Skulk 101
criogenics
Join Date: 2003-01-13 Member: 12248Members, Constellation
<div class="IPBDescription">Our Contribution</div> On behalf of my clan #cri, I would like to submit these tips for the masses. They are straight out of our clan forums <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Skulking is an art that is beautiful when mastered ( at least on the scoreboard ). However, I'm seeing many unsure of how to skulk, and since you will spend 90% of your NS career as one I suggest you get good at it. I will put my guide in different situations as they are more logical to use.
<u>Situation 1</u>: Marines rush hive. Everyone dies.
<i>Good skulk</i>: Rush for safety as soon as you spawn, preferably behind the hive. Wait for at least 3 others to spawn (depends on how many marines) . <b>WAIT TILL THEY ARE ABOUT TO RELOAD. I CANNOT STRESS THIS ENOUGH.</b> When you hear most of them <b>almost empty a clip</b> EVERYONE RUSHES. Try to dodge back and forth and such. Mind the friendly. If you are taking a lot of damage it is wise to go back and heal if you have absorbed much of the fire, since your teammates would be relatively unharmed then.
<i>Bad skulk</i>: Rush at marines once you spawn, unless he's right next to you.
<u>Situation 2</u>: You hear a marine around the corner. You're both alone.
<i>Good skulk</i>: <b>Parasites</b> the marine. Even if you die the marine is pretty much dead too because of para. Dash in and out to waste ammo. Then once he runs out of bullets RUSH AT HIM. Unless he gets lucky with the pistol, you have a kill.
<i>Bad skulk</i>: Just rushes without wasting ammo.
<u>Situation 3</u>: Sees an enemy resource chamber with a defender or two.
<i>Good skulk</i>: <b>Try to get as close as possible</b>. Then quickly get on the other side of the resource using the RT as a shield. Chomp away, kill marine if he gets too close.
<i>Bad skulk</i>: Engages the enemy (esp during matches/scrims, since most marines can pull off nasty **** even if you have cara).
<u>Situation 4</u>: Marines are behind a door ready to rush.
<i>Good Skulk</i>: Sit back and wait till your team rushes in and dies, <b>wait for clicks</b> then rush.
<i>Bad Skulk</i>: Run at the marines mindlessly and hope for a kill in all the chaos.
<u>Situation 5</u>: Marine is chasing you down around a corner.
<i>Good Skulk</i>: Get as close to the corner as possible w/o letting him see you, wait for sound to become loud enough to know he's right there and <b>swirl bite</b>.
<i>Bad Skulk</i>: Hide on the roof and or, rush him before he turns the corner.
<u>Situation 6</u>: 2 Marines full health and ammo are approaching.
<i>Good Skulk</i>: Stay back, <b>Parasite</b> till both are sited. If damaged run away and heal, wait for backup.
<i>Bad Skulk</i>: Wait for them to come around the corner and attack them head on solo.
<u>Situation 7</u>. Marine has Jetpack and plenty of room to fly around.
<i>Good Skulk</i>: Parasite and <b>run away</b>, get backup. Once backup arrives, climb up walls and predict where he'll fly. Sieze the oppertunity and leap onto his head.
<i>Bad Skulk</i>: Run around aimlessly trying to parasite him to death.
<u>Situation 8</u>: A lone Marine is building a Res tower.
<i>Good Skulk</i>: <b>Parasite</b> him first, if he's got plenty of room to work you. Go off and get backup or tell your teamates and move on.
<i>Bad Skulk</i>: Run in there hoping and doging around hoping his aim sucks.
<u>Situation 9</u>: The Marine is on your ****, you're half health and he's got you pinned down.
<i>Good Skulk</i>: You know your dead, get a <b>parasite</b> off before you die.
<i>Bad Skulk</i>: Try to run at him an get him in between your meat grinder.
Comments welcome. Will post strats for other lifeforms if requested.
EDIT: Whoops just saw another thread with some skulk tips <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Skulking is an art that is beautiful when mastered ( at least on the scoreboard ). However, I'm seeing many unsure of how to skulk, and since you will spend 90% of your NS career as one I suggest you get good at it. I will put my guide in different situations as they are more logical to use.
<u>Situation 1</u>: Marines rush hive. Everyone dies.
<i>Good skulk</i>: Rush for safety as soon as you spawn, preferably behind the hive. Wait for at least 3 others to spawn (depends on how many marines) . <b>WAIT TILL THEY ARE ABOUT TO RELOAD. I CANNOT STRESS THIS ENOUGH.</b> When you hear most of them <b>almost empty a clip</b> EVERYONE RUSHES. Try to dodge back and forth and such. Mind the friendly. If you are taking a lot of damage it is wise to go back and heal if you have absorbed much of the fire, since your teammates would be relatively unharmed then.
<i>Bad skulk</i>: Rush at marines once you spawn, unless he's right next to you.
<u>Situation 2</u>: You hear a marine around the corner. You're both alone.
<i>Good skulk</i>: <b>Parasites</b> the marine. Even if you die the marine is pretty much dead too because of para. Dash in and out to waste ammo. Then once he runs out of bullets RUSH AT HIM. Unless he gets lucky with the pistol, you have a kill.
<i>Bad skulk</i>: Just rushes without wasting ammo.
<u>Situation 3</u>: Sees an enemy resource chamber with a defender or two.
<i>Good skulk</i>: <b>Try to get as close as possible</b>. Then quickly get on the other side of the resource using the RT as a shield. Chomp away, kill marine if he gets too close.
<i>Bad skulk</i>: Engages the enemy (esp during matches/scrims, since most marines can pull off nasty **** even if you have cara).
<u>Situation 4</u>: Marines are behind a door ready to rush.
<i>Good Skulk</i>: Sit back and wait till your team rushes in and dies, <b>wait for clicks</b> then rush.
<i>Bad Skulk</i>: Run at the marines mindlessly and hope for a kill in all the chaos.
<u>Situation 5</u>: Marine is chasing you down around a corner.
<i>Good Skulk</i>: Get as close to the corner as possible w/o letting him see you, wait for sound to become loud enough to know he's right there and <b>swirl bite</b>.
<i>Bad Skulk</i>: Hide on the roof and or, rush him before he turns the corner.
<u>Situation 6</u>: 2 Marines full health and ammo are approaching.
<i>Good Skulk</i>: Stay back, <b>Parasite</b> till both are sited. If damaged run away and heal, wait for backup.
<i>Bad Skulk</i>: Wait for them to come around the corner and attack them head on solo.
<u>Situation 7</u>. Marine has Jetpack and plenty of room to fly around.
<i>Good Skulk</i>: Parasite and <b>run away</b>, get backup. Once backup arrives, climb up walls and predict where he'll fly. Sieze the oppertunity and leap onto his head.
<i>Bad Skulk</i>: Run around aimlessly trying to parasite him to death.
<u>Situation 8</u>: A lone Marine is building a Res tower.
<i>Good Skulk</i>: <b>Parasite</b> him first, if he's got plenty of room to work you. Go off and get backup or tell your teamates and move on.
<i>Bad Skulk</i>: Run in there hoping and doging around hoping his aim sucks.
<u>Situation 9</u>: The Marine is on your ****, you're half health and he's got you pinned down.
<i>Good Skulk</i>: You know your dead, get a <b>parasite</b> off before you die.
<i>Bad Skulk</i>: Try to run at him an get him in between your meat grinder.
Comments welcome. Will post strats for other lifeforms if requested.
EDIT: Whoops just saw another thread with some skulk tips <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
Comments
Good Skulk: Get as close to the corner as possible w/o letting him see you, wait for sound to become loud enough to know he's right there and swirl bite.
Bad Skulk: Wait for them to come around the corner and attack them head on solo.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Most decent marines expect that you'll be waiting for them so I usually attack just before they come around the corner. Works like a charm. Then again, I only play on pubs <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
(*i used to be in cri )
I agree fully with this post... Recently I've gotten in the habit of running around with parasite as my weapon with bite as my weapon switch and it just feels so good knowing that even if the marine kills me, he's marked for death <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
It's also useful in the case of multiple skulks attacking marines to launch off 2 or even 3 parasites each (the 3rd parasite drains your energy almost fully though) while closing the distance so that way you may have done a full bite of damage to a marine long before you were in bite range.
<!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
Situation 10
U are in a hallway and see a marine at the other end, draw his attention and hide above the door at your side, he knows u are there, now drop to the floor just before he walks trough the door, he will be aiming to the roof, and u will already be on the floor = kill <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
Situation 11
U are with another skulk(s) at a T junction and see marines comming from one side, u draw attention, marines notice u and follow u at the junction to the ( lets say left ) now the other skulk who as been waiting has a clear much in their backs, you might die, but the marines also die <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <- teamwork is key <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
this can be done very good on caged at marine start, you jump past the entrance, 2 marines follow you, other skulk takes the kill and kills the base =)
It works fantastically to stop the marines up when 3-4 of my teammates just died on an early base rush and it is me vs. 2-3 marines... just popup, get off a parasite or two, and then hide, but not too far away. Essentially, if you see them going about their business, drop down and remind them you are there. It makes them paranoid and generally slows the building down (Even if the difference is just you've got one marine building and the rest are covering as opposed to all building, that's alot of time spent!). By the time your teammates are back in the action, you probably have all the marines parasited. Sweeeeeet dreeeeaaaaams baby!
By the way, the part about watching out friendly, I'm assuming you meant these for clan game tactics? These should still work for pubs non the less.
Notes on parasite: You know you hit them when you hear a small "thump" and for CC it will open up and for RT it will raise it self up. But the parasite goes roughly 20-30 feet and usually they turn to look what hit them so para and run.
Many times I see skulks just position themselves over doorways, corners or similar. When I enter the room and I know the skulk is there and doesn't attack, I can usually jump through the doorway and avoid the first bite and buy that crucial extra second to fix my aim.
Anyway, I think this deserves a sticky. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<i>Good Skulk</i>: Sit back and wait till your team rushes in and dies, <b>wait for clicks</b> then rush. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
actually i do not agree with this. sometimes it helps to have a skulk running behind you when you're running down those long hallways. usually the marine won't see you running behind that skulk he has his mind set to kill. once he finnishes off the skulk he isn't ready for another. SURPRISE. also more than one skulk creates a diversion which can easily confuse those pesky marines.
Also if you walk and press forward, you can move but not make noise - holding shift, press forward, wait till you stop press it again, you only make the footstep sound when you move at a certain speed, so you can avoid making noise, although its slow...
Learn to hide in high spots and recognize when they get close. A marine shouldn't realize you're near him till he sees your name in the top right corner. The most satisfying NS kills are dropping down and killing a marine before you hit the floor.