Basic Skulk Scouting Guide

RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
<div class="IPBDescription">Rusty guide</div> I'm lousy at writing these so yeah.....but still <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

1. Introduction

Ok,I'm sure all of you've been in a game where you had Marines seting up a siege right outside of you hive,you one and only hive.But how did this happen?? <b> Because noone was on scout duty!</b> Now this may sound stupid,but it is a fact on very many public servers.

So basically,what I'm going to teach you here are the basic fundamentals of scouting,as a Skulk.Lerks,Fades and especially Onos are not good as scouting lifeforms.

But first you must know how to :
- Handle a skulk with regular ease (not too hard unless you got a celerity skulk)
- Know what the parasite ability is. Real useful,just press 2 and click.
- Know the map!!
- Have a decent team.

2. The beginning

So now you've started the game,and everyone is off to cap res,except you.Now ignore those little comments or reply by saying that you are saving for a hive,either is sufficient.

Now,where are you off to??

<i><b>The Marine Start</b></i>

Shocking as it sounds, the beginning of the game is the best time to gather intelligence on your opponents movements, like getting RTs. But enough with that. There might be times where you happen to stumble across rambos, which of course, you should dispose of quickly (here's where MC comes in handy!) as it really isn't worth the effort because he is soon bound to be killed later in a few seconds,or if you're teammates are being sloppy on defense, get a very early phase up. Your choice on what you decide on what to do with the rambo. iewghfioqaghfclqe....

*skips useless gibberish to Marine Start*

....ihtagwhe!!!11 Now hopefully you have infiltrated the Marine Start, hopefully inside a safe vent, because nothing is much more frustrating than having 1 single marine blow your cover.

Now parasite away at all or as many marines as you can before they notice they've been parasited. Retreating back into a vent is a nice tactic of not being spotted. If you however, fail by any chance, then its an extra 1-3 res for marines.But if you do succeed, it's a good chance that they won't make it to your hive before you do <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

And if you do feel like it,then parasite away at key structures <b>other than the command chair!</b> It seems that they haven't fixed that CC parasite bug so it will be a pain to see an empty parasite spot.

3. Midgame

So now you think you're useless?? No you aren't,it's just that time has worn down you ability to scout, with marines now running all over the place.

But it's a win situation for you if you do get to parasite them.

But enough about that, so now that the 2nd hive is going up,what're you going to do?? You could either

a) Hide in a nice little niche in the ceiling and parasite any marines that happen to pass by.
b) Go RT spotting.

If you happen to choose a) by any chance, then well,good luck on finding a high-marine-trafficked area. Choice b) on the other hand, gives useful info to those RT destroying machines : the Fade, provided that they are electrified, you cannot take them on by yourself.

And nothing more to do in midgame,so on to....

4. Endgame

There are 2 situations, the marines are slowly pushing out of your grip, or you are slowly cornering them.Your call.

Now if it were the first case,you would already know that hiding is your best friend. Tough luck on the HA,because they seem to think that they are invincible walking machines of destruction. But having info on their location is as devastating as an Onos spaming stomp. Because if you do succeed in doing so,you will be well prepared in case they start a siege.

Now if it's the latter....well what are you wainting for?? It's the endgame already and you do NOT want to miss out the action don't you? Gestate into an Onos or something,make yourself useful by laying OCs all over the map.

-THE END -

I'd like to amend it a bit, since it IS a rusty guide, really rusty.

And if anyone wants to hand out a few tips for scouting....well, post away your tips till you drop!

Comments

  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Well, in a 10v10 game you have at least 5 skulks, and since skulks usually(at least should) build RTs a bit all over, they tend to spot RTs. Phahses and building marines can be heard from miles and teamspeak i salot better than parasite, cause the marine dont know you know where they are.

    So, no, scouting fulltime is not the best way to play skulk imo.
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Being *observant* and *communicative* is a fulltime job for skulks though.

    That *could* be interpreted as scouting...
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