked too soon.

    Strafe either slightly less than full, so you won't be moving as MUCH, OR continue that way, and strafe up the wall.

    Also, when strafing towards an enemy, TINY jinks in the opposite direction tend to throw off a lot of veteran players, as they over compensate for your movement. Bizarrely, this actually DOESN'T work on newbs, as they won't notice the jinking. Neat eh?
  • Red5Red5 Join Date: 2002-11-06 Member: 7266Members
    What makes a good skulk?

    A dead skulk!!

    But seriously I found out that one of the major things is to know when NOT to attack, just wait for the right opportunity and with some stealth strike some deadly blows at those nasty <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    I think the lead thing to keep in mind with a Skulk is that you're a very vulnerable target and quickly torn up by less than a full second of LMG fire. On top of that, your slower than you might think, as your perspective is close to the ground.

    With this in mind, stealth is very much key. To try to approach a marine in plain sight with a long run to reach him is pretty much assuring your defeat. To jump the marine in close quarters where they won't see you until after you chew them up is your best best.

    Also, be aware that a smart marine will keep his ears open for the telltale sound of skulk claws on the ground. You generally won't have sensory available until end game, since it's the least important of the upgrades, so you'll mostly be able to sneak by either walking near marines (hold down shift - makes you quieter) or laying in wait for them.

    Oh, one more thing - if your going to skulk, remember that one of your main and most powerful abilities is the ability to walk up walls. Only a newbie skulk actually tries to use an elevator. Plus, this gives you the ability to approach the marines from a direction they may not be expecting: above.
  • Rabid_LlamaRabid_Llama Join Date: 2002-11-02 Member: 4340Members
    edited December 2002
    I think being a good pyro in TFC helps with being a good skulk in NS. Circlestrafing SKILLZ <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
    Also, try being bait sometimes when there's another skulk around. Have the skulk hide above a doorway, draw a marine out, draw his fire, and have your friend drop down on his head. It's very effective, and you take much less damage than you would have attacking him head-on.
    Edit: Oh, and one more tip. When using cloaking, you can move short distances without uncloaking. The longer you stay still, the farther you can move/the more you can do while staying cloaked. Also, hitting ctrl to fall NEVER breaks cloak. So, sneak up towards a good spot on the ceiling, cloak, then either drop on marines when they come in, or just sit on the floor and wait for them.
  • DunsbyDunsby Join Date: 2002-08-01 Member: 1042Awaiting Authorization
    <!--QuoteBegin--Minstrel Knight+Dec 22 2002, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Minstrel Knight @ Dec 22 2002, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Know when to retreat. Pick your fights. Return to heal whenever possible. Don't run in a straight line. If you are hiding in an area and marines come in to build (for this example we will use the horseshoe) wait for them to drop the RT and start building then rush kill the guard first and then use the newly built RT tower as a shield of sorts so that the builder wastes a lot of ammo into it instead of you then kill him. Carpace is the best upgrade it pretty much doubles your life expectancy. Celerity is very effective as well. Always use leap to close or run away. Attack from an unexpected direction whenever possible. Don't run in a straight line. Holding down fire is not always the best choice. Scent of Fear is more useful than cloaking by the time you get it. I believe also if you triple parasite (use full energy bar) the base marine then it only takes one bite to kill him. Also on occassion I go gorge and drop myself a defense chamber in an obscure place (say in the vent by horseshoe or the vent by reactor room) since they don't block the vent and can be used to retreat and heal.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    And what makes us think you didnt change to a Fade or Onos then when you were about to win change back to skulk, eh?

    My top skulk score with out dying is 13, my top score without deaths at all is 33. And finally my top score is 64 / 4
  • Minstrel_KnightMinstrel_Knight The truth and nothing but the truth... Join Date: 2002-11-21 Member: 9562Banned
    <!--QuoteBegin--Silent But Violent+Dec 22 2002, 04:14 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Silent But Violent @ Dec 22 2002, 04:14 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And what makes us think you didnt change to a Fade or Onos then when you were about to win change back to skulk, eh?

    My top skulk score with out dying is 13, my top score without deaths at all is 33. And finally my top score is 64 / 4<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    The fact that I would be a complete moron to play a fade lerk or onos without adrenaline.
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