Silver fox on skulks

Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
<div class="IPBDescription">Need some tips?</div>This is my outline for the alien classes.  There are other strategies and other tactics you can use, however some people have been having a hard time with the Kharra, so I figured I’d try to explain my typical alien tactics.  First up, is the Skulk.

The first point I want to get across is this;
He is not a tank.  Hell, he’s not even a jeep – he’s like a moped.  If you find your self in a situation where there’s a single marine, you may be able to take him out if he’s not too far away.  However, don’t ever try to rush more then one marine as the Skulk with no upgrades.  It Will. Not. Work.

The Skulk is like a guerrilla fighter.  You need to use hit and run tactics and attack from places marines would not expect.  Such as the roof or on the side of a pipe.  The Skulk can literally fit almost anywhere.  Try a few places; see which ambush spots work the best.  For me, I find the small spots above doorways to be extremely effective, especially now – since the marines are new to the game and don’t look up.  Also, don’t always run out and charge the first person you see, there may be a squad instead of a single marine, wait a few seconds for him to pass.  I usually wait 3 seconds or so after every person I see pass.  For example, if I see a marine run by, I’ll count to 3 and then attack.  However if I see a marine and only get to a count of 2 and another marine runs by, I’ll restart my count again.  Also, try not to attack until you are as close as you can get to the marines – you need to take them by suprise.  It only takes 2 bites to kill a marine, regardless of where you hit them, its easiest if you can sort of line the marines up – that way all you have to do is hold attack and press forward.

That also brings up another point.  Someone asked me in a game if I hold attack or press for each attack.  I always hold.  It takes less effort and it will be just as fast, if not faster, then press it.  However, don’t just run around the map holding attack, every bite you use makes a sound – it’s a dead give away to where you are.  Save the bite for when you need them.

If you can, try to organize a “Skulk rush”.  It may be difficult on pubs, I’ll grant you that, however it’s a very effective tactic.

When rushing as a Skulk, there are pretty much three things you can do.  Run into the marine base and try to kill everyone in there, parasite everyone for an easy kill later in the game or a combination of the two.  Parasite a few marines and then while they’re all looking around trying to figure out where it came from, attack.

Also, practice with the Skulk.  Learn how to use him, if not by me then other players.  Ask in game, on the forums and in IRC.  You will be playing the Skulk 80% of the game.  It’s a pretty effective killing machine if you learn when a good time to attack is, when to parasite, when to rush, when to defend, where to ambush … He can be down right evil.

Using the right weapon at the right time is important as well.  Obviously, in the early game, you will be limited.  However, in the later game when you have three hives, its important to know which attack is right for which job.

The bite you obviously want to use when you’re close to marines.  Two bites are all it takes on a ‘stock’ marine.  Parasite is what you want to use when the marines are far far away, hopefully while your hidden in a nice dark spot and not moving around.  Parasite as many as you can, they put them marines on the hive mind, making them super easy kills.  You can use parasite at any distance, it’s just safer to use at a distance.  If you’re attacking and are about to die, a good tactic is to switch to parasite and hit as many things as you can before you die.  Leap is effective for moving long distances, but it also can be used to get you extremely close to the marines.  It also does a fair bit amount of damage and is very fast.  Xenocyide is basically a kamikaze weapon.  It’s best used when the marines are weak and about to loose, or on a small group (five or so) before another class comes in and wipes them out, hell, you may even take a few with you.  But from what I can remember, a marine at full health/ammo won’t die with one xenocyide.  Two however will completely destroy the marines.  That’s why it’s best to attack as a team.  If you don’t want to play as a team, just simply hang back until someone else comes in, causes a bit of damage and then jump into the middle of the party while the marines are still recovering.  It takes a second or two after you use it to ‘warm up’, so try pressing it before you get into the action.

Now that the general info is taken care of – Skulks with upgrades:

The are a number of possibilities and combinations you can come up with when upgrading your Skulk.  I’ll try to give you, in my opinion, the best upgrade for each situation.

Defense Chambers,

This is really a person preference later in the game.  However in the early game I always, always choose Carapace.  It gives you so much more time to take out the marines and their buildings.  The Skulk becomes so much more dangerous when it has armor, it’s almost like a new class.  This, however, doesn’t mean he’s a tank – he is still a moped.  HE IS STILL A MOPED.  Got it?  Heh, k ..

You still need to use guerrilla tactics when attacking or defending.  Carapace just makes it easier to do and gives you more time.

Redemption, I personally think, is a waist on the Skulk.  Skulk is the lowest class and the one you always spawn at.  You could die, respawn, and get all your upgrades again in about the same amount of time it would take to be redeemed and healed.

Regeneration is a nice one, but I recommend using it later in the game when you have more upgrades from other chambers as well.  It can’t really support you by its self, it needs a backup upgrade.

Movement Chambers,

This area is also more of a personal preference.  It depends on the tactics you want to use.

I usually pick the adrenaline upgrade.  It’s nice when you get two hives up because you can leap around like crazy and get you energy back almost immediately.  But in the early game, it will let you bite at full speed until you kill your target or die.  It will also let you parasite things like mad.

There is also Celerity.  The Skulk is fast, but the Skulk on a speed upgrade is insane.  Its simple really, the more you move, the harder you are to hit.  The faster you do it, the better your chance of survival.

Silence.  I love silence.  The old saying is true, Silence is Golden.  I like to use silence pretty much anytime I can, but its really nice in the early game.  It makes your footsteps silent, and you don’t breath out loud and you don’t make the little idle noises you usually make without it – such as the growls and what not.  It’s perfect for ambushing marines.  If you use the wait three second tactic I described earlier, the marines will never know you were behind them until one of them drops, hell, sometimes you can kill an entire squad four or five marines strong without a single one noticing what happened.

Sensory Chambers,

Honestly, the only one I ever use is cloaking.  Cloaking (if used effectively) can devastate the marine team.  At the level three cloak, you can stand right in front of doorways and wait for marines to run into you before attacking.  When at lower levels of cloak, you want to use it in ambush spots, such as above doors, in corners and in dark areas.  If you don’t have level three cloaking and try to use it in a well-lit area, you’ll stick out like a soar thumb.

Advanced Hive Sight is nice if you’d like the marine team lit up just like your team when you press your flash light key.  There’s no real strategy to using it, its either on or off.

Scent of Fear is pretty neat.  It will make any marine that’s low on health so up on the hive mind.  It can be effective for lowing the numbers of a strong marine group.

This is all assuming the Gorges build all three types of chambers.  None of the upgrades are really all effective until you have all three except the cloaking; it can save your butt and give you a very big advantage even at level one.

Some Chamber combos I like to use,

Regen + Silence + Cloaking = Rcon/Spy/Ninja.  These guys are scary at full upgrades.  You can’t hear them coming, you can’t see them once they are cloaked and if they take damage, they can retreat just a few feet, cloak and get their health back.  It’s a very vicious combo.

Adren + Scent + Carapace = Assault class.  Jump in with leap, cause a bit of havoc, jump and and go heal.  Rinse and repeat.

Cloaking + Carapace + Celerity = Super fast Assault.  Run with blazing speed, take out a squad of five marines and get out before anyone – even the commander notices.

Use your Hive Mind.  Learn how to use it and when it shows you something, go there.  It’s practically a wallhack if you know how to read it.  It’s simple really;

White = Friendly/Hives
Yellow = Enemy buildings/players
Red = Friendly buildings/players under attack

When you hear message saying something or someone is under attack, scan the room real quick and look for a red circle, then go to it.  Defend your resource towers and defend your Hives.  With out those, you will lose.

This is all I can think of to comment on the Skulk.  If you have any questions regarding the Skulk and the Skulk only (for now), please, post them here and I will try to help as best I can.

More strategies coming soon, hope to have all aliens and basic strategies covered, as well as a general alien strategy, as opposed to a specific class.
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Comments

  • justusjustus Join Date: 2002-11-02 Member: 4632Members
    agree evrything else execpt why waste time to with skulk upgrades if you can probably in that point get better aliens like lerk?

    <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->    <- skulk
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Because a Lerk costs 33.

    Upgrades cost about 2 ...
  • PleaseDontEatMePleaseDontEatMe Join Date: 2002-11-02 Member: 4386Members
    Personally, I'm a HUGE fan of the skulk's ability to climb on walls and ceilings. This allows for some VERY interesting attck angles. This brings me to my main point:

    For some reason, the other teams marines NEVER look at the ceiling or high on the walls.... they are ALWAYS concentrating on the ground. So scuttle your cute little armour plated carapace to the ceiling, drop behind them with some friends and have a feast! I've cut down 3 or 4 marines single handedly like this. Its quite ocnfusing to have a skulk drop into the middle of your squad, let alone having 5 or 6 drop into the middle of your Frontiersmen base.

    I cant believe I'm the only marine to check the ceilings...

    Another nice thing to do as a Skulk is draw turret and marine fire, because your one fast bugger! turrets will have a hard time hitting you, and most of the marines are too retarded to aim their machineguns... So while your drawing fire, Onos and a few of those flying dealies are spitting spines at marines and turrets, ripping apart the base! graet fun, innit?

    And I gotta agree with silverfox about the EP thing... I mean, instead of wasting 50ish points of resources to be a fully upgraded Lerk, why not simply take 20 and become a fully upgraded Skulk? Can be even more deadly if you know how to use the attacks...
  • MooMoo_the_SnowCowMooMoo_the_SnowCow Join Date: 2002-08-03 Member: 1057Members
    <!--QuoteBegin--justus+Nov. 01 2002,19:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (justus @ Nov. 01 2002,19:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->agree evrything else execpt why waste time to with skulk upgrades if you can probably in that point get better aliens like lerk?

    <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->    <- skulk<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    And imho skulk is my second favorite alien.  Skulk rushes if your lucky anough to have you hive start close to the marine start are devistating and if done quickly can win the game.  And not to mention in the late game how usefull leap is to get into those heavly guarded areas to get at resource nodes and cc's.
  • humbabahumbaba That Exciting Tales From the Frontline Guy Join Date: 2002-01-25 Member: 86Members, NS1 Playtester, Contributor
    Silver, Great job distilling the accumulated knowledge of months of skulking into a neat little article. You deserve skulk of the week.  <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->



    <!--EDIT|humbaba|Nov. 02 2002,03:45-->
  • SonnyG007SonnyG007 Join Date: 2002-08-07 Member: 1092Members
    What happens if you run into a heavy armor <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo-->

    Last game I played I ran up to a heavy armor guy making an armory. He had his back to me and I started bitting him...he turned around...looked at me and turned right back around and started working again the armory!! I kept bitting him but he wouldn't die and when he finished making the armory he turned back around and turned me into alien pudding with his hmg. The skulk is pretty good but not that much in the late game. Once they get hmgs and motion tracking your ambushes turn to crap.


    Great post though. Damn I've played this game for 12 hours already and its only been out for 2 days!
  • pyrepyre Join Date: 2002-11-02 Member: 3864Members
    The best thing you can do to a lone heavy armor is fire off a parasite and call for backup.  I've gotten lucky a few times with a skulk and nailed a heavy, but it IS rare.  It's even rarer if they're armed with HMGs.  3 skulks homing in on a lone parasite'd heavy aren't bad odds tho.

    I guess skulks can also make decent work of turrets if protected by 1 or 2 lerk spore clouds.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    lol

    Till you get the hang of the Skulk, avoid the HA's.  The least you could do is parasite them for your stronger teammates to attack later.

    If you get into a situation like that, put as much damage as you can into him and then when he turns around to kill you - run like hell.

    <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->

    But the HA to a Skulk is like the Onos to a marine.  It's do-able, but its not easy ...
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    /me kicks it up a notch

    Bam!
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    I'm likin the Skulk a lot myself ... almost more than the other classes. Personal favourite would be Cloak+Celerity+Regen. Hide on a ceiling, fully cloaked. When the crowd of Marines walk in, parasite like mad, drop behind em and snack on one, then Leap away into the shadows - all in two or three seconds. (Skulk on Celerity is <b>wicked fast</b>.) Heal up any damage you took, then stalk em around for awhile.

    With proper practice,

    <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo--> +  <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo-->  <!--emo&::asrifle::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/asrifle.gif" border="0" valign="absmiddle" alt='::asrifle::'><!--endemo-->  ==  <!--emo&::skulk::--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/skulk.gif" border="0" valign="absmiddle" alt='::skulk::'><!--endemo-->

    Just keep working on it.

    - M4H
  • Sgt_XSgt_X Join Date: 2002-03-01 Member: 261Members
    Agreed on all points. There's nothing funner than sitting above a door way ambushing all who pass. And cloaking is by far my fav upgrade.
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Don't depend on low level cloaking too much though. I've seen guys hanging on a well lit wall with lvl 1 cloaking. Operative word being <b>seen</b>. And then the floor saw what they're guts looked like as a carpet.
  • MargeRokMargeRok Join Date: 2002-11-03 Member: 6156Members
    I must confess that i have killed several times heavymarines with slurk   :O

    It isn't so hard actually.

    Oh and, I heavily disagree that Advanced Hive Sight is a waste of resource for slurk! It make killing a <b>lot</b> more easyer really ! Slurk is fast as hell, and that is also sometimes a disadvantage when taking marines out. Lets just say that you have a great hide and few marines are walking by. They walk pass you and you strike. You hold down your attack key and run like hell towards marines. Next you realize that the guys are behind you and you're dead meat...

    I can say in experience that the AHS really helps you keep
    marines in your front. When I realized AHS, I felt like a superslurk when I was taking out pack of marines easily   <!--emo&:p--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/tounge.gif" border="0" valign="absmiddle" alt=':p'><!--endemo-->
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
    Never said AHS was a waist.  I agree with you on that point, I did however say Redemption was.
  • Silver_FoxSilver_Fox Spammer Join Date: 2002-01-24 Member: 34Members, NS1 Playtester, Contributor
  • StoneToadStoneToad Join Date: 2002-11-02 Member: 4053Members, Constellation
    even if your hive isnt close to the marine base, skulks are FAST. If you have 3 skulks rushing the marines while 2 gorges build up your res you can keep the marines from building up as fast. Heck, you might even be able to kill them all right away since the spawn turrets are very weak.

    The important thing is you nead to get to the marine base before they get the sgs up. If they have them up wait outside and pick them off when they are out of sg range (make sure they can't retreat back easly too)

    Don't forget to get the resource structrues if you have a chance. With out resources they will never be able to reserch the more advanced wepons and armor
  • FoRxFoRx Join Date: 2002-11-01 Member: 3263Members
    Thanks for that silver fox. I like player Skul a lot and this has helped me improve! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    Still no luck with those dammed heavy hmg users tho... Oh well... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' valign='absmiddle' alt='confused.gif'><!--endemo-->
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    Great tactics you have there Silver Fox, Skulk is my favourite class and it is extremley usefull in earley - mid game. I can easiley take out a marine with LMG as a skulk, and if hes wearing a HMG its just a little bit harder (cant charge a HMGer right infront of him), but the ones with heavy armour is a hell to take out. So once they get HA and HMGs the skulk is not as usefull anymore. Although its a nice feeling ambushing a marine in HA with a HMG and taking him out before he recons whats going on <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • NecroNecro &lt;insert non-birthday-related title here&gt; Join Date: 2002-08-09 Member: 1118Members
    skulks are like soldiers in tfc. their good if used properly. as VERY good at keeping nodes, once again if used properly!
  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    Thats the biggest problem people have with the Kharaa. Lots of people who play them say they are unbalanced and that they suck. In reality we aren't playing them right.... patience is a key factor most people over look at hate doing. I love playing Kharaa, and I've only played marines a handful of times. Its a blast tho, and Kharaa take a lot of team work to do well against marines, even n00b ones <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->

    -PD
  • MutantMFMMutantMFM Join Date: 2002-07-27 Member: 1005Members
    Now I know how to use the skulk better thank you Silver Fox! <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
  • InexorableInexorable Join Date: 2002-09-28 Member: 1360Members
    Patience isn't always a virtue with the Kharaa. You have to know when to get you and a couple of buds and rush into a group of heavily armed marines.

    I love killing marines while they're busy welding something. Usually you'll see 2-3 of them huddled around a turret fac or resourcer, nobody paying attention or even having their weaon out. If more people built movement chambers as their first upgrade (for silence), I'ld probably be able to kill the entire group before they figured out what was going on. Never mind if I've got some competent partners involved.

    And Skulk rushing (possibly the most important tactic) requires absolutely zero patience. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    A skulk still useful against a HMG wielding HA marine. But I'm not talking about in the traditional ways though, a skulk has only one weapon against these hulking giants

    Chuckle

    you can turn almost any jar head into a nervous heap through creative use of chuckle. Sure you probably won't kill him, but by scaring him, you have reduced his effectivness. A good chuckler should first parasite his indended victim then let the victim see him. As soon as the jar head has started chasing, run away around the corner and cloak on the nearest ceiling. Now watch him walk below you, (whatever you do, do not attack, because we're assuming that this jar head is a walking tank) as soon as he's at least one leap away, let out a sinster chuckle. Now rinse and repeat or just run away while he isn't looking <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • StormehStormeh Join Date: 2002-11-01 Member: 3541Members
    lol Mouse that sounds kreepy <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I have never tried it in the way you speak of but instead i use it to lure the mearines out of their turretguarded expansions. It works good just hide above a door or in another place where you arent spotted so easiley. Then chuckle a few times, and if you are lucky he will come out of the base to investigate the sounds, or in the hope of an easy kill. And when he have passed you, strike, and you will have a easy kill.
  • WurmspawnWurmspawn Join Date: 2002-01-24 Member: 19Members
    chuckling is grand... <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
    try faking them out by growling (the attack comm) but not appearing until moments after. let's keep those lugheads guessing, after all, this should be <b>our</b> galaxy
  • guagleguagle Join Date: 2002-11-06 Member: 7312Members
    Bumpage !!


    ** Bump **
  • SpydeySpydey Join Date: 2002-11-01 Member: 2294Members
    I think a Skulks role depends heavily on how well the rest of the team is doing.. this is how I play it anyway:

    <b>Losing:</b> Guerrilla warfare all the way. A nice example of being a single active skulk and tearing up the marines is on hera - the glass walled walkway out of the marine base. Walk near their base and listen for the sounds of spawning. Pop out and parasite. Try to get them to chase you. Then run all the way back and hide (cloak if possible) on the pipes opposite the lift. They'll run past (you'll be able to time it perfectly due to the parasite) and instantly assume you went up the liftshaft. Attack from behind. I racked up about 10 kills like this before, but I didnt get regen and eventually my health just ran out.

    If you get skulks doing this when your losing, around the marine spawn and the exists to their other bases, you can cause some serious damage in a game gone awry.

    <b>Standoff:</b> Use the assault/fast assault configs that Silver Fox outlined. Get in, do as much damage as possible, get out. Stop them expanding. Eventually they'll break. Just dont die often.

    <b>Winning:</b> In the late game, when you've got three hives, def chambers everywhere and the marines are holed up, use your expendability. Marines likely have a very slow trickle of income (assuming they've only got the node thats in their base) so try to force them to buy things. (this is a good tactic all game long but moreso now). Sometimes you need not bother with any upgrades, and just use your expendability. Run in, xenocide the crap out of them, respawn, do it again. Their commander will be forced to either waste alot of cash on welders and health packs or they'll crumble instantly when the Onos come.
  • SoDumSoDum Join Date: 2002-11-06 Member: 7362Members
    Skulks are very dominate early and mid game, two bites drop a light armored unit... The only counter?






    Alien vs predator players. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo--> They check celings and walls for any motion, and sometimes shoot at dark places randomly. Watch out for them.
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    Bumpage for Chuckling! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    - M4H
  • LogoLogo Join Date: 2002-11-07 Member: 7626Members
    With the new changes to Marine Turrets (killing the factory disables them) you can be a very deadly sulk... find an undefended base leap/run-like-hell to the turret factory and postion it between you and the turrets (possible in a lot of bases) then just kill the factory quickly while nothing is there to shoot at you and you can have a field day in the ungaurded base (go for phase portals next). <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> - <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' valign='absmiddle' alt='turret.gif'><!--endemo--> = <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
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