Seeking To Universify Parasite Usage

GibbyGibby Join Date: 2002-04-26 Member: 518Members
edited November 2002 in Kharaa Strategy
<div class="IPBDescription">For the betterment and ease of all.</div> Am I the only one who gets annoyed at all those dormant yellow circles constantly screwing up my view and interfering with moving yellow circles? Probably not!


Before I begin here's a quickie that you might or might not have known!

<span style='color:green'>Parasite can activate switches from afar!</span>

I discovered this a while back and have put it to good use. If marines are chasing me down a corridor with a switch door at the end, I can start it closing before I get through. Can give me more time, and it looks damn cool. Other things are closing a door while safely out of range of grenade blasts, shooting through vents at switches to let your teammates into a spawn, other such nifty things.

So here's what I purpose, a "standard" for chosing what to parasite and what not to.

<b>Things NOT TO parasite:</b>

<span style='color:red'> <u>Marine Spawn Buildings</span></u> - Why? Well, everyone knows where the marine spawn is. It never moves, and if the game is still on it can be reasonably assumed that there are buildings, including turrets in there. It could save a lot of eyesore to simply not parasite these things.

<span style='color:red'><u>Every Marine Building Everywhere</span></u> - No need for it. If we can get a good number of players just doing the few things that need it, we won't be cursing the yellow circles that can't be turned off for as many missed bites (leading to death). Not to mention save the framerates of our lower-end CPU players. Also, I think it makes for less lag.

<b>Things TO parasite:</b>

<u><span style='color:blue'>Marines!</u></span> - Marines, whenever seen, should be parasited. There's a lot of reasons. Firstly, you can tell where they are, where they're going, what to look out for (if you're a gorge), or what to hunt down and eat (if you're other). Moving yellow circles are usually dead a lot faster than non-Parasited marines.

<u><span style='color:blue'>One building in each marine base outside their spawn</u></span> - If there's a turret factory, tag that. There usually is. Why not tag every building? It's annoying, that's why. If it's just one, and it dosen't move, it's pretty obvious to deduce that it's a building. If it's not in their spawn, it's the spot of a marine encampment. Simple.

Tell me what ya think of the idea. I'm sure not everyone will do this, but if a few do and frequent my servers, I'll be happy. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

Comments

  • PeregineDivePeregineDive Join Date: 2002-07-15 Member: 951Members
    I like the idea of taggin marine expansions, so you can get there quickly. While aiming for a marine, i accidentally hit a siege turrent, and I noticed it poped up on hive site, weird i thought to myself. So I then tried it on the turrents, and they showed up! You can imgaine the suprise, and the useful i deas that can come of this!! Good info to use man

    -PD
  • MoleculorMoleculor Namer-of-Bob Join Date: 2002-01-24 Member: 9Members
    First, I parasite marine spawns for newbies. There have been times where entire teams don't know where the base is.

    Secondly, I tag expansions. It helps aliens from getting killed. I tag a lot of them, in case one of the ones I tagged gets killed, and the rest don't.
  • Fishw0rkFishw0rk Join Date: 2002-11-06 Member: 7450Members
    Yah I've been using a good amount of parasite as well. One good idea is to parasite an encampment right before attacking it. (i.e. Parasite a marine resource tower and then attack.) Its a good habit to get into because, in a worst case scenario a marine may sneak up and kill you while you are chomping away at the structure. Now that you have the yellow circle, you can alert your team and return to the site after you spawn. Its also a good idea to use this strategy with marines before engaging them. Parasite, attack, come back and kill his arse if he gets the best of you <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' valign='absmiddle' alt='wink.gif'><!--endemo-->
  • Dr_ShaggyDr_Shaggy Join Date: 2002-09-26 Member: 1340Members, Constellation
    Sorry, but I'm tag crazy. If there's a marine expansion with 8 or so turrets, I'll tag them all so that when I'm comming around that corner again, I'll know that theres something major comming up and so will my teammates. I especially enjoy the level with the weldable vent which leads to the back of the marine base, up high on the wall. I love camping up there early in the game and tagging everyone as they leave. You'd be surprised how long it takes for them to catch on. Also, as long as they don't figure out how to close that vent, I'm free to become lerk/fade up there and cause some real damage later in the game.
  • XorSloopXorSloop Join Date: 2002-11-13 Member: 8510Members
    edited November 2002
    I consider myself a skulk expert and usually stay a skulk through all the game except for the late-game I go Onos. And from time to time go gorge to build up the defences and putting a few well placed webs.
    I have been doing exactly what you guys are talking about except for the:
    "Parasite can activate switches from afar!". Thank you man ! I'm on my way to becoma a skulk master <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->

    I feel I owe you guys a hint, hmm, let me see, so many to choose from.
    Here is one: How to kill a heavy armoured, heavy armoured Marine (with no-one around him).
    With full cloak ability stay in the center of a Marine walkway. Yes, the center!
    When the Marine walks straight into you, Yell "Attack" (or in other words, roar!),
    wait a fraction of a second (still cloaked) and then attack and strafe attack.
    Why does this work? Because the Marine hearing a roar and seeing nothing turnes
    around and gets bitten to death, muharharharhar.
    [XOR]Sloop
  • SkippySkippy Join Date: 2002-11-13 Member: 8385Members
    I usually tag a few turrets so that newbies don't waste a bunch of money evolving into an onos/fade only to blunder around a corner and get chewed to pieces by a T wall.
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    Sorry, but I'm with Moleculor. I find it useful to tag just about everything, including structures. It really isn't all that much clutter on the HUD. One thing I always do though is state by microphone what it parasited. That way people can decide if they want to attack it.
  • MercenaryForHireMercenaryForHire Join Date: 2002-10-03 Member: 1410Members
    <!--QuoteBegin--StudKing+Nov 14 2002, 02:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (StudKing @ Nov 14 2002, 02:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Sorry, but I'm with Moleculor. I find it useful to tag just about everything, including structures. It really isn't all that much clutter on the HUD. One thing I always do though is state by microphone what it parasited. That way people can decide if they want to attack it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Not hard to deduce what's been parasited.

    If it moves, it's a Marine. Go eat it.
    If it's alone and not moving, it might be a builder Marine or a "spawn tag".
    If it's a major cluster, it's probably a turret wall.

    Not that hard to figure out. I also go tag-happy; maybe that's the JSRF talking though. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    - M4H
  • StudKingStudKing Join Date: 2002-11-01 Member: 1922Members
    <!--QuoteBegin--MercenaryForHire+Nov 14 2002, 07:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MercenaryForHire @ Nov 14 2002, 07:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Not hard to deduce what's been parasited.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Nope, I just clarify things like "just parasited marine spawn" or "parasite at marine offensive base near our hive!"

    Makes a difference to know the strategic importance <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SinistarSinistar Join Date: 2002-11-01 Member: 2793Members
    Does anyone know how far the parasite "dart" can travel before it dissappears? Does it have a range? I mean can you parasite something from all the way across the room, or does it have to be like within like 50 feet or so?

    Also I think they should add a little dart model or something for so we can see if we actually shoot it. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • CatgirlCatgirl Join Date: 2002-11-03 Member: 5741Members
    Parasite is a hitscan weapon, so it doesn't shoot an "actual" projectile and it doesn't have a maximum range.
  • bitninebitnine Join Date: 2002-11-19 Member: 9283Members
    I tend to try to tag two structures in each marine expansion. This allows me to look for two close yellow circles and quickly identify a little buildup from a stationary marine (as you'll rarely see two marines close together just sitting there). It's a fairly useful system for finding things. Then again, I can't claim to do a LOT of parasite work.

    I'm sure the activation of switches from awar can mess with the marine players minds. Find something near their spawn and just activate it and watch them all bug out. Whee!
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    Parasite most certainly does have a max range. I dont know what it is, but i've aimed right at buildings from across a room before and hit nothing.
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Mm....

    I'm an advocate of the "tag everything" approach.

    For the marine spawns, it's for the benefit of newbies.

    For marine expansions, it gives you and your teammates a FAR better idea of the size of the base you're attacking. If you only shoot the TF, your teammates may well think that that's all there is there. Maybe it's a fledgeling base; the skulk that caught them setting up tagged the one structure and then got gunned down OR maybe it's a monster turret farm with a spare CC, but only the TF has been tagged.

    I'd prefer eyesore over stunted intel on enemy bases :/
  • mwellsmwells Join Date: 2002-11-03 Member: 6041Members
    I tag important targets, most of the time. Such as turret factories, siege cannons, etc.

    If there is a siege cannon in range of our hive location, I tag it so the next person with a bulkier alien to walk by can take care of the problem.
  • SinistarSinistar Join Date: 2002-11-01 Member: 2793Members
    <!--QuoteBegin--Typhon+Nov 25 2002, 08:43 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Typhon @ Nov 25 2002, 08:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Parasite most certainly does have a max range. I dont know what it is, but i've aimed right at buildings from across a room before and hit nothing.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well does anyone know what it is? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • SoulSkorpionSoulSkorpion Join Date: 2002-04-12 Member: 423Members
    Hm....

    I <i>think</i> it's a leetle bit shorter than that long pathway which runs across one side of the Great Viaduct hive in ns_Icantremember.
  • DuckDuck Join Date: 2002-11-18 Member: 9195Members
    Murphy's law - the range of the parasite will always be shorter than the range of the marine shooting at you..
  • MoratMorat Join Date: 2002-11-12 Member: 8338Members
    Corollary: The range of parasite is reduced for each of the following conditions which are true:

    The marine is facing you
    The marine has a HMG
    10 metres per marine in the group (trebled if all are facing you)
    Your energy is below 50%
    You have no cloaking
    You're in a dead end

    If you're in a dead-end with no cloaking, low on energy and facing a group of HMG marines then parasite auto-binds to /kill.
  • Dr_AwkwardDr_Awkward Join Date: 2002-11-20 Member: 9395Members
    Yes, parasite has a max range. It's hard to describe exactly how long, but you need to be close enough to the target so that if you were a fade you could hit it with the outside edge of the splash of a bilebomb thrown the max distance...give or take a few metres. You can tell whether you hit something by the sound. Shooting parasite at nothing goes "whizz" Shooting at a valid target in range goes "whizz-splat". If you hear the splat, you got 'em.

    Another note on parasite: Nobody ever takes adrenaline when they're skulk, but it can be worth it to have a neverending semi-auto parasite gun. It does jack for damage, but they can't track the projectiles, so you can sit in a corner, down a hall, on the roof, and parasite like crazy. If you're cloaked, it sometimes won't decloak you either. Also, it's annoying as hell. Especially if they're trying to build and you keep chewing their health by little chunks.
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