Scary Scary... Vents!

GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
<div class="IPBDescription">DONT GO UNDER IT!DONT GO UNDER IT!</div> When I first started playing ns, it may sound funny, but I was always very scared of vents <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
You know why? You know why?? I ve seen too many times the ALi3n Films...
<b>I maybe am the only N00bie out there that gets himself crawling 2 minutes under a vent just to make sure nothing is there for sure before going right underneath it...
I had the feeling the wall I was leaning on (scared to death) will drop on me and swipe me to death, from all nearby vents Fade Hands will smash the covers and slowly get out hissing with that unreal alien voices, Doors will get hammered from the other side by angry Gorges and hundreds of Skulks will emerge through the ground and start eating my legs till they swallow me whole <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
(OMG, I got to go change my pants...)</b>

After a freaking horrible brutal Death, I became a Skulk myself, and ordered the task to keep ns_nancy forever under the control of our Ultimate Hive Mind... and now, learning from my past life, I mastered all those difficult vents and surprize and slaughter those lesser beings called intelligent myself... MUHAHAHAHA

The most common thing on ns_nancy is the hallway right outside Mess Hall. Good Marines always camp there, waiting at the end of it, decimating our brother Skulks...
But it needs only one creepy Skulk to go to auxiliary generator right next to Mess Hall, take the vents and make a nasty attack from the back...
If again Marines are trying to open the door and a fight breaks out, drop off on their heads and see them panic! No Marine really expects this, so you ll have the advantage.

Good hunting

Comments

  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    edited July 2003
    Sneakiness, if there is such a word, becomes a thing of the past once motion tracking gets researched. Until then, it's great!
  • SeraphyGoodnessSeraphyGoodness Join Date: 2003-06-05 Member: 17029Members
    Oh, you are wrong there... you just have to become more sneaky...

    Example:

    You and a buddy skulk advance up a corridor, alternating who moves... MT is too patchy to show full movement, so the marines see one blip, or maybe two, briefly. then you both go up the wall, same style, and wait. When you hear marines coming, one of you shuffles sideways enough to set off MT. the marines run in, turn to kill you, and Buddy eats them for breakfast...
  • GargamelGargamel Join Date: 2003-01-04 Member: 11773Members
    Hehe <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> While MT does make it harder, its better than just trying to run on them using the floor... and anyway doesnt help when you just pop up between them while they re trying to kill your mates <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> At start (where you dont have cara) its very effective <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • NiddingNidding Join Date: 2002-11-20 Member: 9439Members, Constellation
    mt also tends to make marines too confident if they havent seen a blip somewhere in a while they asume thee is nothing. so if you have the patience you can get some great ambushes.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Moral of the story: go around the back and bite them in the backside. Very, very effective. Best served while your teammates are attacking from the front. The extra time spent going the long way often pays off.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    ide just like to agree to how blatantly obvious, and yet stupidly effective attacking from behind is.
    honestly, you can drop HAs (admitly rarely) if your angle of attack is a good one.
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    edited July 2003
    Yeah i guess some peope forget mt only works in the direction you are facing, unless the comm says "ones behind you" the skulk from behind can cause a hell of a lot of confusion

    although pretty silly marines who dont have all angles covered
  • J_D_WJ_D_W Join Date: 2003-05-22 Member: 16598Members
    ALIENS need motion tracking! And they should start with more resource!
  • WarpZoneWarpZone Join Date: 2002-11-03 Member: 6264Members
    Don't start "should"ing in the middle of a post on tactics. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • UzguzUzguz Join Date: 2003-06-05 Member: 17016Members, Constellation
    The only thing special is attacking them in the back is that they're not looking that way a lot of the time. Most of the rewards gained from doing this are thanks to the general principle that the more angles of attack, the better; attacking them in the back is better than from the front, but attacking from both sides simultaneously (yes, at the cost of splitting the team in half or smaller fractions, though it's worth it) is better still, as they won't have the manpower or at any rate the clarity of mind under such stress to hold off both angles at once. Best of all, though, is if one begins the attack <i>very slightly</i> before the other; that way the first wave attracts almost all, if not all of the attention, leaving the other angles wide open for Skulks to flood in, unnoticed until they're actually chomping stuff.

    How I wish people would actually understand and utilise this philosophy on public servers... <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • TechenTechen Join Date: 2003-05-15 Member: 16340Members, Constellation
    I'm a huge fan of the bait and switch. One skulk goes to the marine spawn and tags a marine. Have a buddy waiting while the marines chase you. This tactic works well at the game start and after motion tracking. If your friend dosn't move they are so busy chasing your dot that they are easily eaten. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    If you're being blitzed by a dozen marines then send a lerk (better yet an early onos because comms tend to freak about those) with a gorge near their base. Go in under umbra and start harassing their TF/IP. Sure, you can't kill it, but the comm won't take that chance.

    7 times out of 10 the comm screams fall back, and that means your broodmates on the receiving end of the blitz will be able to do some extra damage as the marines flee. The other three times he gets out with a shotgun and rearranges you.

    The gorge is there for building towers. When it comes to the big push, all your stuff will be in place and the gorge only has to worry about bilebombing things to small bits.

    Vents are evil if you're a lerk. You can spore/umbra from places that marines find hard to get to, and indeed they can't touch you in some vents unless they've got the GL. Most maps have a vent near the starting marine base - learn to get there fast and start pumping out the spores <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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