Skulk: Equal Too Or Better....
K_e_r_b_e_r_o_s
Join Date: 2003-02-01 Member: 12966Members
<div class="IPBDescription">...then the marines. :)</div>Skulk: Equal too or Better then the Marines?
In my sole opinion, a Skulk can not only run virtual circles around a marine in terms of speed, but in terms of hitting power, quickness in reaction, and overall pshycological effect. I cannot think of any alien class that has as much as a pshycological effect as the Skulk, and really if even available; would'nt bother wasting resources going into something easier to spot, quicker to die, and in most cases without they ability to climb and hide in areas where others cannot.
(My Skulk Tactics)
As a Skulk, I often use his wall-crawling abilities to get to areas where I expect a man in a Jetpack to fly by, and then I go Gorge and waste what Resources are available to me by placing offensive towers to intercept them.
I also find the Skulk's use in ambushing to be absolutely perfect. Instead of just running around, or just hiding on the sides of walls, I wait on the undersides of cielings. I wait for a slow moving column of troops to hurdle by, or I just wait for a few of them to get damaged in some form of way...then as soon as they're heads land right square into my crossairs, I leap from the cieling and snap viciously at the figures I see. I usually can drop two or three before I'am nailed by the last one.
I also like to do wall runs. For example; one way that puts the Skulk ahead of Marines, is the sole fact he is able to run all the way down off a wallside, and snap at a marine, then go running up they otherside of the wall before he has time to react. Trying to get the marines to waste clips randomly at the walls is a good trick to, that is if you have phased them enough.
I also find that sneaking behind they're flanks and attacking defenseless structures...or commanders really makes for a good effort. Or camping in they're "spawn rooms" (Typically areas where they've setup Portals) and just watch men as they go by. This shows your team who's started where, and exactly were is where going.
One tactic that was performed with actual planning and all of Gods speed, was trying to land directly on the models of the marines; standing still or not and "riding them" into a new location, or just to be annoying bind a "chuckle" key, and just laugh it up as they try to figure out where things are coming from. Its purely pshycological, and granted anyone can laugh...but that laugh is so Lerk and Skulk its not funny.
Personally, as a pshycological effect with the Skulk, I like to hide in vents
In my sole opinion, a Skulk can not only run virtual circles around a marine in terms of speed, but in terms of hitting power, quickness in reaction, and overall pshycological effect. I cannot think of any alien class that has as much as a pshycological effect as the Skulk, and really if even available; would'nt bother wasting resources going into something easier to spot, quicker to die, and in most cases without they ability to climb and hide in areas where others cannot.
(My Skulk Tactics)
As a Skulk, I often use his wall-crawling abilities to get to areas where I expect a man in a Jetpack to fly by, and then I go Gorge and waste what Resources are available to me by placing offensive towers to intercept them.
I also find the Skulk's use in ambushing to be absolutely perfect. Instead of just running around, or just hiding on the sides of walls, I wait on the undersides of cielings. I wait for a slow moving column of troops to hurdle by, or I just wait for a few of them to get damaged in some form of way...then as soon as they're heads land right square into my crossairs, I leap from the cieling and snap viciously at the figures I see. I usually can drop two or three before I'am nailed by the last one.
I also like to do wall runs. For example; one way that puts the Skulk ahead of Marines, is the sole fact he is able to run all the way down off a wallside, and snap at a marine, then go running up they otherside of the wall before he has time to react. Trying to get the marines to waste clips randomly at the walls is a good trick to, that is if you have phased them enough.
I also find that sneaking behind they're flanks and attacking defenseless structures...or commanders really makes for a good effort. Or camping in they're "spawn rooms" (Typically areas where they've setup Portals) and just watch men as they go by. This shows your team who's started where, and exactly were is where going.
One tactic that was performed with actual planning and all of Gods speed, was trying to land directly on the models of the marines; standing still or not and "riding them" into a new location, or just to be annoying bind a "chuckle" key, and just laugh it up as they try to figure out where things are coming from. Its purely pshycological, and granted anyone can laugh...but that laugh is so Lerk and Skulk its not funny.
Personally, as a pshycological effect with the Skulk, I like to hide in vents
Comments
But yeah, skulks rock. A lot of marines just think "Oh I'm boned" as soon as that first bite sound hit's their ears.
What about the almight power of Parasite? I find it so useful I can't even put it in words, letting you know where the Marines are going is just amazing. Not only that, but the distraction it gives them and knowing that you've done that little bit of extra damage is always nice.
Nice post btw. <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
Note: skulks have to work harder to get the kills i find. eg: waiting for them or timin a rush, etc.
Skulks can win the beginning of a game, and a end. A marine in Heavy Armor, with of course they almighty shotgun equiped can make easy work of a skulk with one lone, well placed blast. Using a cable modem works in benefit to the Frontiersmen, simply because they're aim is not pinged so horribly. 56k'er Frontiersmen are usually simple targets, unless they know how to aim even with the lag they suffer from while playing a game.
I also find that using other commands (simply because of they're noise) can get marines worried, and thats an effect you want on a squad of men.
In one of the topics sticky'ed, psyhcological efforts are better at times then actually killing men. Wounding them does more damage to they're resources, but the only question is to survive the damaging. </span>
Skulk > Marine
Marine within range of skulk:
Marine > Skulk
It's all a matter of closing that distance. The same applies to group matchups. The only exception is that one lone skulk can seriously cripple a marine team en route.
i simply just love skulks this little thing is after my opinion the most deadly alien. not the most important one that is after what i think the gorg a real missundestood alien guys when im a gorg plz play my game not yours the gorg is the same as a marine comm,
I've died in fractions of a second to LMGs. I swear I got killed by 3 bullets once. If the marines are defending, and watching doors and hallways, there is no possible way a skulk can live. One clip is more than enough to take out several skulks, from my experience. Hiding and surprising marines are the only chance they have, and that's all but negated with early motion tracking.
Odd....
Skulks are much faster than marines, thus they are strategically better than marines in early game. It's easy to hit the marines where they hurt the most. If the marines are rushers, go for their base and take out their RT.
A group of organized marines can take out any incoming threat. But they are at their weakest while they are on the move. If they are bunched together, ambush them, run around them and bite till either you die or they are all dead. If they travel in single line, wait till they walk past and bite the unfortunate last man to death, rince and repeat.
Remember, a lone marine is not much of a threat. (Ever played Starcraft?) Skulks can heal at no cost, marines can't (like in pre-Medic days). A handful of vanilla marines can easily be taken care of, whereas a dozen of them can cause a lot of pain.
There's my 5 cents.