Skulk How-to

glioglio Join Date: 2002-11-02 Member: 4557Members
edited November 2002 in Kharaa Strategy
<div class="IPBDescription">uh yea</div> Ok well here's a quickie about being a skulk

The first ability you want to get is silence. Why? because skulks can already hide in dark places eliminating the need to get cloak first. Secondly, skulks are noisy little critters and silence will let you sneak up on anyone with ease. Its hard not to hear a skulk running up behind you.

Once you can get cloaking along with silence then the fun starts. All you have to do is hide on a pipe or darkened corner and wait for a marine. he walks by, you parasite him. Parasiting is fun because they hear and see that they have been parasited so they get a little uneasy. you've already got them shaking in their boots. let him gain some distance. then sneak up on him and bite his butt.

regeneration is good to have if your out behind nme's lines in case you get shot.

I use these tactics daily and they work great

Comments

  • WindelkronWindelkron Join Date: 2002-04-11 Member: 419Members
    Got a question: Which is the best Defense Chamber upgrade for a skulk? I'm not totally sure...

    Carapace is what I usually choose, but the skulk is so weak anyway, does it really make that much difference?

    Redemption has worked for me a lot of times, but later in the game the weapons do damage in larger increments. The game gives you a chance to redeem yourself when your health reaches some amount. However, most of the guns (HMG, Turret, Seige Turret splash, GL, pistol) do so much damage per shot that even when you're one shot away from death, it won't redeem you beacuse you're not under the "Redeem limit." Is this true?

    Regeneration... will you live under fire long enough to even be able to retreat? I thought the Skulk was a one shot thing, it's either you don't get hit once and live, or you get hit and die.
  • padijunpadijun Join Date: 2002-11-01 Member: 3419Members
    I prefer regeneration myself, I often find myself scampering off with 5 health or so, then i just hide above a door and wait for it to regain.
  • SycophantSycophant Join Date: 2002-11-05 Member: 7092Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Which is the best Defense Chamber upgrade for a skulk? I'm not totally sure...<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    It really depends on what role you want to fill as a skulk.

    Carapace is a good choice if you want to support your tanks, do recon, or try a rush at the command center. It works best when you know your actions will only let you live a short time, but you want that extra second or two to try and achieve your goal.

    Redemption is, in my opinion, useless for a skulk. They're the base alien unit anyways, so the most you'll spend on it is 6rp for three upgrades. You're better off choosing one of the other two defensive traits.

    Regeneration is a great ability if you plan on doing hit-and-run maneuvers. I'll always play a skulk as an assassin, so regeneration is a great help after a kill. Tagging (parasite) a marine, the following him until he's alone and vulnerable, then drop from above, rip him apart, then retreat to a duct to lick your wounds and wait for your next victim.

    Hope this helps! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • SuperMunchkinSuperMunchkin Join Date: 2002-09-28 Member: 1364Members
    edited November 2002
    I agree. Redemption is useless for skulks.
    Carapace is good for charging into heavy fire and targeting something.
    Regen is for assassin/hit-run stuff.

    Why did I bother posting this if it's been said you ask. More input = stronger argument <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • deimos_telarindeimos_telarin Join Date: 2002-11-03 Member: 6248Members
    Ho ho ...

    Me prefer Carapace ...

    20 extra armor and 60% damage reduction means they have to waste more bullets on me if they have bad marksmanship ...

    Then with the Skulks amazing speed I dart back to the nearest Defensive Chamber to heal up and continue my stalking ...
  • WoggyWoggy Join Date: 2002-10-09 Member: 1466Members
    Mine is
    Carapace
    Silence
    Cloacking

    So : Hide and cloak on top of doorway
    Wait for marine
    Silently walk behind him and kill him!
    If he gets a few shots into you youll survive a bit longer.
    Make sure your team has a few defensive chmabers around (I keep shouitng at my team if they dont bundle defensives with offensives, offensives are useless without defensive)
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