Teh Ubar Skulkzor.
Rapier7
Join Date: 2004-02-05 Member: 26108Members
Buff the skulk to have 70/20 armor default.
That's an effective 110 health.
Why do you ask?
Skulks are laughably weak, they are okay once they close the gap, but you can only really do that by very clever ambushing on bad marines or being cloaked or silent (and almost always DCs are a first chamber).
However, if you increase the effective health of a skulk to 110, you do two things.
You make W1 actually do something. It's one bullet less to kill a skulk.
Make the skulk stronger, something that we all know needs to happen.
So, who's with me?
That's an effective 110 health.
Why do you ask?
Skulks are laughably weak, they are okay once they close the gap, but you can only really do that by very clever ambushing on bad marines or being cloaked or silent (and almost always DCs are a first chamber).
However, if you increase the effective health of a skulk to 110, you do two things.
You make W1 actually do something. It's one bullet less to kill a skulk.
Make the skulk stronger, something that we all know needs to happen.
So, who's with me?
Comments
no comment :S
Btw i think one or two weeks should be the minimum before giving judging like this one since by the past all the early judging proved wrong.
Look, asides from knockback, nothing about the skulk has been changed. It can do what it's been designed to do much better, to kill the enemy if the skulk can close the distance fast enough.
It's closing the distance that still needs a tweak.
I just threw the number out at random. Any significant boost in their speed would be great IMO.
Speed would be much better than armor...IMO at least...
Seriously though, something needs to be done. Right now, the GORGE is better at killing than the skulk. <!--emo&:0--><img src='http://www.unknownworlds.com/forums/html//emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo-->
Buff the skulk to 70/20, raise speed by 35 units/second (thats 325 units/second).
I havent found the games change too much. They are just as fun as before, and in fact I racked up a rather impressive kill record against very formmidable players. It was a decent 8 kills to 0 deaths in the first 5 minutes or so. Only after we got shotgun rushed by very good players (Mr Gunner is a shotgun master, as well as half the marine team. I have seen them in action since the early parts of this month and last month's games) we wound up dead.
However, people say "Buff the skulks! They need more buffing!"
Basically what people are looking for is a skulk who can take a full clip from an LMG that forces the player to whip out his pistol and waste his ammo trying to finish the skulk off. You dont seem to understand.
In the description, it clearly stated (In italics if I am not mistaken) the skulk was meant to be an ambush unit. This doesnt mean you charge a team of marines head on, and when you die say "OMG! SKULK NEEDS BUFFS!"
You are supposed to wait on ceilings, hide alongside doors, wait behind walls or computers, or wait in vent. I am so sick of seeing people rush marine teams. Its stupid. In fact, if you are smart, you can take out a decent sized team of three marines without taking excessive damage. I am a purely average player and have taken out squads of marines before by myself as a skulk (Even with shotguns)
Here is a hint: Stop rushing marine teams head on!
That is why it is only two bites to kill a vanilla marine. Anything beyond that is three or four. However, if you are forced to run at a marine, at least do it in a group of two or so, and if not, then strafe, leap up in the air, be erratic, run up the wall and the ceilings in circular patterns. Believe me, they cant hit you very easily that way.
So, heres a hint, do not suggest that skulks need beefing, because anything beyond what they have now would be overpowering them. Leave them be.
The cam is in their mouth so the can't see where the jumping marine went.
MArines can still jump backwards as fast as forwards but if you read all the **** story on the site they should be fearsome.
Improve the skulk and maybe reduce the effectivness of the fade, so that the aliens no longer have to rely on a single lifeform to win.
Right now in CWs Fades alone decide the outcome most of the time.
mfg
Lance
Whenever a marine enters a room, do you seriously think he isn't going to check those dark corners or ceilings where there is a good chance a skulk will be hiding? Ambushes work on unpredictability, which is downright impossible in a game like ns where almost everyone knows the maps inside and out.
There is no one hiding spot for a skulk. In fact, a room can feature many, many hiding spots. If the vent is on top of the marine, on the side of the wall at the very, very farthest point upwards, he is NOT ALWAYS going to check it! I cant express that enough. Our servers are not filled with guys who know the entire map or people who check every corner or who have perfect aim! Understand this, and understand it CLEARLY.
I've seen skulks hide in the same hiding spots and still get kills, because marines think its such an obvious place that he wont be there. That happens quite a bit too. Simply hiding behind the ONE box in a hallway works. This is a skulks mission:
<b>To get as close as possible to a marine</b>
This means within range to bite him. If you get in range to bite, or even just a hair away from a jump to bite him, you got it in the bag. Once at a close range the marine is forced to bounce around and shoot wildly. You have it in the bag at that point, and if you dont, someone else can finish him off with two bites, provided you got a decent amount of bites on him if he had Armor 2 or 3. Skulks arent meant to be uber powerful, fades and Onos's are. If you had an entire alien team comprised of Fades, who do you think would win? The aliens. Every game the aliens would win. Its that simple. Just the fact that aliens can rush the marine base and chomp away at it in the first 5 minutes of a game (a rush) is not surprising, since Skulks can easily dominate a field.
Dont think for a SECOND skulks are underpowered, since you havent obviously see GOOD players use them. There are good marines, and good aliens, and I see a lot more good aliens than marines,
skulks starts with 3 abilities: bite, parasite, leap
xenocide at second hive
no new ability at 3rd hive (when skulks are pretty useless already)
skulks starts with 3 abilities: bite, parasite, leap
xenocide at second hive
no new ability at 3rd hive (when skulks are pretty useless already) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You're making my head hurt.
I would still like to see some larger difference between the skulks running speed and the marines. The fastest humans can sprint somewhere around 60 miles an hour, so accourding to the manual a marine could out run a skulk if he had nothing weighing him down. But they do have weight, alot of weight, and they aren't sprinting all the time. More of a jog. but still, trying to chase a marine down a corridor takes forever if yo don't have leap/celerity. I'm not sure about the values, but i believe marines run in the 200 unit/sec area and skulks are somewhere in the 325 units/sec area. I think it would just make more sense if marines base running speed was about 150~175.
skulks starts with 3 abilities: bite, parasite, leap
xenocide at second hive
no new ability at 3rd hive (when skulks are pretty useless already) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
You're making my head hurt.
I would still like to see some larger difference between the skulks running speed and the marines. The fastest humans can sprint somewhere around 60 miles an hour, so accourding to the manual a marine could out run a skulk if he had nothing weighing him down. But they do have weight, alot of weight, and they aren't sprinting all the time. More of a jog. but still, trying to chase a marine down a corridor takes forever if yo don't have leap/celerity. I'm not sure about the values, but i believe marines run in the 200 unit/sec area and skulks are somewhere in the 325 units/sec area. I think it would just make more sense if marines base running speed was about 150~175. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Learn to bunnyhop.
Would it be possible to add another 10 ap using a server plugin to test out the effect?
On a side note, you -could- just remove bhopping if not for skulks only, and give them a slight (10-15%?) basic speed boost, which means there would be more than 1-2 skulks on your average pub alien team that could hold their own.
Pick one, but yes, they do need a slight buff, just not something as dramatic as 30hp or 25% speed increase.
All aliens got something that takes away screen. And they don't even wear any sort of suit. The marines wear crazy helmets that surely take away something of there sight. Put on some glasses. You'll see that you can't see anything in front-left/right. And they wear frickin helmets...