skulk rush is only a problem if u lose your adv armoury/arms lab to 1 or 2 skulks making the marine progress painfully slower or making the rest of the team easy pickins to the rest of the kharaa xD.
otherwise its beacon - nothing lost phase back - omg i killed 4 skulks relocate - \o/ slower upgrades but hell yeh we have a better placed base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
Any good marines team can counter a sulk rush at most after the first rush. The thing to REALLY worry about is the marine rush. I've been on expert teams, and a perfect marine rush is fairy impossible to stop, no joke. Only way I found was for the aliens to SOMEHOW ambush and wipe out the marines team.
Well, I usually put any mines or TF in base cause i can handle easily 1 or 2 skulks and maybe 3 with pistol... But If there apperears to be more skulks in base and ur crew is soloing around, the best thing to do is to Relocate to their hive and sell ur original base. When you have sold ur base, the aliens starts to lookling around for rest marines. Relocating to hive is the last thing aliens would expect. I have done this few times, its kinda funny <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> . Just 4 or 5 IP:s to hive and Aliens are dead.
Comments
otherwise its beacon - nothing lost
phase back - omg i killed 4 skulks
relocate - \o/ slower upgrades but hell yeh we have a better placed base <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->