Closing The Distance

SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
edited January 2003 in Kharaa Strategy
<div class="IPBDescription">In one piece, too! ;)</div> We all know that the kharaa are at their strongest close up. Therein lies the problem - how do you close the distance without getting filled full of holes? Half of combat is removing the gap between you and your prey, so becoming good at it will greatly increase your chances of getting kills.

The basic method of closing the distance is the "run straight at them and die". Most people seem to prefer this tactic, probably because of its ease of execution - you simply run directly at your target in a straight line. This tactic is suprisingly ineffective, unless you are in fact trying to get yourself killed and not your foe.

Ok, seriously, now. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->

One method is simply zig-zagging across the floor, to your target, but I find that this doesn't work so well because no matter what you do you <i>will</i> cross your target's stream of fire every time you cross from one side to the other. Yes, it's more effective than the run-straight-and-die, but it's not ideal.

To really close effectively, the idea is to stop their stream from touching you as much as possible. To that end, don't change direction and cross into it. Simple as it sounds, you do that by approaching at an angle to your target. Let's say that there's a line between you and your target (in combat, this line will be a stream of gunfire). The angle between your path and the line is what you're interested in - the greater the angle the safer you are (it's VERY hard to hit someone who's running directly 90 degrees to your gunfire) and the smaller the angle the faster you'll close the distance. Basically, start fairly shallow (about 30 degrees) and increase the angle if you start taking fire (you'll have to react fast, though).

So one way of closing is to simply run right at them, at an angle.

Theoretically, the problem arises when you run out of room. If you're a skulk, however, this isn't a problem because you can run right up the wall.

Closing the distance is essentially about being aware of where the enemy's line of fire is, and staying out of it. It's really that simple. Think of it as a burning laser beam (or something) which you have to avoid at all costs.

Having said that, there are two things which closing the distance is NOT about:
1: an attempt to close as <i>fast</i> as possible. You aren't going for the fastest kill, you're going for a kill with the most health left over afterwards, so you can make another kill as soon as possible.
2: randomly dodging like crazy. React to the enemy, be aware of where the shots are gong and lead them. It's like playing tennis - you don't just hit the ball wherever you can, you try to lead your opponent in one direction and then hit the ball where they aren't expecting it.

Of course, if you have Leap or similar (you're a Lerk) then you have a speed advantage, but the basic premise is the same.

Comments

  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    I like to spiral and drop. For example, If I am on the right side of a coridor with a marine at the other end i will run forward and slightly left (an angle as mentioned before) and continue the motion up the left wall (and forward) until i'm in the middle of the ceiling. I try to time it so that when i get to that point I'm 5-10 ft infront of the marine. Then I drop at his feet and chomp away while circle strafing and jumping. Usually the marine's bullet trail will be right behind me the whole time and just as he predicts my pattern i drop out of his sight. doesn't work 100% but what does? Just one of many tactics to use.
  • MedHeadMedHead Join Date: 2002-12-19 Member: 11115Members, Constellation
    I usually run out into a room, parasite a marine, chuckle, and then run and hide.

    If that fails to get them moving to me, I usually run from hiding spot to hiding spot, jumping if needed, to get close enough to pounce. I then do a circle strafe around the marine, jumping back and forth if needed.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--MedHead+Jan 19 2003, 08:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MedHead @ Jan 19 2003, 08:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I usually run out into a room, parasite a marine, chuckle, and then run and hide.

    If that fails to get them moving to me, I usually run from hiding spot to hiding spot, jumping if needed, to get close enough to pounce. I then do a circle strafe around the marine, jumping back and forth if needed.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Circle strafe in close quarters, yes. But if the marine followed you, he was a newbie.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    When closing against a 'normal' marine dodge towards his right (your left) you'll go into the muzzie flash, when fleeing from a 'normal' marine dodge to your right as once again you go into the muzzie flash.

    When they have gun moddles off condone yourself with the fact they're a cheating ***** and will be totally screwed when the patch comes.

    BlueGhost
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--BlueGhost+Jan 20 2003, 01:20 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueGhost @ Jan 20 2003, 01:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When closing against a 'normal' marine dodge towards his right (your left) you'll go into the muzzie flash, when fleeing from a 'normal' marine dodge to your right as once again you go into the muzzie flash.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    That's brilliant! I never thought of that <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • heathenSlayerheathenSlayer Join Date: 2002-11-03 Member: 6088Members
    You could always bunnyhop, it seems to work well for me. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    "When they have gun moddles off condone yourself with the fact they're a cheating ***** and will be totally screwed when the patch comes."

    I wouldn't say cheating. If all the next patch simply does is lock the drawview command, then they will find other ways to continue to do it.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    edited January 2003
    Hehe thanks Skorpion

    <!--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-->then they will find other ways to continue to do it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Cheating *****'s

    <!--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-->You could always bunnyhop, it seems to work well for me<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    MORE Cheating *****'s

    Well possibly they're both 'exploits' not 'cheats'

    BlueGhost
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    <b>Distance is something you want to eliminate from the equation, but ammo is another one.</b>


    The method you suggest is very good, I find that moving perpendicular to their line of sight is the best way to avoid getting hit. You suggest closing distance and wasting their bullets at the same time.

    The other possibility, is to run to and fro randomly, and wait until they run out of ammo, <i>then</i> close the distance.

    Either way, is not as easy as it sounds, especially against good players. I've been practicing going head on with Marines and its not a very fruitful exercise especially when you don't have Carapace. Your best bet is to spam them with Parasite if they are far away, that should alert other skulks to them, if you've taken damage go back to the hive to heal and then if they are still around spam them some more. The chances are they won't get very far.

    The most annoying thing for any marine is to lose 50% of their health due to parasite spam. So far I've found this to be the most beneficial to the team rather than risking head to head with a good marine.

    The best way to take out marines is stealth. That means knowing the map and anticipating marine movements. The most experienced players will predict what the marines will be doing at certain stages of the game and 'prevention is better than cure'. You'll have more kills and less deaths, just by being smart.

    The best skulks, will hear footsteps coming their direction, and instead of running straight around the corner and attacking the marines, they will parasite the marine then go in advance of the marines direction and set up an ambush. When you see that yellow circle coming close, you'll have your teeth aimed on them before they have a chance to even know what hit them. Trust me you'll get more kills that way.

    This is where method and cunning can triumph over skill alone.
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I find charging at them from behind works. Or if they've seen me I run towards their right hand side, but then I jump over to the left side and then run back over to the right side of the marine. The theory behind this is that when I jump to their left side while I'm charging I'm jumping over their line of fire, then when they raise their aim in reaction to me jumping I sprint under the line of fire. Normally by then I'm almost within chomping distance, so if I'm near a wall I bounce off it, leaping at their head.

    I managed to pull off a variation of this against a JP/HMG marine on the catwalk above the ventilation node on nothing. He was at the end above the node and I had just run across the room and up onto the other end of the catwalk. As soon as I was up I started running towards the marine, slightly angling towards the wall on my right. when I touched the wall I leapt over to the handrail on my left and bounced off the top of it at the marine's head and then killed him. Throughout my charge the marine had his HMG on full auto and was aiming sraight down the catwalk. Surprisingly, I think he only his me once or twice. Although it's a good story, I think luck played a huge part in it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • DanDaManDanDaMan Join Date: 2002-03-19 Member: 335Members
    all of these are pretty much good ideas. Depending on the hallway I'll usually try to do the spiral thing up the wall. But if that aint gonna work I hop and strafe from cover to cover. Never go where you're expected. I also try to pause a second or so whenever im out of his sight so that he wastes more ammo, then i move on. If you go behind a box against a wall, don't come back out along the ground. go up along the wall or over the box, then hop over the spot where he is probably aiming and then hop back to the wall and munch on him. Best I've ever done is close on a marine from about 25 feed down the hall, hopping and strafing. Of course he wasn't the best marine ever.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    There was one time, some guy was covering the long tunnel to feedwater, he was a pretty good aim, and no skulks managed to get close enough to him to bite him. I gave it a go, by going left and right, up and down the walls, until I got right up to him, but at that point I had got so excited about the kill, that I forgot about protocol and just ran straight into his gun and basically did the aiming for him!!!

    So the lesson to learn is, when you manage to close a large distance, make sure you don't rush it at the end and waste all your effort!
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    <!--QuoteBegin--Error404:+Jan 21 2003, 06:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Error404: @ Jan 21 2003, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->make sure you don't rush it at the end and waste all your effort!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Absolutely! It's not over 'till your target's dead! Don't try to finish it by charging him right at the end <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MastodonMastodon Old Fogie Join Date: 2003-01-09 Member: 12052Members, Constellation
    I think we should take a lesson from MedHead and make <i>them</i> some to <i>us</i>. I'm not the best skulker, but the most satisfying kills are the one where I parasite a marine, or bite his arse or just chuckle, and then run off. A smart marine will wait for backup before proceding to the hunt (or just sit there and wait for you to get impatient) but 8/10* marines think they're John Wayne and will chase right after you.

    Pick your target wisely, making sure they're in a location that affords you ample room to climb the wall and hide. Once they're onto you, you've only got but a few precious seconds to make it to a safe room and pick a nice ceiling to cling to. Once you've got a great spot, it's only a matter of time before he falls into your trap and in one fell swoop you cleanse this intruder. If he brings a buddy, it's all the more excuse to exercise your l337 skulkz0r skr1llz.

    I'm finally learning to enjoy the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
    ----
    *fictional statistic
  • PetitMortePetitMorte Join Date: 2002-11-06 Member: 7232Members
    One of the most fantastic ways I've found to close the distance to marines is to have 3 movement chambers, choose silence, and just walk up behind em. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> Even if they've got motion tracking, most marines use their ears to listen for the pat-pat of little feet. Silence muffles footsteps, landings, lerk-flaps, and even regeneration squishes.

    The best way to close that distance is to not even let em know you're there. Silence is golden. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Well, yes, that's assuming you have the opportunity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • xxtaexxxxtaexx Join Date: 2002-11-02 Member: 4528Members
    I really hope they get bunny hoping outta this game... its really unlikely you'll see marines hoping like idioits in real life as well as running faster than skulks .. theres also a way to go just as fast but in silence which is a serious expliot imho hehe.
  • leekleek Join Date: 2003-02-03 Member: 13042Members
    edited February 2003
    ive found latley alot of marines trying to crouch-jump over me when i go in for the bite, and have found more and more marines trying it.. its all very well of course untill i reverse my direction in mid air and they land in myu gapping teeth filled mouth =D
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