A Buff For Skulks. Read

NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
<div class="IPBDescription">RUN FOREST RUN!!!</div> How could we improve the skulk? Some belive that hp and AR increses are needed, But i am here to tell you that health is not the saving factor for a skulk.
What skulks need is more speed. The problem with skulks now is that they ability to dodge fire is inherintly gimped form the start of the match.

The 2 major things you need inorder to dodge incoming fire is speed and mobility. you know why leap makes the skulk kinda worthwhile in late game? because it increses their ability to move fast, and in any direction, DRAMATICLY.

Early game skulks are so fragile now because they are unable to dodge fire. They have no speed. Wallclimbing is an important part of a skulks life, but without speed it becomes just as worthless as staying on the ground.

What i propose is the implementaion of a sprint abiliy for the skulk. The ability to temporarily increse a skulks speed to close the gap early game would be invaluable.

Sprint will be an inherint ability that only a skulk has and is not affected by the amount of hives. Sprinting will cost adreniline, just like a lerks flying ability.
The amount of adreniline this will take persecond and the speed increse is still up for debate.

DONT GIVE THE SKULK MORE HP AND ARMOR!!!! make him faster.
«1

Comments

  • XyrcaiXyrcai Join Date: 2004-05-25 Member: 28898Members
    Yea, you could toggle it like walk.

    Make it a key that you have to hold to do it.

    Or a smaller permanent speed boost would help.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    It would require the binding of a new button since both Walk and Crouch are taken, and I don't think Flayra likes to do that. Personally I'd just prefer a speed increase along with a nerf to bunnyhopping.

    What if Crouch worked as a sprint for skulks, and they were given walljumping so they wouldn't need a new button to de-attach themselves?
  • ShadowSlayShadowSlay Join Date: 2003-09-19 Member: 21009Members
    OR instead of making them faster you could take 4 seconds of your life and learn to bunny hop or even better you could learn that running straight towards a marine is stupid. Learn to ambush people!!
  • eVoxeVox Join Date: 2003-08-16 Member: 19840Members, Constellation
    walk is useless. yes you dont make sound, but its soo touchy that you end up making sound when you strayfe anyways.


    put it on 'walk'. and it would be funny to watch at first:

    "hey im gonna sneak into the marine start!" *walk* *flys in really fast and dies*

    I think the button should give you a boost of speed (like leap but for the ground), but somehow it needs to be easy to control. this could also make skulks more 'hit and run'y






    btw...walkwalking is pretty useless too. WAY TO MANY 'DETAIL' THINGS TO GET STUCK ON. GIVE THE SKULK A 'STEP HEIGHT CLEARENCE' FOR WALLS. + skulks should be able to jump from walls
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    It needs a HP / AP boost AND more speed,
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    HP/AP boosts would make skulks a lot more viable in the end game. Why would you NOT want that? Even just raising base armour to 20 would make a pretty big difference.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-ShadowSlay+Jun 10 2004, 02:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShadowSlay @ Jun 10 2004, 02:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OR instead of making them faster you could take 4 seconds of your life and learn to bunny hop or even better you could learn that running straight towards a marine is stupid. Learn to ambush people!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Or you could stop acting obnoxious and think a little bit about the other 90% of the playerbase. I know how to bunnyhop. I still think it should be taken out. It ruins what atmosphere is left in the game, and skulks frequently have no choice but to run towards a marine since good ones rarely set themselves up for an ambush, or they have MT or are holding an area. Someone of your oh-so-elite skills should know that.

    evox, I agree that walk pretty much sucks right now but it needs to be fixed rather than removed. The speed cap for not making footstep sounds should cover diagonal movement.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    Much more speed, no BH would work perfectly.

    And yeah, what Zek said. I can BH fairly well now but that doesn't stop it from looking retarded.
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    actually if you jump, you get a small boost of speed, about 20 units

    this is enough for a final bite from very close range
    maybe increasing a bit this boost in air would be very nice
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    free upgrades would suffice. Imagine everyone soon having carapace, celerity, silence or regen.. and for free!
  • KarampaKarampa Join Date: 2004-05-01 Member: 28355Members
    Maybe give more speed for short period when you jump from ceiling or from wall. That would make wall climbing or staying on ceiling more viable options vs. normal bunnyhopping.

    Perhaps 2 sec. boost to speed would be enought?
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    Free Upgrades & a Armor Boost should help a lot <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    @ ShadowSlay: Tell me, how does bunnyhopping help against GOOD marines? They'll kill you just as easy. The only way to kill good marines is to either ambush them (as long as they don't have mt) or attack in a group of 4 or 5, which is rather hard to do, even in a clanwar <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Admiral that's just a side effect of the marine range advantage, if you're good enough you can land every bullet and be unstoppable but there's nothing like that to perfect dodging the bullets. Not much we can do about it.

    I would really like to see some sort of incentive for wallclimbing. Walljumping is definitely a must, but maybe increased speed when running on a wall or walljumps go faster and farther than normal jumps? Skulks need more options to vary their movements, it would make them much more interesting and increase the ability of a skilled player to close the distance without Leap(which also needs to work from walls btw).
  • k1ndredk1ndred Join Date: 2003-11-30 Member: 23790Members
    Zek I liked this last suggestion, for leap working from walls, it will ad a great twist for the game
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Vanilla skulks are not much faster than vanilla marines. I see that as a problem.

    Any marine with ears can disrupt an ambush attack if he just keeps walking, forcing you to make noise, and get his attention. Even when you've closed range, it is unreasonably challenging to stay near a bouncy marine. It's usually more effective to just bhop attack them from the front in a short hallway.

    Even just increasing the walk speed of the skulk slightly (but leaving the celerity skulk speed where it is) would be a considerable improvement.
  • TresthTresth Join Date: 2002-11-03 Member: 5602Members, Constellation
    <!--QuoteBegin-eVo.x+Jun 10 2004, 08:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eVo.x @ Jun 10 2004, 08:31 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> walk is useless. yes you dont make sound, but its soo touchy that you end up making sound when you strayfe anyways.
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Err, and how would we be supposed to use cloaking?
  • ShadowSlayShadowSlay Join Date: 2003-09-19 Member: 21009Members
    edited June 2004
    Yes bhoping doesnt always work against good marines but thats because you hafta pick the right time to do it. No skulk is gonna stay alive against a good marine when you're running/bhoping straight towards them. Its not how fast you can get to the marines its the time you pick to do it(backturned/reloading). I dont think skulks should be able to run straight at someone and not die, that takes away from the sneaky side of the aliens. Remeber you're supposed to be lurking in shadows and hiding on ceilings as a skulk not running straight into a group of 5 marines and expecting to kill a few, thats what fades/onos are for. But yes there are those times when you have to run straight at them and for times like that I think skulks just need a small armor increase or make carapace give just a little bit more. And when they get motion tracking you just have to think of other ways to engage them.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited June 2004
    <!--QuoteBegin-NightCrawler.+Jun 10 2004, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Jun 10 2004, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The 2 major things you need inorder to dodge incoming fire is speed and mobility. you know why leap makes the skulk kinda worthwhile in late game? because it increses their ability to move fast, and in any direction, DRAMATICLY.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    I've noticed this long ago... Lerks can fly, fades can blink, gorges shouldn't care that they cant fight well, and Onos... well he just sucks now, hiding in a corner crying every time someone actually manages to shoot him.

    If there were some cheap (10-20 res) evolution that gave you a skulk like creature (can wall walk) with more health (more then the lerk, it would be bigger then the lerk and the skulk considering it is a battle type class) and leap as a second ability (skulk bite would be melee) this problem wouldn't be noticed. And considering it would reuse alot of abilities it wouldn't be to hard to add him. It would be a middle ground between skulks and fades, and you'd see the alien tech tree go in a slow curve not huge jumps into pure pwnage.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I just wish the skulk were faster, I've always felt that skulks being unable to catch marines quickly is a problem.

    Bunny hopping is limiting, imagine if you could move faster and go in the direction you wanted at the same time. Telling other peopleto get 1337 bunnyhopping skills isn't the point of this thread, it's to add more depth to the skulk attacks.
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    <!--QuoteBegin-NightCrawler.+Jun 10 2004, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Jun 10 2004, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> How could we improve the skulk? Some belive that hp and AR increses are needed, But i am here to tell you that health is not the saving factor for a skulk.
    What skulks need is more speed. The problem with skulks now is that they ability to dodge fire is inherintly gimped form the start of the match.

    The 2 major things you need inorder to dodge incoming fire is speed and mobility. you know why leap makes the skulk kinda worthwhile in late game? because it increses their ability to move fast, and in any direction, DRAMATICLY.

    Early game skulks are so fragile now because they are unable to dodge fire. They have no speed. Wallclimbing is an important part of a skulks life, but without speed it becomes just as worthless as staying on the ground.

    What i propose is the implementaion of a sprint abiliy for the skulk. The ability to temporarily increse a skulks speed to close the gap early game would be invaluable.

    Sprint will be an inherint ability that only a skulk has and is not affected by the amount of hives. Sprinting will cost adreniline, just like a lerks flying ability.
    The amount of adreniline this will take persecond and the speed increse is still up for debate.

    DONT GIVE THE SKULK MORE HP AND ARMOR!!!! make him faster. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    lol,

    Skulks dont need more speed, just learn how to play them.

    Aliens are strong as it is.
  • MelatoninMelatonin Babbler Join Date: 2003-03-15 Member: 14551Members, Constellation
    <!--QuoteBegin-TugBoat+Jun 13 2004, 12:50 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TugBoat @ Jun 13 2004, 12:50 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> lol,

    Skulks dont need more speed, just learn how to play them.

    Aliens are strong as it is. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nightcrawlers been around as long as I can remember...
    justify your arguments, else youll only annoy people.

    ps. aliens are strong, but marines are stronger.
  • skulk-goes-boomskulk-goes-boom Join Date: 2004-02-02 Member: 25962Members
    To make a skulk effective, "USE PARASITE"

    Not only do they deal a little bit damage, parasite also show where the hell your enemies are so you can find a lovely place to ambush them. In early (co) and (Ns) games, i once ask my team mate to para the rines first before engaging this proofs effective. Making the skulk faster is neat but the old manual said that skulk are suppose to be ambush hunters which ly in wait for its prey but how many nice place can you find to hide? So make them faster XD!!!
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    if your skulk is too slow then pls build 3 movement chambers and use the upgrade "celerity"...
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    <!--QuoteBegin-Schimmel+Jun 13 2004, 04:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Schimmel @ Jun 13 2004, 04:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> if your skulk is too slow then pls build 3 movement chambers and use the upgrade "celerity"... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Except that mc kinda sucks as first chamber.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Let me throw out some current (3.04a) numbers.

    Ground speed of a marine: Just above 200 units/second
    Ground speed of a skulk: About 300
    Speed of a skulk holding forward and jumping: 360-400

    Not sure about celerity ground speed, but I think it's around 350. Jumping celerity speed is quite a bit higher.

    You can get much faster if you try.

    At about 350 you can catch a marine pretty reasonably, but to do so without celerity requires jumping about and making a lot of noise (rather defeating the point of ambushing).
  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    <!--QuoteBegin-Trevelyan+Jun 12 2004, 03:32 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jun 12 2004, 03:32 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-NightCrawler.+Jun 10 2004, 01:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Jun 10 2004, 01:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The 2 major things you need inorder to dodge incoming fire is speed and mobility.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    learn how to use mcs first?
  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    edited June 2004
    <!--QuoteBegin-coris+Jun 13 2004, 10:58 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Jun 13 2004, 10:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Except that mc kinda sucks as first chamber. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    then i guess speed isnt really that important now is it?


    sorry for double post

    edit-----

    it seems most people just want to have good alien units at 1 hive
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    <!--QuoteBegin-ShadowSlay+Jun 10 2004, 07:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShadowSlay @ Jun 10 2004, 07:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OR instead of making them faster you could take 4 seconds of your life and learn to bunny hop or even better you could learn that running straight towards a marine is stupid. Learn to ambush people!! <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Thats the small minded answer that I was expecting from this,

    Not all people in this world can bhop and about half of that dont know what it is......So shut up

    The skulk does need a boost to its speed (imo better than hp/ap++) this would make it much harder to hit at early game.
  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    <!--QuoteBegin-Rue+Jun 13 2004, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rue @ Jun 13 2004, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The skulk does need a boost to its speed <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    have a gorge drop mc instead of dc
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    edited June 2004
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->have a gorge drop mc instead of dc <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    We've been over that all ready, please don't post unless you have something new to say. You made your opinion about this known earlier.

    sorry the quote came out wierd originally rue, and I did read the thread before posting, I'm confused as to what you're talking about.
Sign In or Register to comment.