What Makes A Good Skulk?
rebo
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?
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
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.
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.
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-->
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.
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-->
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?
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-->
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.
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.
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
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.