Looking For Skulk Playing Suggestions

Wile_E_CoyoteWile_E_Coyote Join Date: 2003-02-06 Member: 13198Members, Constellation
<div class="IPBDescription">Skulk - Challenged</div> Okay I tried seaching the forums but the search function seems to not work right at the moment <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->

Anyway, I am asking for help playing skulk. I really blow at it. As a marine I have trouble hitting the little things, which I think is perfectly normal. It seems it not SUPPOSED to be easy to hit them. But then they jump and kill me in ONE BITE and the map has been running for less than 2 minutes - so I know they don't have upgrades. Okay, I say to myself, I need to get better, that's all.

So I play as a skulk, and I am doing EVERYTHING I can think of to avoid incoming bullets, and yet the marine will fire a small 3 round blast and it seems God himself directed all the bulets right to me. Now wait a sec - I had a hard time hitting them as a marine and my aim is above average in most half-life mods. Obviously they had a few moves I am unaware of. Plus, when I do get close enough, I jump at a marine and bite, and this guy is SQUARELY in the middle of my screen, and next thing I know I'm past him. WTF? I know there have to real explanations for this, maybe somebody can tell me how to do things the right way.

Please don't bother responding "it's just cause j00s suXor" or some crap like that. I think the one bite thing and the 3 magic bullet thing both might be due to net-play\code (ie, they actually bit or shot longer than I saw, thanks to packet loss). But even that aside, I think I am missing some basic understanding of how to perform as a skulk as I have seen MANY other players do.


PS There have been occassions where I am certain they were using 3rd person, but I still think there are a whole lotta people who play waaay better skulk than me.

Comments

  • GigaGiga Join Date: 2003-01-22 Member: 12601Members
    well i have found-

    Dont bite all the time when attacking - Bite when needed
    Use carpace
    Jump while attacking
    Use crouch key if attacking a hitbox lamer
    Strafe and jump while going down corridor
  • DY357LXDY357LX Playing since day 1. Still can&#39;t Comm. England Join Date: 2002-10-27 Member: 1651Members, Constellation
    edited February 2003
    I'm a hardcore Skulk! I love it! My fave strat's involve
    combining attack types (i.e LEAP and in mid-air switch back
    to BITE for when you land)
    Simple strat's are:
    Let the Marine come to you, unless you have back-up.
    NEVER attack on long corridors unless your weaving skills
    are second to none.
    Weave around a marines' legs. There's nothing harder for a
    Marine than having to look straight down and spin around trying to hit you.
    Try not to jump too much, it causes excess noise and makes you ALOT
    easier to hit.
    Stay on blind corners, Marines are noisey + nosey so chomp
    them as they come to you.
    LEARN THE MAPS!!!!! Whenever you know you're out
    of your depth and outnumbered you're gonna have to run,
    and run very fast! At times you'll need to use vents to your advantage
    and you'll need a variety of paths to escape.
    Be realistic... Can you really dodge those 4 turrets, the 12 mines and
    the 3 Marines whislt trying to chomp on the Commander's Chair? Be patient
    they'll seperate soon enough, and thats when you strike.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    two obvious things:
    1. you can climb walls, do so!
    2. you have a 180degree firing arc, use it!
  • DarkWulfDarkWulf Join Date: 2002-11-02 Member: 4662Members
    This is just something I do. Not sure if it actually works well...

    First off, use those strafe keys. You can strafe for a reason. Pretend you're a bouncy ball and try to bounce around (unpredictably). Suddenly you are MUCH harder to hit. Close that distance quickly but also weigh the fact that it helps if you are still alive when you get there. Thus, straight lines get you killed. Zigzags get you killed... slower. And strafing around while climbing the walls and everything means you might still get killed, but the marine had to at least break a sweat.

    Cool, so you are in bite range, what to do now? You can either jump and bite, or just bite his ankles. I personally do not jump and bite. It might look cool, but only for the marine as he guns you down at the last second. Remember, the higher you are as you close the less the marine has to adjust for distance. (IE: if you're coming straight on, he just has to remember to hold down the trigger, if you are level. If you are slightly below/above him, he has to track). I will occaisionally jump and bite, but that is dependant on my surroundings. When attacking try to keep track of where you are, and where the marine is. I don't like to track the marine, because that generally makes you more predictable. I want to instead run circles around him and turn and bite when my next bite is "ready".

    So how to be effective at killing marines? Be awake. Use parasite alot, it helps. And mainly try to make it as hard as possible for the marine to hit you. If that means moving on more axes than you thought possible, do so. Use terrain to your advantage. And straight lines will leave you dead. Do NOT run straight.
  • ZERGZERG Join Date: 2003-02-04 Member: 13132Members, Constellation
    edited February 2003
    My tips:

    -Some basic info when biting at a marines ankles: Bite, back out, strafe, bite again, back out. It might be easier to just press up and bite them twice, but if they have armor, this may be harder so you need to strafe and back out. It's obvious why you have to strafe, but backing out is to help you track the marines movements. At point blank, the marine can suddenly disappear and get a nice shot at your behind. REMEMBER THIS! VERY IMPORTANT!

    -When closing the distance at a far away target, oh, maybe down the hall. Try to be as erratic as possible. Like someone said, just zigzagging is no good.

    -Use cover effectively. This can be a pillar, column, marine buildings, even marines themselves. Let the fool empty his clip or halfway empty it. Chances are the half clip won't kill you. Using marines as a meat shield is a very good tactic. I'll explain later.

    -Only jump + attack if you are facing his back. It just makes it easier since you will cling to his back and assure 2 bites. If you do this while he is looking at you you basically are jumping right into his barrel.

    -A croucher, is a little harder to hit, but you do the same thing as you would biting a standing marines ankles, but only against a stationary target. Other aliens get killed by crouchers because they don't use the right tactics and call them hitbox abusers. The only difference is that the marine no longer needs to look straight down to track you well, but is now stationary. Not hard.

    -Group tactics. Never attack head on. If they are looking at you don't attack. Strafe around and see if he tracks you. If he does, try not to attack and let another skulk have a free meal. Also be on the look out for marines tracking another target other than yourself. You'll contribute to the effort best this way by at least taking down one guy without a sweat.

    -Group tactics. If they are moving out, always try to use the other marines as cover. In other words, try to be in less direct fire as possible. Which means, don't strafe too much. If you flank them, cling onto the back of the last marine. They'll end up putting bullets into their friends instead of you.
  • Cereal_KillRCereal_KillR Join Date: 2002-10-31 Member: 1837Members
    aliens are hit-and-run.. That means you don't attack.. you hit then you run.

    Regen on a skulk is useless. Many people tend to think regen is the best upgrade since you can regenerate yourself. But overtime you'll learn carapace is much better. Especially for small units. a regen skulk is a dead one. a carap skulk can survive at least twice as long (yes even with only +20 armor)

    Remember you're hit and run. You hit, then you run and heal yourself <i>if needed</i>. (65 health 27 armor is not needed to be healed)


    Oh and don't tend to think you're really strong. you're not. A marine team should always beat a skulk in normal circumstances. Even a lone marine (in the case of deffing, not ramboing I mean)

    Oh yeah, here's one last tip.. Use hive sight efficiently.. parasites are so useful. when they are ABOUT to pop out the corner, go eat them. They will not expect this unlike expecting you hanging off the ceiling. parasites not only help you in this timing, it informs you on their advancement and gives the gorge an opportunity to hide and call for extra backup when needed.

    I think I summed it up about.. and read the other posts.

    try staying skulk for whole games and improve like that...

    Here are my skulk upgrades

    carap, adren, scent of fear when I feel suicidal... Leap in there, chomp the weak, leap out of there.
    carap, silence, cloaking when I feel lurker...
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    and oh crap we all forgot to say, lvl 3 carapace effectively doubles your health <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    The trick is to <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=21&t=20333' target='_blank'>learn to close the distance</a> to your victims effectively.

    There are two basic ways of playing skulk as a hunter - you either ambush your prey (which I don't do) or you chase them down and kill them. I couldn't tell you how to ambush effectively, but when it comes to chasing down it's a matter of learning to close (see above) and learning to dodge gunfire. It's not easy. Be under no illusions that it's easy. It takes a very, very long time to become adept at dodging gunfire but you'll get it eventually and once you've got it you never lose it (no matter what game you're playing).

    Anyway, if you're really no good at netting kills, you can be EXTREMELY beneficial to your team as a scout. Find marines and marine installations and parasite them. Parasiting marines tells the more experienced hunters where they are, and lets even you help defend your hives. Parasiting outposts alerts the gorges to the fact that the area is not safe, and alerts the hunters to an available target. How you parasite bases is up to you - some people say you should only parasite the TF and PG to minimise visual spam, but I personally prefer that every structure is parasited so that I can gague how big the outpost is.

    Stick with it. It's difficult, but the skills you pick up will help you in other games as well.
  • Wile_E_CoyoteWile_E_Coyote Join Date: 2003-02-06 Member: 13198Members, Constellation
    Thanks to everyone for taking the time to try and help. Actually learned some things :o Especially liked the mentioning of why not to jump when attacking their front, never thought about it. Not exactly sure what you guys mean about "hitbox lamers", I have viewed the marine model and the hitboxes don't seem to do anything unusual, unless you are just calling them lame for crouching LOL. If someone could elaborate I'd really appreciate it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Ironically, as was mentioned in the post above I really have discovered on my own that I was much better off parasiting for our team. Not hiding and cowering, mind you, but suiciding into their stronghold and zapping as many as posible before the black screen of death. I rarely attack (bite) as skulk unless we are in force.

    Thanks again
  • WheezerWheezer Join Date: 2002-11-02 Member: 3926Members, Constellation
    edited February 2003
    <!--QuoteBegin--SoulSkorpion+Feb 21 2003, 02:47 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoulSkorpion @ Feb 21 2003, 02:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How you parasite bases is up to you - some people say you should only parasite the TF and PG to minimise visual spam, but I personally prefer that every structure is parasited so that I can gague how big the outpost is. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I like to parasite the sentryguns first.
    I mean, knowing where they are makes it so much easier to stay out of the line of fire trying to find blind spots.

    EDIT:

    About the hitbox-thing. Some people have been experimenting and found out that there is a slight glitch in the hitbox when a marine crouches and when a skulk is in "wallwalk mode". The skulks bite is raised and the marine hitbox is lowered (or something like that) so it is easy to accidentally bite above the marine. This is remedied however by holding crouch (so you are not in "wallwalk mode").

    Ok, this is just what I have gathered off the forums. Dunno if it is 100% accurate tho.

    /EDIT
  • Dodgy_BobDodgy_Bob Join Date: 2003-02-09 Member: 13317Members
    Have to say I disagree a bit with the not jumping. Once you're at the marine, as well as running round and round him biting I would also jump as well. This means he not only has to track you by spinning and side to side but also up and down. It'll get him dizzy if nothing else <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    On your first points about when you're marine you can't hit skulks and then when you're skulk you can't kill marines. I know EXACTLY what you mean. It's not down to netcode, lag or anything (I usually have a sub 50 ping) it's just perception. I bet if you got the stats it wouldn't look so bad. But I know what you mean, I say the same to myself while playing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    What everyone else says applies too. Generally though, I tend not to be bothered about dying. I do it a lot. When I'm skulk (which is most of the time), I just become suicide skulk. I usually just leg it straight to the marine base and cause as much hassle as possible. Time and time and time again. I die lots! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> But it's fun.

    A quick tip for taking out those Turret Factories. The marines usually build them in a corner or whatnot. This means they don't have all round turret protection and there's usually a blind side on them. Find this and take down that TF without dying. Nice.

    Cheers.
  • Big_Game_HunterBig_Game_Hunter Join Date: 2002-12-11 Member: 10539Members, Constellation
    A little something I've learned from some other good skulks: When you are at a standoff with a marine around a corner, i.e. you both know the other one is there, but neither one of you wants to charge in, rapidly strafe back and forth so you can barely peek at him around the corner. Each time you peek out parasite him. Then just wait for him to exhaust his clip and rush him.

    This makes a very tempting target for him but it is almost impossible to hit, because an average reflex time is about 1/5 of a second so by the time he reacts you are already back behind cover. I have been on both ends of this and it is very frustrating for the marine. After a full clip from him and 6 or 7 parasite hits from me, he will have only hit me with 2 or 3 bullets!

    This is the best tactic to end standoffs I have learned. Much better then charging in wildly and praying you can dodge his bullets.
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