Teh Ubar Skulkzor.

Rapier7Rapier7 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?
«1

Comments

  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin-Rapier7+Sep 5 2004, 04:40 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rapier7 @ Sep 5 2004, 04:40 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulks are laughably weak <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    no comment :S
  • MarineAnimalMarineAnimal Join Date: 2004-05-14 Member: 28676Members
    I'm with you. After all they buffed the little fatty, so the base fighting unit needs just a tiny boost too.
  • VB_PhatVB_Phat Join Date: 2004-07-20 Member: 30009Members
    Don't think the community's opions mean anything so doubt it will happen.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I don't know...it's easier to land those second/third bites now knockback's been reduced. We need to wait a little longer before making a judgement on the issue, though.
  • SchmurfySchmurfy Join Date: 2003-05-14 Member: 16322Members, Constellation
    at close range skulks seems far more effective than before, it's fair that they are weaker at long range since it's the marine power.
    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.
  • Rapier7Rapier7 Join Date: 2004-02-05 Member: 26108Members
    I hate that damn refrain.


    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.
  • JimBowenJimBowen Join Date: 2003-05-30 Member: 16873Members, Constellation
    PLEASE list to this devs! (note: i never do dev pleas, but this is so important)
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    I <i>sorta</i> agree with you - the skulk does need a minor buff. However, his health is fine for a tiny creature that is free. His <u>speed</u> is what needs a boost; IMO a 25-30% speed increase would work wonders.
  • frostymoosefrostymoose Join Date: 2003-09-12 Member: 20799Members
    that's speed boost is too much. I'd be happy with 5 extra armor and a 5-10% increase in speed.
  • DragonMechDragonMech Join Date: 2003-09-19 Member: 21023Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-frostymoose+Sep 5 2004, 07:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (frostymoose @ Sep 5 2004, 07:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> that's speed boost is too much. I'd be happy with 5 extra armor and a 5-10% increase in speed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I just threw the number out at random. Any significant boost in their speed would be great IMO.
  • DarknsDarkns Join Date: 2004-09-05 Member: 31402Members, Constellation
    Agreed...
    Speed would be much better than armor...IMO at least...
  • NolSinklerNolSinkler On the Clorf Join Date: 2004-02-15 Member: 26560Members, Constellation
    Someone PM Flayra <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> .

    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).
  • RipurRipur Join Date: 2002-11-05 Member: 7193Members
    i would rather see the marines just mover slower. You get the benifit of closing the gap faster plus marines would be slower to expand.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    No more KB = 2x the skulks
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    As stated in another topic:

    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.
  • VB_PhatVB_Phat Join Date: 2004-07-20 Member: 30009Members
    They harldy run faster than a marine.
    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.
  • LancelotLancelot Join Date: 2002-11-23 Member: 9695Members
    I agree.
    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
  • IcejellyIcejelly Join Date: 2003-06-10 Member: 17176Members
    the thing is that there are barely any "new" and "unexpected" ambush spots in the maps nowadays, with the exception of new maps and "barely played" maps. How can a skulk accomplish its task as an "ambush" unit if marines know where the skulk's gonna be hiding? It's sorta like a marine walks to a door and tells himself and his team: "wait up, i know there's a skulk hiding above this door/in this dark corner/in the vent nearby." And MT only makes the lives of skulks' ambushes even harder to pull off. Mostly nowadays what one can do is to go head-on. Not much choice for a skulk who is stuck on point A, and the marine is at point B, and the viable (shortest, most sane, and makes most sense) is to rush at him through the corridor. Not a very good idea to go past vent C which brings you on a tour de spaceship around the map, only to find that the marine has moved on from point B to hive D, and is in the process of making a ninja pg.
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I think it's obvious that speed is what makes the skulk good, not ita ability to absorb damage. Hive 2 skulks are far better than hive 1 skulks, simply because of leap being extremely fast.
  • DementedDemented Join Date: 2003-07-30 Member: 18573Members
    edited September 2004
    Ambushes don't always work. If you were a half-decent marine building/guarding/covering someone who is building the horseshoe rt, chances are you are going to check the vent adjacent to the rt because it is the logical thing to do.

    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.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Early game skulks are reasonably effective, but they get virtually no benefit from extra hive armor bonuses. I'm still in favor of skulks being 60/15 (same amount of health at one hive) or 60/20.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    You guys do the most of complaining out of any game forum-goers I have ever seen, when a dev puts out the package for a new addition and fixing.

    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,
  • c_omac_oma Join Date: 2004-06-20 Member: 29425Members
    another suggestion:

    skulks starts with 3 abilities: bite, parasite, leap
    xenocide at second hive
    no new ability at 3rd hive (when skulks are pretty useless already)
  • RipurRipur Join Date: 2002-11-05 Member: 7193Members
    <!--QuoteBegin-[c]oma+Sep 7 2004, 09:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([c]oma @ Sep 7 2004, 09:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> another suggestion:

    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.
  • NGENGE Join Date: 2003-11-10 Member: 22443Members
    <!--QuoteBegin-Ripur+Sep 7 2004, 09:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ripur @ Sep 7 2004, 09:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-[c+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ([c)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->oma,Sep 7 2004, 09:30 AM] another suggestion:

    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.
  • GunFodderGunFodder Join Date: 2004-02-15 Member: 26572Members
    Yeah, it's funny that they buffed the gorge 10 hp for pretty much no reason at all (it's not a fighting unit) so I don't think it's out of the realm of possibility to do the same to the skulk.

    Would it be possible to add another 10 ap using a server plugin to test out the effect?
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    Give skulks 5 more hp, so they can take a single more bullet early game. That'll be enough. That is hit points, not armor.

    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.
  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    edited September 2004
    You know whats really cool? The sonic-thing from AvP (don't know if its 1 or 2). It takes up a lot of you screen and it makes you feel like you going to die any second. We just need something that takes away some screen from the marines... if they can't see when your at their feet they probably miss you.

    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...
  • 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, what the skulks need is to be undetectable by MT when walking. That would allow careful skulks to actually ambush and scout after MT has been researched.
  • arelearele Join Date: 2004-07-07 Member: 29783Members
    I like that solution to a game problem, having to use game physics engine bugs. > 'learn to bunnyhop'
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