The Skulk: Squisher Of Turret Defences

DeathdroneDeathdrone Join Date: 2003-08-05 Member: 18963Members
<div class="IPBDescription">- Remention or Obvious strat.</div> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
I've noticed, in my long and uneventful travels, that a hell of a lot of peeps in 2.0(x) seem to need to be a fade, lerk or Onos to take out even the most basic of turret defences.
Well, with at least 2-Hives, Carapace or Regen, Celerity or Adrenaline, and any sens. upgrade you damn well want. (SoF is nice... cloaking also works wonders)
you can take down the average TF, RT, and PG base all by your lonesome.
I bet this is probably stating the obvious, winning a few flukes, or already been mentioned, but by the simple use of Leap to dodge the slow-tracking turrets and move to an un-shootable area (usually close to or behind the TF, or on another level), you can easily hide, evolve to gorge, and lob bilebombs over a ledge or around a corner to take out the piddly TF.
Often, with well-placed turrets, you might need to bite one turret to death and hide in the blind-spot you create, but quite often, the Comm won't notice until his precious TF is nothing more than bile-coated shrapnel.
'Course, anyone can counter this, but when marines are busy attacking somewhere else, it's a great way to really nark em off.

One example of my lone skulkiness more-or-less taking down a base was first, in gods... can't remember the name... Nothing, i think, with the RedRoom. The marines had a pretty good siege defence happening, but by leaping and dodging around teh turrets, I managed to hide out in a cubbyhole, and promptly bilebomb the phasegate, turretfactory, eight turrets and two siege cannons to death without a shot fired at me.
Another useful anecdote of the usefulness of Leap, silence/celerity and cloaking was leaping from the marine-spawn vent in Caged - into their Comm-Chair cubbyhole room. I was able to parasite their entire base at leisure, along with several marines, before dropping from the roof onto the IP squeezed in there with the comm chair, wrecking it and its sister, before being promptly shot to death by the enraged Comm.
Fun all 'round.

Comments

  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Sure, you can take out a base if nobody comes to stop you. It's pretty easy to either find a place not covered by turrets or make one yourself by killing the turret that's actually hitting you. It's pretty sad on the marine's part though, since they can't expect the turrets to do all the work for them. If you've got a base set up without phasegates, it's just asking to be taken down.
  • LoRDxDeMoNLoRDxDeMoN Join Date: 2003-03-17 Member: 14636Members
    thought i'd just mention a little "bug/exploit"... as any alien, you can hide INSIDE a turret factory (either end, but one is a bit larger); while inside, turrets will not hit you, no matter where they are. only help for that TF then is a brave marine with a knife, or electricity <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    works best when used with cloak.
  • AshkajioniAshkajioni Ashkajioni Join Date: 2003-02-25 Member: 13995Members
    Silence + cloak + the TF nookie hole <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif'><!--endemo-->
    oh my... sexual harasment in NS..
    This is an interesting idea. It was worth mentioning in the forums *thumbs up*
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