A Buff For Skulks. Read

2»

Comments

  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    <!--QuoteBegin-locallyunscene+Jun 13 2004, 02:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (locallyunscene @ Jun 13 2004, 02:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> please don't post unless you have something new to say. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    well,seeing how everyone says how MCs are useless as a first chamber,speed must not be that important
  • RueRue Join Date: 2002-10-21 Member: 1564Members
    <!--QuoteBegin-locallyunscene+Jun 13 2004, 07:39 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (locallyunscene @ Jun 13 2004, 07:39 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->QUOTE (Rue @ Jun 13 2004, 02:24 PM)
    The skulk does need a boost to its speed 


    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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Please edit your post so it doesnt look like I said to drop an MC first <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    And you really should read the thread before posting
  • ShadowSlayShadowSlay Join Date: 2003-09-19 Member: 21009Members
    <!--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--><!--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.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well if bunny hopping is going to stay in NS people need to start learning what it is and how to do it. So no, i wont shut up.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    I think this: an advantage for the skulk that would also improve carpace popularity:

    Boost skulks armor upon getting carpace to 60, with 70 life and 60 armor, meaning carpace would be more used and it would be used effectively too.
  • Seph_KimaraSeph_Kimara Join Date: 2003-08-10 Member: 19359Members
    <!--QuoteBegin-ShadowSlay+Jun 13 2004, 09:12 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShadowSlay @ Jun 13 2004, 09:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well if bunny hopping is going to stay in NS people need to start learning what it is and how to do it. So no, i wont shut up. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <a href='http://www.unknownworlds.com/forums/index.php?showtopic=71961' target='_blank'>You mean</a> <a href='http://www.unknownworlds.com/forums/index.php?showtopic=72860&st=0' target='_blank'>like this</a>? (Read them FULLY)
  • TugBoatTugBoat Join Date: 2004-04-22 Member: 28077Members
    edited June 2004
    You all forget one thing,

    Aliens are meant to attack in stealth, ambush, not chase marines down with speed on a full frontal attack.

    If the above is wrong as what ive said, ive only read it in countless other posts on theses forums.

    Full Stop, Aliens learn how to play, not charge, and you wont need more speed.

    And someone with XXXX posts doesnt mean he knows everything.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--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-->You all forget one thing,

    Aliens are meant to attack in stealth, ambush, not chase marines down with speed on a full frontal attack.

    If the above is wrong as what ive said, ive only read it in countless other posts on theses forums.

    Full Stop, Aliens learn how to play, not charge, and you wont need more speed.
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You can't ambush all of the time, aliens have to go on the offensive to root marines from key spots. For example, it is given that aliens can't have a skulk over every rt, (which would make for a very boring game) rather they ambush from certain high traffic spots and respond when an enemy rt is going up or an alien rt is going down, Meaning that there are many times during a game where the skulk has to take on more than an ambush role.
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Free upgrades or increase skulk walking speed.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    <!--QuoteBegin-eVo.x+Jun 10 2004, 02:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eVo.x @ Jun 10 2004, 02:31 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-->
    walk actually works perfectly if you know how to use it...for anyone having problems with making noise...walk in straight lines without strafing and when you want to make a turn while walking, stop for a half second, turn, and then continue walking straight...believe me you will never make a sound (the key is that both strafing and turning increase your ground speed above the walk sound threshhold)
  • gophergopher Join Date: 2003-08-01 Member: 18657Members, Constellation
    edited June 2004
    <!--QuoteBegin-Cerebral+Jun 14 2004, 03:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cerebral @ Jun 14 2004, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-eVo.x+Jun 10 2004, 02:31 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eVo.x @ Jun 10 2004, 02:31 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-->
    walk actually works perfectly if you know how to use it...for anyone having problems with making noise...walk in straight lines without strafing and when you want to make a turn while walking, stop for a half second, turn, and then continue walking straight...believe me you will never make a sound (the key is that both strafing and turning increase your ground speed above the walk sound threshhold) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You actually do make sounds, even when walking "perfectly". And yes, I walk exactly the way you described >_<
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    sorry to say you are doing it wrong =(
    it works every time
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited June 2004
    Actually, no, it doesn't. I notice it the most when walking on walls to set up an ambush, probably just my imagination, but sometimes even walking on the ground will produce the occasional stepping noise as you walk in a completely straight line. It's not always reproducable so I can't say what causes it, but it's still rather common which makes walking extremely unreliable.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    Unchain the chambers and the skulks get a boost while not giving the higher lifeforms a boost. Its very balanced without any tweaking to the game, just add the plug.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    maybe you guys aren't listening....i've played this game since October 31st, 2002...if you walk in a straight line and you don't turn or strafe or interact with another ground feature such as steps you will not make a noise...someone who knows something about this game please reiterate this point for me
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Actually, walking speed seems to be set JUST below the speed at which you make the step sound. As such, a small variation in the network latency may cause the server to belive you exceed the step sound threshold. Nothing you can do anything about, except to play on servers to which you have lower lag.

    The solution would of course be to add a bit more margin there ... either slowing the walkspeed or increasing the step sound threshold.
  • NewerestNewerest Join Date: 2004-03-20 Member: 27445Members
    edited June 2004
    skulk doesnt really need that much of a speed increase just enough so it could catch a marine whos running from it, and to whoever said to increse carapace, it should be that high but maybe make it 70/50 but keep the normal 70/10 without cara so the skulk wouldnt rape early game
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    <!--QuoteBegin-ShadowSlay+Jun 10 2004, 03:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ShadowSlay @ Jun 10 2004, 03:25 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-->
    Which is impossible when marines MT rush
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    <!--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-->Which is impossible when marines MT rush <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    By the time a commander begins researching MT, you likely have two hives. Leap proves to be an excellent way to bend the skulk's function and attack head-on. If they don't have MT, leap makes things even better for ambushes.
  • coriscoris Join Date: 2003-07-08 Member: 18034Members, Constellation
    MTrush = armoury -> ip -> obs -> MT at the beginning.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    I know the prerequisites. However, here's a comparison.

    With good alien team resource management, you can hive a hive up before the six minute mark. Normally, a hive should be up before the eight or nine mark.

    As for the marines...
    Armory- 10
    IP- 20
    obs- 20
    MT- 35

    That's 85 resources, leaving you only one resource tower you can drop before you're exhausted, but you'll have MT at just 2 or 3 minutes into the game.

    While I haven't seen how effective this tactic is firsthand, it doesn't look all too great on paper. It leaves the aliens up for rapid expansion, which MT may or may not counter.
  • IcejellyIcejelly Join Date: 2003-06-10 Member: 17176Members
    increase spawning time for 1hive? <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    i've found that skulks die like flies to good marines, and it's a pain in the **** to wait for the respawn queue to clear up...especially when you have newbies who rush blindly into marines to feed them with res, which justifies MT rushes, as marines with a sight advantage get bounty res from slain aliens.
Sign In or Register to comment.