Best Way Attacking With Skulk/fade

SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
<div class="IPBDescription">also best way avoiding skulks as marine</div> If marines got 0 lvl armor how would you attack, jump or evade? Same with fade how do you do? I often looses them and spins around a makes a big deal out of 1 lmg marine.

And how/when do you jump/avoid skulks and fades as marine?

Comments

  • FireStormFireStorm Join Date: 2002-11-06 Member: 7390Members
    as a skulk: bunnyhop unless the marine doesn't see you, and never run in a straight way. Always zigzag so the marine will have more difficulty to shoot at you.
    As a fade, blink in, attack with swipe, blink out and regen

    As a marine, try to keep the skulk as far as possible, run in circles, don't run backwards.
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    You might also want to mentally stop yourself before you rush out at that marine and remember this; circle strafe around the marine.
    If you overshoot the marine when you attack him, but get one good bite in, it is OK, all you need to do is whip back around and hit him again before he turns around, THEN you can try to circle strafe. Also don't overestimate how close you are too him, you want to be within minimum attack range but not close enough where he dominates your screen entirely and makes you vulnerable.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    nice ideas will try next time i play. Any more ideas?
  • Cold_NiTeCold_NiTe Join Date: 2003-09-15 Member: 20875Members
    <!--QuoteBegin--Svenne_Man+Jan 4 2004, 11:18 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Svenne_Man @ Jan 4 2004, 11:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nice ideas will try next time i play. Any more ideas? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Ambush. It's what skulks do, and it insures that you get the first attack in, which is vital. Cloaking and Silence are the natural upgrades for ambushers. Remember to pick spots where marines might bypass, cielings etc. Also remember that some spots are blatantly obvious as ones that skulks will chose, marines with a modicum of experience will know these spots and check them, but you can still gain some kills by using these spots at the right times.
  • NScombatNScombat Join Date: 2003-11-17 Member: 23043Members, Constellation
    I've recently started to parasite alot, parasiting marines leaving marine start or hopping through phase gates helps the team out.

    If I am approaching a marine and he isn't facing me I get a parasite shot off before biting - the extra bit of damage helps kill in fewer bites.
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Cut off reinforcements. Most of the time, in the early game to early midgame, marines are running around like a flippin' marathon. In which case, when they die, they're running back, and in such situations, they won't even check the most obvious spots. Believe it or not, even though you're not helping clear that annoying turretfarm they just put up at X or that hive lockdown they're trying at Y, you <i>are</i> cutting off reinforcements, which is even more valuable.

    Also, try ambushing from dark corners, or places marines jump over. If you're attacking, try walking up, or at least making few enough step sounds to be lost to the build sounds. Use darkness to your advantage. Pick your fights (don't be afraid to run)!
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    When ambushing, even with cloak, do not hide in high corners above doorways. Any decent marine will fire a couple of shots up there, and if they hit you, you will not have a chance to get down and kill before he empties the rest of the clip in.

    Instead, with cloaking hide on the walls, just above marine head height. This helps you in a number of ways

    1) If you do get discovered, you can just jump at them and bite, you do not have to fall 10-20 feet to get a hit in.

    2) If an unsuspecting marine stand by the wall, you can just walk up to him, bite twice and he is dead. There is almost no chance that he will think of looking on the wall behind him, he will most likely shoot at his feet.

    3) How many marines do you see shooting at the walls as they enter a room?
  • SalamanSalaman Join Date: 2002-11-23 Member: 9711Members
    Also try flanking, which is going the long way around to hit the marines where they don't expect it. (Ex: Marines are in horseshoe, and are expecting the enemy to come up the ramp leading down to maintenance or through the vent, take the long way around up the other ramp that leads to marine start from power-sub or through the vent in station access alpha and hit them at the ramp leading upwards towards their base.)

    Evading skulks as a marine is more difficult. Jump over/onto railings (jumping onto things in general can help since it puts you above the skulks attack and forces the alien to either climb or jump at you) if they're available to widen the distance, since skulks have trouble climbing them. If you're going to get hit, jump so that when the skulk bites you, the knockback effect propels you away several feet, giving you some space to make the kill. Though, as stated, the best way is to try and not let them get close in the first place.

    Evading a fade is more difficult, as they don't have the height disadvantage or disorienting attack of the skulk. Best way to evade a fade is to jump to either side when he comes at you. The fade swipe has a relatively narrow hit area in front of it, so you can sometimes jump aside and cause the fade to miss.

    <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo-->
  • Gangsta_MonkeyGangsta_Monkey Join Date: 2003-12-20 Member: 24589Members
    edited January 2004
    <!--QuoteBegin--Z.X. Bogglesteinsky+Jan 8 2004, 04:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Z.X. Bogglesteinsky @ Jan 8 2004, 04:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When ambushing, even with cloak, do not hide in high corners above doorways. Any decent marine will fire a couple of shots up there, and if they hit you, you will not have a chance to get down and kill before he empties the rest of the clip in.

    Instead, with cloaking hide on the walls, just above marine head height. This helps you in a number of ways

    How many marines do you see shooting at the walls as they enter a room? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    *nod* but also its really fun to wait really high above a doorway with 3 other sulks and press crouch and drop down on top of a lone rine or even a group <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->. Usually when I play i only get capped when rines see me go into the corner of when my head is sticking around.
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    <!--QuoteBegin--comb@t+Jan 6 2004, 11:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (comb@t @ Jan 6 2004, 11:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If I am approaching a marine and he isn't facing me I get a parasite shot off before biting - the extra bit of damage helps kill in fewer bites.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Parasiting just once will provide no benefit unless the marine has already received some damage. Two is the minimum number that will be of benefit; this is for a marine with level 1 armor. The number of parasites needed to reduce the number of bites required to kill a marine is, of course, dependant on armor level; for level 0 it's 7, for level 1 it's 2, for level 2 it's 5, and for level 3 it's 3.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin--a civilian+Jan 9 2004, 11:26 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jan 9 2004, 11:26 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--comb@t+Jan 6 2004, 11:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (comb@t @ Jan 6 2004, 11:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->If I am approaching a marine and he isn't facing me I get a parasite shot off before biting - the extra bit of damage helps kill in fewer bites.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Parasiting just once will provide no benefit unless the marine has already received some damage. Two is the minimum number that will be of benefit; this is for a marine with level 1 armor. The number of parasites needed to reduce the number of bites required to kill a marine is, of course, dependant on armor level; for level 0 it's 7, for level 1 it's 2, for level 2 it's 5, and for level 3 it's 3. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ie, Only bother to parasite high armour marines?

    If you parasite a 0lvl rine, it is benificial even if you do kill him. Other aliens know where the attack was, and possibly can use this to work out the marine's objectives.

    If you do not kill him, then the parasite has an obvious advantage. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    IMO, Parsiting before killing is essential. Even if it means binding something to lastinv so you can parasite just before you attack.
  • HazeHaze O RLY? Join Date: 2003-07-07 Member: 18018Members, Constellation
    The way I evad fades (and it works well for me) is to circle strafe around them, ducking randomly while still circle strafing. These are breif half second ducks, and they throw off the fades aim. It usually works for me -- jumping really just makes you an easier target between getting right in his face and then slowing down after you hit the ground.
  • remiremi remedy [blu.knight] Join Date: 2003-11-18 Member: 23112Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester
    the slide duck is god for dodging fades and heavily bunnyhopping skulks... and if they see your strategy and stay to the ground, then jumping over them and such works really well (evading skulks)

    It's so fun to try to knife a skulk like that...

    If you keep your head and predict a skulks movements, you can often keep dodging at least long enough to reload half way, lol... or at least get in one knife hit.
  • Dark_Wolf_EXEDark_Wolf_EXE Join Date: 2003-12-23 Member: 24699Members
    well some of you may have said this but F it.

    Skulk:

    1.)if your attacking and the victim knows your coming and starts shooting bunny hop and then bite like crazy
    2.)if there are more than one "rine" then don't bother cuz you will die for sure.
    3.)hide and wait for the footsteps of a rine to come and when you see him go under you drop down then start chomping his kneecaps off.
    4.)use leap then switch to bite (recently found out that it really is helpful on scaring the shizznit out of the rine firing at you)
    5.)don't be scerred when your hive is under attack.
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    Yes we are probably all repeating each other but thats what you want to see, confirmed tactics that work. So since im bored and like to be thorough I'll tell ya some stuff I know bout skulks since thats pretty much all I do as alien:

    Ambushes: Usually just find a high traffic room (Power Sub Junction 3 on ns_eclipse or Generator on ns_nothing) and get some DCs there. The majority of pubbers like DCs first so they wont mind you planting 3 of them. Getting carapace and then waiting for marines to show up you wait till they enter the room or are within jumping distance and you lunge out at one marine biting relentlessly. Always remember how many bites it usually takes to kill marines of different levels of armor as this can help your team out knowing what upgrades they have. After getting one kill or sustaining a bit of damage retreat to healing distance of your dcs, but keep on the move.
    Instead of planting DCs you could just get regeneration and go to diffrent locations where marine recently died and then wait for some more to arrive as they usually do.

    Assaults: Not really attacking the enemies base but when you run into marines when your on the move keep them in site. You dont have to be right on the marine and often you dont want to be touching him as he can hit you with his knife or without really aiming as your pretty much on his gun. Try to keep on his backside so he can't really shoot you. If your in a small hallway use this to yoru advantage by jumping onto the walls and then leaping (not the actual ability leap, though more on that after this) to the other side. This makes it really easy to kill even marines with good aim if you get good enough at it to not mess up.

    Leaping: The leap ability i find more usefull as a tool of movement than a combat weapon. You rarley see a leap kill and when you do the killer is usually pretty proud. In any case use this to move across wide hall ways and rooms while taking minimal damage. i often find it usefull to leap past a group of marines and then attack them from behind. This only works with another alien infront of them still and the majority of players will ignore you. The 1 or 2 marines that wont you must go after first but you can get many a kill from behind after this maneuver.

    HA: Its pretty easy to kill HA as a skulk 1 on 1. The problem is when their in groups. You need to work with other skulks to take down HA but if you get good enough and are in a dark or tight location you can use your jumping mobility to get and stay behind HA. HA is also slower than light marines so it is easier to stay behind them unless they are good marines. Usually regen and celerity works good on taking down HA as a skulk. The extra speed allows you to stay pretty much ahead of the marine and teh regen heals you when he glancing hits you, and he will always hit you in HA unless he well sucks, the only question is will he hit you with more than one bullet.

    Ceilings: never forget you can be on walls and ceilings. its difficult to get used to and to use in combat, but it is an effective way to get in a free bite against most marines. If your on a bright ceiling dont even bother, but if the ceiling is dark then you can use this to get the jump on or retreat from marines. You can even use it just like a wall to jump (well fall) from to throw the marine's aim off.

    Flanking: Your team is screaming "INCOMING TO LOCATION-X!". Run your butt of around to come from behind. You might get there after the fight, but if you dont then you get to mop up a bit and "save the day". Great way to get res.

    Cloaking vs SoF: Seriously, get SoF. Cloaking is fun sure against noobie rines but against a decent skilled marine he can usually kill 3 skulks if 5 rush at him and they got cloak. If they have dcs or mcs he probably would only get 2. (just an observation and from my own experience. not an ALWAYS thing but it seems to happen more like this than not). What I laugh about now when i get Scent of Fear as a skulk is that people can be yelling inc to x-hive or something (for example powersilo on ns_nothing just 2 days ago) I run by and see 3-4 skulks just sittin there cloaked on the ground around the corner. I can hear building and I see 2 or 3 marines in the hive with sof. I run in and stick close to the building and kill all the marines. when i leave those skulks are still sittin there and I had to yell at em for 30 or 40 seconds for them to go attack the unbuilt tf and rt in the hive location. It is simply amazing how many kills you can get with a "legitimate/legalized wallhack" when you act normal. Added benifits are for when your near and SC and cloaked anyways you can just run around the place and know when marines are around w/o them being parasited. Beats the hell out of Cloak IMO.

    Hit and Run: Kinda touched on this before but basically if you hear several marines around and your near a vent just run and bite them try to kill 1 maybe and retreat. on ns_tanith in that vent from Reactor Room (double res) and the hall that goes towards west access RT from Marine Start you can get a good number of kills hitting and running wihtout any upgrades. Also with that vent if you hide there gaurding the way to west access from there and hear building just run out and jump, dont hesitate, just jump in and bite. You'll kill 2 marines garunteed.

    Group rushes: Now this just pisses me the F off. Marines are sittin in and begining to lock down a key location and you fuggin team is runnin in 1 at a time and dyin cause of 6 marines. If just 1 of you skulks is any good, doesnt have to be you, just basically mic spam/text spam "wait till all spawn then rush in together". Only 5 of you TOPS in a 12v12 game will do it, but the good skulk will and you will be pretty much garunteed to kill every marine there and then take the location out. Hard to kill 4 hoppin skulks with 5 lmgers when they are biting you while you are pullin away from the building you were . . . building.

    Thats pretty much it other than xenocide is best used when your almost dead and you had bitten a lot of marines only 2 times or so. You cant kill a marine with lvl 2 (or maybe just lvl 3) armor at full health with xenocide. But if a lerk is gassing... >:D


    DEALIGN WITH FADES/SKULKS: Jump alot. My aim is no worse with my constant jumpin. I dont bhop i just jump randomly as I go down a hall. Allows you to hear the soft padding of feet from a skulk and when they bite sometimes they do miss. Also ducking against fades helps. Circle strafe aroundas he comes at you and shoot at the fades croch area (thats where the hit box is about, not joking) relentlessly. Just ignore all else, skulks, lerks, ocs what ever just shoot that fade there and he'llretreat. At lvl 3 your lmg and pistol clips are allyou need to kill a fade with a little help from anothe rmarine if you just unload all you cant here. Gettin upclose and personal with a fade is good. Get it so yoru touchin him. he cant hit you as well. With skulks just aimfor the head and jump left/right and back and you'll probably kill him.

    Oh and never get more than 100 or 150 extra rounds (so teh read out is 50 | 150 tops) if your marine on the armory as skulks and fades can hurt fast and you get weighted down with more ammo. Armory humping = death. Skulks will go after the marines not paying attention for the sure kill usually. For your first load up on the armory jsut get 50 extra rounds (2 "uses") and then go do what your comm wants. Ify ou run otu fast and get 3 or 4 kills (average ns player, not the good ones mind you) get an extra clip. usually you wont need it though as you WILL die too soon. Oh and never underestimate your pistol. Script/moushweel/or just clicking its fast as heck and does more damage per round than your rifle. its also more accurate IMO. Spraying at a group of skulks and maybe killin 1 with the lmg and then switching to your pistol you can get 4 skulk kills easy with a bit of practice.


    Hope that helps, god its disorganized but its good info I think. Works for me.

    -Red
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Great Post!

    Never seen so many tips at once; and I must say, they're all useful too. The amount of ppl who ambush with Cloaking is unbelievable. SoF is just infinitely better. As for Pharamones... Sheesh. Long live Focus.


    OK, armoury humping is death, but are you sure extra ammo wieghs you down? Ie, makes you move slower? How much can a clipe of ammo wiegh? Surely not enough to make a noticeable difference in speed anyway.

    Anyway, GJ and keep up the good work. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • chis1chis1 Join Date: 2004-01-13 Member: 25281Members
    (if you can) stealth walk near them, then just sorta APPEAR (i reckon it scares the crap out of people) and start wacking them to death with fade, <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • BogglesteinskyBogglesteinsky Join Date: 2002-12-24 Member: 11488Members
    <!--QuoteBegin--BlueNovember+Jan 14 2004, 09:42 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Jan 14 2004, 09:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> OK, armoury humping is death, but are you sure extra ammo wieghs you down? Ie, makes you move slower? How much can a clipe of ammo wiegh? Surely not enough to make a noticeable difference in speed anyway. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    positive. try it. empty your lmg+pistol completely, run around a bit. fill up completly with lmg+pistol and run around a bit, and you will notice the difference. Dropping the guns also helps you run faster
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited January 2004
    <!--QuoteBegin--BlueNovember+Jan 10 2004, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Jan 10 2004, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ie, Only bother to parasite high armour marines?

    If you parasite a 0lvl rine, it is benificial even if you do kill him. Other aliens know where the attack was, and possibly can use this to work out the marine's objectives.

    If you do not kill him, then the parasite has an obvious advantage. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    IMO, Parsiting before killing is essential. Even if it means binding something to lastinv so you can parasite just before you attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    When I said "benefit" in that post I meant it only in terms of reducing the number of attacks needed.
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    10 points of damage for parasite.

    75 points of damage for bite.


    Oh yea, that will REALLY reduce the number of bites you need....

    -Red
  • Snapper_JoSnapper_Jo Join Date: 2003-10-21 Member: 21858Members
    Oh another thing I forgot to mention, dont forget that you can walk as a skulk. In some vents, such as the ones near Equilibrium on ns_lost, make noises when you run in them, if you walk they dont. Walking always reduces your noise pollution and so you can sneak up on marines pretty easy if you use it.

    Anyways it isnt as good as silence, but hey you can use it with celerity or when you dont have mcs.

    -Red
  • a_civiliana_civilian Likes seeing numbers Join Date: 2003-01-08 Member: 12041Members, NS1 Playtester, Playtest Lead
    edited January 2004
    <!--QuoteBegin--Snapper Jo+Jan 14 2004, 10:09 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snapper Jo @ Jan 14 2004, 10:09 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->10 points of damage for parasite.

    75 points of damage for bite.


    Oh yea, that will REALLY reduce the number of bites you need....<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    A marine with level 1 armor has, effectively, 167 health. Just two parasites are needed to bring that amount below 150. Similarly, a marine with level 3 armor has, effectively, 250 health. Three parasites will bring that number below 225.

    So yes, parasites really do reduce the number of bites needed.
  • fuzzwobblefuzzwobble Join Date: 2004-01-14 Member: 25312Members
    If you were me, id empty my pistol FAST to pow it down, empty my lmg into its sorry ****, and play 'jump the skulk', involing jumping hte skulk when it attacks and slashing the top of it.

    Aliens ph33r me because i ph33r no death, i run in and whack em. Even if i don't kill them, they are usually damage badly.

    Oh, and gimme a shotgun and ill kill anything. People underestimate it. And if you have one, NEVER reload it in combat until the clip is empty, a bug makes it freeze up alot of the times, leaving you weaponless.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin--a civilian+Jan 14 2004, 05:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jan 14 2004, 05:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--BlueNovember+Jan 10 2004, 08:59 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BlueNovember @ Jan 10 2004, 08:59 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->ie, Only bother to parasite high armour marines?

    If you parasite a 0lvl rine, it is benificial even if you do kill him. Other aliens know where the attack was, and possibly can use this to work out the marine's objectives.

    If you do not kill him, then the parasite has an obvious advantage. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->


    IMO, Parsiting before killing is essential. Even if it means binding something to lastinv so you can parasite just before you attack.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    When I said "benefit" in that post I meant it only in terms of reducing the number of attacks needed. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Nice recovery. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    And TY Booglesteinsky for the heads-up on weapons. Still, I think I am happy with both guns and a medium walking speed. Dropping my beloved pistol seems a bit mad. I may think twice about taking more pistol ammo though.

    (If you take a clip of lmg ammo, switch to pistol, get a clip of pistol ammo, switch to lmg... etc, it will load the lmg faster. That's the only reason I get pistol ammo. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->)
  • Gangsta_MonkeyGangsta_Monkey Join Date: 2003-12-20 Member: 24589Members
    I tink cloaking is over rated. I can easily see a cloaked anything if I look hard enough. The only real exception is in a real tight area or if I m in a hurry and dont bother to look.
  • KickarseKickarse Join Date: 2002-11-03 Member: 5556Members
    <!--QuoteBegin-Dark Wolf EXE.+Jan 14 2004, 03:06 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Dark Wolf EXE. @ Jan 14 2004, 03:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> well some of you may have said this but F it.

    Skulk:

    1.)if your attacking and the victim knows your coming and starts shooting bunny hop and then bite like crazy
    2.)if there are more than one "rine" then don't bother cuz you will die for sure.
    3.)hide and wait for the footsteps of a rine to come and when you see him go under you drop down then start chomping his kneecaps off.
    4.)use leap then switch to bite (recently found out that it really is helpful on scaring the shizznit out of the rine firing at you)
    5.)don't be scerred when your hive is under attack. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    <i>1.)if your attacking and the victim knows your coming and starts shooting bunny hop and then bite like crazy</i> - You'd be suprised how important it is to time your bites rather than 'bite like crazy'
    <i>2.)if there are more than one "rine" then don't bother cuz you will die for sure.</i> - Depends how you handle it.
    <i>3.)hide and wait for the footsteps of a rine to come and when you see him go under you drop down then start chomping his kneecaps off.</i> - 1/5 isn't all that bad <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
    <i>4.)use leap then switch to bite (recently found out that it really is helpful on scaring the shizznit out of the rine firing at you)</i> - Aim leap to the side of them so you don't 'bounce' off them on your first bite selecting bite in mid air getting a bite in hopefully on their left/right side and circle for the last bite.
    <i>5.)don't be scerred when your hive is under attack.</i> - Worst comment ever? Your the type of person no-one wants on their team, the ones who do stupid things like biting down res nodes while the whole marine teams blowing the **** out of your hive.
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