A Few Neat Strategies I've Comes Across As A Skulk

Chopper_Dave1Chopper_Dave1 Join Date: 2002-11-01 Member: 2353Members
<div class="IPBDescription">Fun when the situation presents itself</div> <b>1)The Bait and Chomp</b>
This ones pretty effective, especially when you are dealing in with a marine in a big open room or looong passageway (both marine-rfiendly environments). What you do is pop out, parasite a marine, gnash your teeth, chuckle, or do something else to gain his attention. Then you hide behind a corner. A marine, who 99.9% of the time is an impatient triggerhappy fellow, will follow you and try to kill you. Here's where you do one of two things:

a. Wait for him to come to you, and listen for his footsteps. If he won't come, pop out and shoot off some parasites and let him give some return fire. The more shots he has on you, the more likely he is to think he's about to kill you. It takes practice, but using the loudness and length of hearing the footsteps (i.e. how long you've heard him walking) should clue you into where he is. Once he's right outside the doorway and about to strafe around the corner and shoot you, jump out and bite him. Unless against a really good shot, you'll usually win.

b. This one is great, when possible. Start hiding behind one side of the door. Once you've got a marine coming out to kill you. Wallwalk up around the side of the door, across the top, and descend on the other side. The marine CAN'T SEE YOU DO THIS. When the marine pops through the door, he'll be strafing and aiming toward the side of the door you once were, and will usually backpedal straight into your jaws =).


<b>2) The Diversion</b>
This one's harder, because it involves two or more people. Works like a charm when the team is planning a rush, though. When rushing a marine base, instead of having everyone swarm in at once, have one person be the distraction. To distract the marines, just jump around in a doorway and take cover a lot, much like you would in strategy number 1. While one alien does this, every otehr alien rushes in from another entrance (i.e. a vent). If they can do it from where a marine's back is facing (i.e. distraction at door on NS_caged, everyone else pours in from vent) all the better. The two-sided attack really throws off the marines - they don't know what to shoot - and mass carnage generally follows.


<b>3) Take Cover!</b>
This one applies to just about every other situation available. In a lot of maps, there's nice places to take cover for both aliens and marines. As an alien, if you encounter a marine, you can often jump in and out of cover while closing distance. while the marine empties his clip trying to kill you. By the time you reach him, he'll probably be out of ammo.

One really good example of this is in atmospheric processing on NS_Bast. One of my absolute favorite things to do as a skulk in this map involves the weird pipe thats one one side of the room, opposite the upper walkway and the res nodes. If I get in there and a marine starts shooting at me, I pop behind this thing and run around the wall behind it. All the marines' ammo usually gets emptied into the pipe, and by the time I'm runnign straight at him he's fumbling to reload, and I get the kill. Fun stuff.

Comments

  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    edited June 2003
    And very important: if the ceiling and walls are smooth and you are in a medium sized tunnel/room/whatever, ALWAYS run up teh walls and ceiling when closing in on the marine, you become hard as hell to hit. This saves my life all the time when we don't have carapace(though it's unfortunately almost only possible in custom maps, since official ones have a LOT of stuff that blocks your "wall-run").
  • KuronekoKuroneko Join Date: 2002-11-05 Member: 7184Members, Constellation
    I got one good strategy for Station access on Eclipse...if you're low on health and need to get away from that 'rine, jump down into that pit between rails and the wall, then jump back out, ussually the 'rine jumped in too: but takes him alot longer to get out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    this can also work with bottomless pits in Nothing
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    Also, when dodging Marine fire when grounded or in a large open room, always remember to strafe jump and zig-zag to dodge the fire. Although that should be common knowledge for any experienced Kharaa.

    Another good idea is find a marine res tower and start munchin on it a bit, then when you hear a 'rine comin, cling to the wall or ceiling and wait for him to begin repairing it, or building it if its an unfinished tower. Then hide again, and keep using the tower as the bait. <!--emo&::onos::--><img src='http://www.unknownworlds.com/forums/html/emoticons/tiny.gif' border='0' style='vertical-align:middle' alt='tiny.gif'><!--endemo-->
  • CaimanCaiman Join Date: 2003-06-01 Member: 16900Members
    3/4 of the time i see an (undefended) resource tower i can usually destroy it by the time some marine comes along to dedend the thing. They go down pretty quick.

    And if you see a marine, then most of the time you can use the res tower for cover - remember even if your in plain view the bullets wont go thru the res tower so you can usually just keep munching away until he comes around to point blank range in order to get a shot off. If that happens then just turn your head and rip his legs apart
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin--Kuroneko+Jun 15 2003, 01:46 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kuroneko @ Jun 15 2003, 01:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I got one good strategy for Station access on Eclipse...if you're low on health and need to get away from that 'rine, jump down into that pit between rails and the wall, then jump back out, ussually the 'rine jumped in too: but takes him alot longer to get out <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    this can also work with bottomless pits in Nothing <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    There's worse :

    How to annoy marines to no end in Caged (initial base)

    1) wait until there is no more than 1 marine guarding the base then catch him and start munching the IPs
    2) when the comm leaves his CC , climb the computer pannel to catch him
    3) when someone respawns/comes to rescue the base , start munching the CC , or tech buildings if some are placed up the ladder. This will force the marine to climb the ladder :
    4) leap out of the window , bite buildings a few times until the marine comes to the window
    5) as soon as he starts firing , climb the computer pannel and try to catch him. If successfull , repeat from step 3)

    If the marines don't have upgraded weapons and you have regen or there are DCs in the vent , this tactic will occupy the marine team for quite a while.
    As long as you are alive , the marines have no comm , get their buildings damaged (you can possibly destroy the obs too) and suffer a good number of casualties. Greatly disturbs the marine team... and if you bite the CC long enough (say , to 1/3 health) then tell the other skulks to keep rushing the base until the CC is destroyed... if it fails , marines have to either buy a welder or build an other comm chair...

    Of course this is a pubber trick and doesn't really work vs a decent/organized team , only if the marines rely on 1 guard , mines (who would mine the CC ?) or their own comm to defend the base.
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