Crouching Skulks, Hidden Chuckle.
Shockeh
If a packet drops on the web and nobody's near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">The way of the Taunt & Para.</div> Hello all.
Today, I'm instructing in the use of the best two things a skulk gets. Parasite & Taunt.
Firstly, for all you new aliens, your HUD is a GOD-SEND compared to the lousy (pfft!) marine one. You can see where all your friends, enemies (if your team is playing right) and conflicts are, ALL THE TIME. Bother to just stop, and look where everyone is. It'll ensure you live longer.
Thus leading onto...
PARASITE! It's great. If you see 3 marines building, DON'T run in there. Parasite them all, go hide. Use team comms, call friends. When there's 2 or 3 of you, not only will you not have to get mowed down by a sentry, you'll also get the comedy of watching the marines die as you can see them, but they can't see you.
Also, at the start of the game, if you have several skulks going for a rush, don't run in with them. While they keep the marines busy, tag EVERYTHING in their base. It makes finding the marine base much easier for those of you who don't automatically memorise the vent layout (Yes, I do it by habit now, I can't even remember what the marine HUD looks like anymore) and, you'll know when the <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> try to expand.
Ah, expansion.... leading to the wonderful uses of... Chuckle.
Chuckle. Down -> Left -> Up -> Release. Memorise this, boys & girls. One <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> sat in a vital point, chuckling periodically, can curb an entire marine teams construction plan. Oh, they'll still build, but now, instead of 4 marines rush building, you've got 1 building, and 3 covering the entries. Sure, you're not upping your kill count, but you're keeping them occupied, which is the point of a Skulk, until the Fades show up.
Anyway, my 2 cents. Just trying to show that Skulks ARE still useful after the building of Hive 2, in particular.
--- Shockwave, eater of <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Today, I'm instructing in the use of the best two things a skulk gets. Parasite & Taunt.
Firstly, for all you new aliens, your HUD is a GOD-SEND compared to the lousy (pfft!) marine one. You can see where all your friends, enemies (if your team is playing right) and conflicts are, ALL THE TIME. Bother to just stop, and look where everyone is. It'll ensure you live longer.
Thus leading onto...
PARASITE! It's great. If you see 3 marines building, DON'T run in there. Parasite them all, go hide. Use team comms, call friends. When there's 2 or 3 of you, not only will you not have to get mowed down by a sentry, you'll also get the comedy of watching the marines die as you can see them, but they can't see you.
Also, at the start of the game, if you have several skulks going for a rush, don't run in with them. While they keep the marines busy, tag EVERYTHING in their base. It makes finding the marine base much easier for those of you who don't automatically memorise the vent layout (Yes, I do it by habit now, I can't even remember what the marine HUD looks like anymore) and, you'll know when the <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo--> try to expand.
Ah, expansion.... leading to the wonderful uses of... Chuckle.
Chuckle. Down -> Left -> Up -> Release. Memorise this, boys & girls. One <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo--> sat in a vital point, chuckling periodically, can curb an entire marine teams construction plan. Oh, they'll still build, but now, instead of 4 marines rush building, you've got 1 building, and 3 covering the entries. Sure, you're not upping your kill count, but you're keeping them occupied, which is the point of a Skulk, until the Fades show up.
Anyway, my 2 cents. Just trying to show that Skulks ARE still useful after the building of Hive 2, in particular.
--- Shockwave, eater of <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' valign='absmiddle' alt='asrifle.gif'><!--endemo-->
Comments
Chuckling to mess up marines however is pure gold. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo--> I've actually had a group of marines stop in their tracks because I parasited them, hid and chuckled. It took a few more of their friends showing up before they got the nerve up to move forward. Then they promptly died.
It took me a while to figure out how to bind. You have to be in the readyroom for it to work apparently.
So, in the rr, go to the console and type:
bind q "impulse 7"
Works like a dream. Instant fear inducing sound effects.
-LH <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' valign='absmiddle' alt='skulk.gif'><!--endemo-->
I'm not sure if this contributes, but I wanted to tell a silly story. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
one of my goals is to win that way once - take out the spawns with parasite alone, then munch the CC for victory! while everyone else is running around.....
You don't splatter, you sort of... backflip.