Sneaky Marines And Rushing Skulks
Yassum
Join Date: 2002-12-05 Member: 10505Members
In my own experience I find that, besides the jet/hmg rush, most of the aliens defeat are the work of one sneaky marine <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> that could get a pg near a hive. When I play marine I do it a lot, and it gets really easy with motion tracking, especially since aliens think they are the only ones able to sneak.
But I don't see a lot of way to counter that beside ocs spamming any idea of tactics ?
I also find that it helps a lot to have skulks do patrol in the alien controlled territory as most of the time they just rush and attack trying to rack up kills.
One more thing, you don't have to rush at the beginning of a game, you can also ambush the marines, it works well, and in the middle game, don't forget to check from time to time the free res nodes, cause this game is about res and not letting the opposite team get them.
But I don't see a lot of way to counter that beside ocs spamming any idea of tactics ?
I also find that it helps a lot to have skulks do patrol in the alien controlled territory as most of the time they just rush and attack trying to rack up kills.
One more thing, you don't have to rush at the beginning of a game, you can also ambush the marines, it works well, and in the middle game, don't forget to check from time to time the free res nodes, cause this game is about res and not letting the opposite team get them.
Comments
It has happened to me few times. Iam sneaking in dark corner, one skulks runs past me and after that there comes another skulk which knows exatcly where iam.
It has happened to me few times. Iam sneaking in dark corner, one skulks runs past me and after that there comes another skulk which knows exatcly where iam. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I've come to this game very new, but I had thought from reading NS's manual that what you described would only happen if a skulk had previously parasite infected you. And if so, then your comm shouldn't have sent a bugged marine to do a stealth job.
Indeed that is most annoying when your an alien but great when your a marine <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I normally scout each hive in the beginning minutes with my speakers up loud and see if i can hear any sneaky marines buidling nearby
No he doesn't have to parasite you. Ok, here is an example:
You are inside the res node (you can jump inside the big "ball" over the res tower) at eclipse hive in ns_eclipse.
One skulk enters the room, but he can't see you (because you are hiding in the res). Then there is another skulk behind the wall. The skulk behind the wall can now see you, cuz the other one is in the same room and is able to see you. If the skulk leaves from that room, then other aliens can't no more see from hive sight. Well actually it doesn't have to be a skulk. It can be gorge, fade, etc...
And yes, if you are parasited then all aliens will see you in hive sight all the time.
I hope you understanded what iam trying to explain here. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Oh how I love doing that. As aliens, my team often wins if our ambush is successful, because then we rush to their base. Since at the start they usually only get 1 IP, we only come across 3 marines instead of 7.
Ambushing works best in that map with viaducts. If aliens start in cargo where the marines like to rush, you set up an ambush along the way and take out all 7 marines with only 3 skulks. Then rush their base, eat their stuff, respawn and repeat.
That place is so great. Once marines tryed to get in the subspace trought mess hall while the whole alien team was waiting in there. One marine entered the room, but no-one of the aliens attacked, then the whole group of marines followed him in the room and OMG <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.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--> *CHOMP* <!--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--> Aaaarrghhgg !!! <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> *CHOMP* <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
It is far more useful to ambush the marines and rush them after that, than rush alone and get nailed by the waiting marines.
Rush in the marine base can be a lot more useful in middlegame, especially since the no-tf tactic of the marine, just have some skulks create a passage in the mines and have all the carapaced skulks rush while the marine team is busy taking res nodes and all, this can be devastating. Even if only on skulk rush, many times have I got their proto lab or obs by rushing mid-game.
I also stopped an attempt to relocate to subspace hive at nancy, i knew i would not survive but at least kill a marine. i ended up killing alll 3 mairnies that were there, an unbuilt rt and tf <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.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-->
Yes, i think a marine has to be in skulk field of view. Commander can see all alien structures and aliens, if marine is looking at them. But com can't see what is behind the marine.
So i think that same thing is with aliens too. So if alien is looking at a marine, then the others can see him too trought wall's, but if the marine is behind the skulk, then he doesn't show in hive sight. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
And yes, the sensory chamber will show the marine in hive sight, when he is close enough to that sensory.
Not sure about the range, but i think it will add a marine in hive sight, when you first time hear that *enemy is approaching* warning.
The range for sensory chambers is pitiful. You would need two just to cover the eclipse marine start.
From my experience, you are right. Sensory detect's marine trought wall's.
That is how I thought it worked anyway.
Good ideas if I ever run into it I guess.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->