Skulk vs SG

13

Comments

  • ThePebblerThePebbler Join Date: 2006-12-01 Member: 58793Members
    As a skulk I never take Focus. The reduced fire is too much of a set back. Id much rather go for Sent for Fear or to a lesser degree, Cloak.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited May 2007
    <!--quoteo(post=1630079:date=May 30 2007, 01:38 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ May 30 2007, 01:38 PM) [snapback]1630079[/snapback]</div><div class='quotemain'><!--quotec-->
    In response to Swift: It is very rarely correct for a skulk to take "no upgrade" instead of "focus" out of fear of the reduced attack rate. Focus still offers more good than bad despite the drawback of slightly reduced damage-over-time. However, you can make a much stronger argument for taking one of the <i>other</i> very useful sensory upgrades in place of focus, and the lower attack rate with focus definately plays into that. Is a focus skulk better than a vanilla skulk? Almost always. But is it better than a cloaking skulk? Maybe, maybe not. Depends on the situation.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Focus is better then cloaking, and better then SOF for direct combat. SOF is only really useful for skulks who are doing xeno runs, and cloaking, while it can be powerful, is COMPLETELY defensive, you must wait for the marine to come to you, and you must have ideal circumstances (only 1 marine) and you must hope the comm doesn't scan, and you must attack away from an obs. Focus has no limitations, and thus is better to have.

    Pebbler: Explain how the reduce in ROF is a setback...

    [edit] rather then say "better" I mean to say "more utilitarian". In the vast majority of situations focus is more useful, that being said, there are of course situations where it's preferable to have SOF, or even cloaking. Biting down a node for example, SOF can help you see the marine approaching before he's primed his nade, and give you time to reposition.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    If I get focus, I don't chew on buildings that much. I use it to kill marines. Focus is uber when it comes to killin marines.
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    <!--quoteo(post=1630143:date=May 30 2007, 06:13 PM:name=Swiftspear)--><div class='quotetop'>QUOTE(Swiftspear @ May 30 2007, 06:13 PM) [snapback]1630143[/snapback]</div><div class='quotemain'><!--quotec-->
    Focus is better then cloaking, and better then SOF for direct combat. SOF is only really useful for skulks who are doing xeno runs, and cloaking, while it can be powerful, is COMPLETELY defensive, you must wait for the marine to come to you, and you must have ideal circumstances (only 1 marine) and you must hope the comm doesn't scan, and you must attack away from an obs. Focus has no limitations, and thus is better to have.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I would suggest that depends on a marines armor level. Focus is obviously powerful against armor0, since you can kill a marine with 1 bite and a para, and it is also very useful against armor2 and armor3 by reducing 4 bites to 2. However, it has much more limited utility against armor1, which is 3 bites without compared to 2 bites with. An armor1 marine actually dies slightly faster to a non-focused skulk on his ankles than he will to a focused-skulk. And while fades and lerks are fond of taking only a single hit per attack run, a skulk is much more likely to hang around that marines ankles until one of them dies.

    Now, it is true that focus is preferable to non-focus for 3 armor levels out of 4. However, that 4th one is the one marines usually carry around for a majority of the game, since armor1 is almost always the first upgrade on the arms lab, and armor2 usually doesn't show up until after W3 and HMGs. So since you can expect to face armor1 marines for most of the game, I'd say there is a very good argument for not getting focus as a skulk.

    Caveat: All of this goes out the window when fighting jetpacks, where focus is the ultimate upgrade without question.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You're taking this in a vacuum. Marines often have low armor if you have a competent lerk around gassing.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    welder and timing ftw.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--quoteo(post=1630607:date=Jun 1 2007, 03:02 PM:name=Cxwf)--><div class='quotetop'>QUOTE(Cxwf @ Jun 1 2007, 03:02 PM) [snapback]1630607[/snapback]</div><div class='quotemain'><!--quotec-->
    I would suggest that depends on a marines armor level. Focus is obviously powerful against armor0, since you can kill a marine with 1 bite and a para, and it is also very useful against armor2 and armor3 by reducing 4 bites to 2. However, it has much more limited utility against armor1, which is 3 bites without compared to 2 bites with. An armor1 marine actually dies slightly faster to a non-focused skulk on his ankles than he will to a focused-skulk. And while fades and lerks are fond of taking only a single hit per attack run, a skulk is much more likely to hang around that marines ankles until one of them dies.

    Now, it is true that focus is preferable to non-focus for 3 armor levels out of 4. However, that 4th one is the one marines usually carry around for a majority of the game, since armor1 is almost always the first upgrade on the arms lab, and armor2 usually doesn't show up until after W3 and HMGs. So since you can expect to face armor1 marines for most of the game, I'd say there is a very good argument for not getting focus as a skulk.

    Caveat: All of this goes out the window when fighting jetpacks, where focus is the ultimate upgrade without question.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Put those marines under a good comm who meds properly and 3 bites moves up to 4 even at armor 1. Focus is ALWAYS 2 bites maximum to kill a marine, weather or not the comm meds well.
  • SnipeStarSnipeStar Join Date: 2002-12-01 Member: 10341Members
    <!--quoteo(post=1630572:date=Jun 1 2007, 01:05 PM:name=Church)--><div class='quotetop'>QUOTE(Church @ Jun 1 2007, 01:05 PM) [snapback]1630572[/snapback]</div><div class='quotemain'><!--quotec--> If I get focus, I don't chew on buildings that much. I use it to kill marines. Focus is uber when it comes to killin marines. <!--QuoteEnd--></div><!--QuoteEEnd-->agreed
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    Given that you have MC.. if you are gone chew buildings as a skulk (and ya should from time to time) get some adrenaline pls. The no break from biting might just be what ya need.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    adren/scent = rt hunter
  • serialxserialx Join Date: 2006-12-02 Member: 58835Members, Constellation
    ppl who say skulks are weak have never saw a damn fast ONCE-YOU-SEE-YOU-DIE skulk players <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Skulks are weak, they are the weakest unit in the game of NS. That being said, they definitely aren't useless, even if they are weak.
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    Of course, they turn into medpacks when marines are sieging your hive.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    <!--quoteo(post=1631306:date=Jun 4 2007, 11:02 PM:name=serialx)--><div class='quotetop'>QUOTE(serialx @ Jun 4 2007, 11:02 PM) [snapback]1631306[/snapback]</div><div class='quotemain'><!--quotec-->
    ppl who say skulks are weak have never saw a damn fast ONCE-YOU-SEE-YOU-DIE skulk players <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    And you probably haven't seen a marine that can aim. All things aside, skulks aren't supposed to live if going directly against shotguns. If played correctly, 2-3 skulks should be able to take out a shotgun marine. Skulking isn't a unilateral kind of life-form.
  • UnderwhelmedUnderwhelmed DemoDetective #?&#33; Join Date: 2006-09-19 Member: 58026Members, Constellation
    <!--quoteo(post=1631322:date=Jun 4 2007, 09:01 PM:name=SmoodCroozn)--><div class='quotetop'>QUOTE(SmoodCroozn @ Jun 4 2007, 09:01 PM) [snapback]1631322[/snapback]</div><div class='quotemain'><!--quotec-->
    Of course, they turn into medpacks when marines are sieging your hive.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    Only if the skulks run in one at a time.
  • SecretAgentManSecretAgentMan Join Date: 2007-05-30 Member: 61068Members
    <!--quoteo(post=1620066:date=Apr 10 2007, 05:19 PM:name=sherpa)--><div class='quotetop'>QUOTE(sherpa @ Apr 10 2007, 05:19 PM) [snapback]1620066[/snapback]</div><div class='quotemain'><!--quotec-->
    ok, as you're a co_ player, look at it from a co_ point of view:

    early sg = level 3, no armour upgrades or resupply

    so the equivalent 2 levels for an alien = leap + cara/silence/celerity

    parasite the marine, leap in with 2 bites. dead marine.

    from an ns_point of view:

    skulks are vanilla units, sgs cost 10 res. skulks shouldn't be doing 1-on-1s with sg marines.

    from a competitive point of view, a good early (e.g. pre-lerk time) shotgunner can demolish teams, but im guessing from your post that you dont do competitive play.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    i laugh at this.

    first of all unless the alien team is really good, there is no way the aliens will hit level 3 the same time as the marine

    servers i play on marines have shotguns and jetpacks before the average alien level is 4

    <!--quoteo(post=1620093:date=Apr 10 2007, 06:38 PM:name=Splinter_Steve)--><div class='quotetop'>QUOTE(Splinter_Steve @ Apr 10 2007, 06:38 PM) [snapback]1620093[/snapback]</div><div class='quotemain'><!--quotec-->
    Redemption onos needs to be changed somehow, I'm sick of redeeming so early every time! Fix please or I'm leaving
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    i think redemption should be a button

    <!--quoteo(post=1624165:date=May 1 2007, 09:07 AM:name=fearian)--><div class='quotetop'>QUOTE(fearian @ May 1 2007, 09:07 AM) [snapback]1624165[/snapback]</div><div class='quotemain'><!--quotec-->
    skulk + clarity + focus > shotgun. they just leveld up their attack so their armour is pretty poor. get drapace and bounce off the walls. or evolve into something else.
    <!--QuoteEnd--></div><!--QuoteEEnd-->


    again do you think you are going to have 3 points before the marine? not likely..

    i agree with the importance of focus, i try and get that asap.. the only setback is that it cost 2 points and other skills are tempting

    <!--quoteo(post=1629870:date=May 29 2007, 10:47 PM:name=Swiftspear)--><div class='quotetop'>QUOTE(Swiftspear @ May 29 2007, 10:47 PM) [snapback]1629870[/snapback]</div><div class='quotemain'><!--quotec-->
    Nope. Yes, I'm aware that strictly statistically speaking focus does decrease your damage per second. My point is that...
    1) damage per second is virtually irrellevent when fighting marines, it's much more important that you are able to do large ammounts of damage with the fewest ammounts of attacks. 2 focus bites takes less time to execute then 4 regular bites
    2) focus drains 1/3 the amount of adrenaline, so the focus skulk never runs into "I've bitten too fast" wall, which was ignored in your calculations entirely. The longer a skulk has to sit biting something, the faster the focus skulk will be as opposed to a regular skulk. and if you start from the point of leaping into a room and parasiting a node (at which point your adrenaline will be less then half) the focus skulk will be able to regenerate adrenaline to full while biting the node down, the nonfocus skulk will be stuck at 0 adrenaline after a few seconds and not only be able to attack at a rate about the same as a focus skulk, but also do signifigantly less damage per bite, and not have enough adreniline to respond to an attack without stopping biting for several seconds.
    By how many seconds? What about focus L1/2? What if the skulk starts with half an adreniline bar, that's a pretty common scenario in ns?
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    true but it will take less time to get there with celerity <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • FaskaliaFaskalia Wechsellichtzeichenanlage Join Date: 2004-09-12 Member: 31651Members, Constellation
    <!--quoteo(post=1631819:date=Jun 6 2007, 05:17 PM:name=SecretAgentMan)--><div class='quotetop'>QUOTE(SecretAgentMan @ Jun 6 2007, 05:17 PM) [snapback]1631819[/snapback]</div><div class='quotemain'><!--quotec-->
    servers i play on marines have shotguns and jetpacks before the average alien level is 4
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    oO try to play on other servers or simply ban people who feed and feed and feed...
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Oh, focus in CO is a double edged sword. The point cost is pretty close to abhorant as opposed to the quality of upgrades you can get for 1 point. Focus is usually what I spend my last 2 points on unless marines have gone jetpack before I have fade, at which point I'll rush for the focus leap skulk to counter them.

    In CO you wouldn't need focus at all if it wasn't for jetpacks.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Helps a bunch though, especially in large rooms where you can leap into the air after biting once before coming back down and finishing him off.
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    seriously you are not on the right server then.
    balanced teams can easily run together on lvls. Sure... if we have the combat only n00bs who can't know a usefull counter when its writtin infront of them kharaa will be behind. Does not mean players who know what they are doing can't do just fine.

    Anything in this game has one or more counters and you only need to use them. Nonsense like wrong counters (MT to counter SC as in WTH??) is the reason ppl waste ups, time and frags
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--quoteo(post=1632105:date=Jun 7 2007, 06:50 AM:name=Swiftspear)--><div class='quotetop'>QUOTE(Swiftspear @ Jun 7 2007, 06:50 AM) [snapback]1632105[/snapback]</div><div class='quotemain'><!--quotec-->
    Oh, focus in CO is a double edged sword. The point cost is pretty close to abhorant as opposed to the quality of upgrades you can get for 1 point. Focus is usually what I spend my last 2 points on unless marines have gone jetpack before I have fade, at which point I'll rush for the focus leap skulk to counter them.

    In CO you wouldn't need focus at all if it wasn't for jetpacks.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    And that's why I love nano armor upgrades. Regenerating 8 armor per tick is awesome, and will let you survive 2 focus swipes. After you take 2 focus swipes, you should be able to kill the Fade before he lands a third one. Or, you have time to run away. Vanilla CO is as alien biased as it gets. Thank godofr extra levels, which evens things up.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    Stupid plugin... need to devour them...
  • SmoodCrooznSmoodCroozn Join Date: 2003-11-04 Member: 22310Members
    <!--quoteo(post=1633161:date=Jun 12 2007, 08:34 PM:name=Church)--><div class='quotetop'>QUOTE(Church @ Jun 12 2007, 08:34 PM) [snapback]1633161[/snapback]</div><div class='quotemain'><!--quotec-->
    And that's why I love nano armor upgrades. Regenerating 8 armor per tick is awesome, and will let you survive 2 focus swipes. After you take 2 focus swipes, you should be able to kill the Fade before he lands a third one. Or, you have time to run away. Vanilla CO is as alien biased as it gets. Thank godofr extra levels, which evens things up.
    <!--QuoteEnd--></div><!--QuoteEEnd-->Eh, I find it quite the opposite. You have things like hunger and extra hp for fades, which make it even harder to kill. The game will be most likely over before marines can get access to the expensive static shock, or even nano.
  • SnipeStarSnipeStar Join Date: 2002-12-01 Member: 10341Members
    max uranium ammo + max advanced ammopack for the win
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    NO... max static field and knife for the win....
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited June 2007
    cybernetics+nano armor all the way
  • SpaceJesusSpaceJesus Join Date: 2004-07-02 Member: 29683Banned
    <!--quoteo(post=1635865:date=Jun 25 2007, 10:57 PM:name=TOmekki)--><div class='quotetop'>QUOTE(TOmekki @ Jun 25 2007, 10:57 PM) [snapback]1635865[/snapback]</div><div class='quotemain'><!--quotec-->
    cybernetics+nano armor all the way
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    rushing cybernetics at the start is so lol, when you get like lvl 3 you can bhop on flat with lmg, its so goddam hilarious
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    edited June 2007
    Yeah. I managed to go positive against fully leveled onos and fades and lerks with cybernetics powered uranium bullet shotgun-marine... Man, bunnyhopping around with a shotgun and weapons lvl 8 is hilarious.

    "What, my fade died. Hey, stop!"

    Needless to say it was on an american server.

    Edit: yeah and on that map that used to be two easily camped corridors and a very open hive room? Hmm, you know the one with a big room with catwalks and ladders up from the bottom and stuff. Amazing how hard it is for some people to hit marines who move vertically.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    For combat, I only go to 187combat, and they have a 50 minute time limit, so there's enough time for you to get ful UA, full Nano, JP, HMG/shotty, and perhaps even a bit left over if you're really good.

    See, 187 has a Redemption exp mod, where marines get exp for forcing an alien to redeem. That is what makes it possible for marines to play catch-up midgame after fades and redemption onos show up.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--quoteo(post=1637419:date=Jul 4 2007, 03:26 PM:name=Church)--><div class='quotetop'>QUOTE(Church @ Jul 4 2007, 03:26 PM) [snapback]1637419[/snapback]</div><div class='quotemain'><!--quotec-->
    See, 187 has a Redemption exp mod, where marines get exp for forcing an alien to redeem. That is what makes it possible for marines to play catch-up midgame after fades and redemption onos show up.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    that and latejoin exp are actually the only combat plugins that help the game instead of destroying it. i fully support making at least the former a part of the game
Sign In or Register to comment.