Closing The Distance
SoulSkorpion
Join Date: 2002-04-12 Member: 423Members
<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.
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
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.
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.
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
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-->
"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.
<!--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
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.
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-->
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!
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-->
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
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-->