Skulk Basic Strategy

UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
<div class="IPBDescription">some interesting observations</div> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

Im surprised to see how many players still think of skulks as the equal to marines at the beginning of the game. You are note equal, if you run in their spawn, and they are watching for rush, you r = dead


the best tactic for a skulk is to chill above a doorway, let 2 rines go trhough, kill them and run from the third

this will decimate the initial res push of the rines, and you will take very few fatalities.

allso, hide in the open. Im talking obvious places, cause their not looking there. youd be surprised what a wonderfull place a light texture is to hide. the rines allways look to the dark corners, which are incidentally, in the opposite side from the lights.

dont be afraid to disengage. I have started many afight only to run away. remember allmost no comms give hp's to rines in early game, so hes jsut skulk food for a friend. If the rine is stupid enough to chill in the same spot while you go heal and come back, b173z0r his azz

rushing tfacs as a skulk doesnt appear to be a viable tactic anymore, since they are getting electric fencing <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

work in teams. Skulk teams are ebil beyond belief, one engages, runs off like hes wounded, if the rine bites, he chases you and your friend bites his head. if he Doesnt bite it...bite him <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

a skulk should allways asess his risks, for example, a siege poses little threat to you, the sentrys on the other hand are rather annoying. the most efficient way to get rid of them is the tfac, but as i said, its gonna be penned up /w lightning, so i would reccomen the <b><u> #1 skill of a skulk... RUN THE HORSEFEATHERS AWAY!!!!</u></b>

vents are your friend, you would think, but they will remain your Achilles heel untill the advent of fixed hitboxes. use them for transport, period

in the words of porky pig...

th-th-thatsall folks
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->

Comments

  • KoniaXKoniaX Join Date: 2003-02-16 Member: 13641Members, Constellation
    uhhhhh. First of all, in the beginning of the game, vents are your friends. And second of all, rines usually put the tfs in the corner of the place they're defending, correct? The only thing one skulk has to do, is assess whether there are any marines in there, if not go to the corner where the tf is and go behind it and chomp away. You normally wont be able to survive long enough to take out the tf on your first try, but usually the rines think, " oh well the skulks gone back to base for my hmg/jp combo." just keep doing it and one skulk will take out a heavily fortified marine base that way.

    oh yea one more thing, turret spamming means a whole lot of res wasted if you take out the tf and PG.

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • AIRinc_FaReZAIRinc_FaReZ Join Date: 2003-03-21 Member: 14763Members
    <!--QuoteBegin--KoniaX+Apr 2 2003, 12:08 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KoniaX @ Apr 2 2003, 12:08 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> uhhhhh. First of all, in the beginning of the game, vents are your friends. And second of all, rines usually put the tfs in the corner of the place they're defending, correct? The only thing one skulk has to do, is assess whether there are any marines in there, if not go to the corner where the tf is and go behind it and chomp away. You normally wont be able to survive long enough to take out the tf on your first try, but usually the rines think, " oh well the skulks gone back to base for my hmg/jp combo." just keep doing it and one skulk will take out a heavily fortified marine base that way.

    oh yea one more thing, turret spamming means a whole lot of res wasted if you take out the tf and PG.

    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Um... either you havent played in gd servers yet or... the marines really suck. NO ONE PUTS TFS IN CORNERS LEAVING GAPS ANYMORE. and... NO TURRET FARM GOES WITHOUT A FARMER. Take a turret out, THEN use the blind spot.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    It's a matter of play style and skill relative to the marines. A good skulk is more than a match for most marines at the start.

    I'm NOT advocating the practise of early-game skulk rushes (that's an entirely different matter) but good skulks can hold-their-own to eat-for-breakfast most marines, early game.
  • UlatohUlatoh Join Date: 2002-12-18 Member: 10982Members
    yea...not sure what hes talking about with the turrets in the corner, allthough that is a good idea, because them your getting hit from all sides...

    anyway the main thing id like to emphasize here is the skulk teamwork

    itsVERY effective to wait above doors, and let a friend engage and then bite them yourself, rare in a pub tho
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    Well, you COULD rush the marine start in base, provided that its one that you can (ie. bast), but DO NOT rush eclipse. Ever. Simple rule. If you want to risk rushing, you have to think of of consequences. Is it worth it? If it fails, you give the marines complete and free access to roam the map/put RT's up/or even the dreaded Lockdown.
    It really depends on the map. You have to remember that one or two marines can decimate a team of skulks in the early game, so no long hallways. You have to hide. It's not an option. Think about it: the aliens are defending their territory/hives ("Cleanse the <i>intruders</i>"), so you have to play defensively. Besides, the skulks were MADE to hide, thats why they're small and can walk on walls.
Sign In or Register to comment.