Super Skulks, The Growing Trend
DroneFragger
Join Date: 2005-01-09 Member: 34101Members
<div class="IPBDescription">how many skulks do you need on a team?</div> i was playing Ns on The pfff calan server (its got e-frag infront of it though) and this amazing thing hapopened, that screwed the game up:
time : 7:00
No. of skulks: 9-10
No. of anything else: 0-1 (i was the damn gorge)(and later i was fade, but no one else was)
No. of heavies: 2
No: of jpers : 3-5 (wasn't counting)
And the aliens got there **** caned. The more co games i play in, the more i realise how many people go "super skulks" ie, skulks with all ups, minus the ones they hate, so that by 7 minutes you have a team of skulks, with very little health, versus a bunch of Jpers and heavies with level 3 hmgs and gls, which means you die in 3 shots as a skulk.
Has anyone else noticed this, and are there any things, other than experiance(because pro players also go fade before anything else, to get LOADS of exp)
to counter this.
time : 7:00
No. of skulks: 9-10
No. of anything else: 0-1 (i was the damn gorge)(and later i was fade, but no one else was)
No. of heavies: 2
No: of jpers : 3-5 (wasn't counting)
And the aliens got there **** caned. The more co games i play in, the more i realise how many people go "super skulks" ie, skulks with all ups, minus the ones they hate, so that by 7 minutes you have a team of skulks, with very little health, versus a bunch of Jpers and heavies with level 3 hmgs and gls, which means you die in 3 shots as a skulk.
Has anyone else noticed this, and are there any things, other than experiance(because pro players also go fade before anything else, to get LOADS of exp)
to counter this.
Comments
Anyway, they key to winning co as aliens is balance. You want a gorge with web, a lerk, a few fades, an onos, and the rest as xeno skulks. Then you can counter any threat that the marines pose with very few problems.