Skulk Upgrades?

Aldor_FarrenAldor_Farren Join Date: 2003-12-19 Member: 24557Members
edited March 2004 in Kharaa Strategy
In Classic games, I just don't see the point of evolving upgrades when I'm a skulk! I always just wait for a higher lifeform, so as not to waste 2 res on every spawn. Yet I see people evolving as skulks, so I have to ask: does it really do that much, at least enough to get you 2 kills in order to make the evolution worth the res? Cause I'd rather just save up and run back to the hive after getting injured!

Carapace: 20 more armour (not enough to bother?)
Regen: good only if you are lucky enough to survive the first encounter (plus you could run back to the hive to get healed anyways)
Redempt: you're risking losing those 2 res every time you take it
Silence/Cloak: cancelled by motion tracking
SoF: tells you whether or not to attack those footsteps you heard (is it 1 marine or half the team?), but won't help you to survive once you do attack
Adren: doesn't do squat until that 2nd hive is up
Focus: ok, maybe that's worth it, but if you're caught in a long corridor, you're screwed!

So what's the big bennefit to taking those early upgrades over saving for an early fade?!?

Comments

  • Janus_KrugJanus_Krug Join Date: 2003-03-26 Member: 14906Members
    You may or may not know how the armor system in NS works. At 1 hive for aliens, each point of armor is worth 2 hp. So a skulk with 70/10 actually has 70/20. With Carapace, this becomes 70/60. At three hives, armor is worth 3hp, so a carapace skulk has 70/90. Now, this won't save you from a shotgun, but it sure as hell pisses off vanilla marines. Also, remember that while silence/cloak may be negated by MT, it isn't always researched, especially if upgraded skulks are pressuring marines at the res nodes. Adrenaline isn't big for a skulk, unless you see a room full of unguarded structures just asking to be eaten. Chances are, you won't get focus until hive 2 or 3, at which point you'll have leap, which helps solve the long hallway problem. Redemption is definitely worthless to a skulk, your redemption window is v. small. I prefer it on fades and gorges, who are hit and run anyway.

    The point is, not all upgrades are useful all the time, that's why you have a choice. Look at how the marines play, and choose your upgrades to suit. No MT? have fun with silence and cloak. Rambos? Focus and carapace. Lots of unelectrified RTs? Adrenaline for better building smashing. Save your fade for when they rush armor upgrades, or electrify their RT's.
  • Aldor_FarrenAldor_Farren Join Date: 2003-12-19 Member: 24557Members
    edited March 2004
    I know how the things work, I'm just saying can it really be worth it? Does grabbing carapace at hive 3 really lead to getting enough kills that it warrants the loss of 2 res, or by the time you reach hive 3, and the marines have L2 shotties, will it only be a waste because you're going down anyways before you can get a chance to eat them? Personally, I'd rather take my chances without the upgrade.


    I should also point out that I'm the guy who will spend a hundred res littering sensory chambers all over the map so that none of my teammates will have to spend 2 res for the upgrade. Perhapse that's a little bit of flawed judgement, but oh well.
  • AmelekAmelek Join Date: 2003-05-13 Member: 16265Members
    Cara skulks supported by gorges are 3x as effective as non cara skulks supported by gorges.

    A scent of fear skulk is the 2nd best scouter in the game (SoF lerk is the best imho, fade is too noisy).

    A bhopping celerity skulk is faster than anything else in the game.

    A regen skulk is probably the best early base harasser the aliens have in terms of benefit/risk.

    Silence skulks change games.

    A smart cloaking skulk will be able to camp you everytime.
  • Aldor_FarrenAldor_Farren Join Date: 2003-12-19 Member: 24557Members
    In the end a carapace skulk lasts longer in a firefight, but he's up against more effective armour as well. It's all balanced out (unless you're lucky enough that the rines couldn't get their upgrades early on)

    Silence/cloak/SoF skulks are only effective should you be lucky enough to come up against a lone scouting marine.

    Celerity might save you, but the important thing is to get the kills, not to be able to run away, right?

    Regen is nice, but it won't help you *much* to survive your encounter when those rines come and try to stop you from taking out their buildings!
  • RedWingateRedWingate Join Date: 2004-03-15 Member: 27349Members, Constellation
    Having celerity and running circles around the nmy is kinda funny as most marines won't hit anything that runs that fast around them (confusing isn't it). Carap is kinda usefull when forced to attack marines along hallways as it gives you a few bullets more time to reach the marine and take him down.
    A gook skulk will allways take it adv of any kind of upgrade, thats why you can pwn co_ games in the beginning (just look what diff it makes wether you have carap or celerity in co_ games or not )
  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    <!--QuoteBegin-Amelek+Mar 24 2004, 09:33 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Amelek @ Mar 24 2004, 09:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Silence skulks change games.

    A smart cloaking skulk will be able to camp you everytime. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Please let me elaborate on theses :

    Silence is the most effective at disrupting reinforcements. It doesn't contain the marines , but it greatly decreases their life span outside their starting area. Surprised marines have a hard time defending themselves , even with armor 1.
    Being totally silent , a skulk can better hear noises , be them footsteps or structures being built. Marines busy covering the hive's entrances and building a TF/PG outpost will be totally surprised by a silent skulk. 360 ° visual cover is rare on pubs , just like movement first strategies.

    Cloaking is the deadliest containment tool. Cloak in pairs , with a SoF gorge to tell you where the marines are heading to. With proper containment , the marines aren't leaving their spawn for a while , 99% alien map control.
  • Aldor_FarrenAldor_Farren Join Date: 2003-12-19 Member: 24557Members
    So cloaking is worth it only if you can contain the marines in their little base(s). But what happens when 5 of them storm out together, and thus as soon as you bit one you'd be overwhelmed by the rest! That's 4 res lost between the 2 skulks, with only one kill to show for it. And waiting for lone marines to run out (when they get eliminated from their group) would be ineffective, since you already let the group go free.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    You don't show on motion tracking when:

    1) You're not moving

    2)You are cloaked from a sensory tower

    3)You are cloaked by the sensory upgrade (you won't show up on MT if you are walking while cloaked)
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    Mt usually shows up around hive two... by then you have dcs and mcs (I'm talkin normal pubs here).

    Silence rips up marines. So does cloaking. Ambushing with silence/cloaking gets you an extra 1 bite in on good marines and 2 or even 3 or more on bad ones.

    Celerity + bhopping = hard to hit skulk = dead marines

    Adren + leap = hard to hit skulk that takes less skill to pull of = dead marines

    You can think of it in terms of rfk. If for each upgrade you spend 2 res for, you get 1 kill (1-3 rfk, average 2), then you're breaking even. If you get two more kills thanks to the upgrade (I sure as hell do with silence or adren leap!), then it's definately worth it!
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    Celerity is used to get to them before they have a chance to finish killing you, not to run away.

    Also, if you get 2 upgrades instead of none, and it allows you to kill one marine in a fight rather than not killing any, that isn't necessarily a waste. You lose 2 res, but the marines have a dead player, which will slow them down. If you aren't saving for anything expensive, then this is probably worthwhile.
  • Jared101Jared101 Join Date: 2004-02-22 Member: 26804Members
    celerity can be the difference of dying and not dying as a skulk and a lerk and a onos and a gorge and a <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    I and most clans I have seen dont get any type of upgrade as a skulk unless its in a clutch situation. ie: they are sieging your hive etc. The res used to upgrade the skulk DOES seem to be inefficent when compared to the ability of fading/rting/hiving that much sooner.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That's because clanny marines aim that much better though, isn't it?
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    edited April 2004
    Silence is the single best upgrade for Skulks, get it every time you can... especially at 2 hives. Skulks with leap and silence are amazingly ownage...
  • ShadowSlayShadowSlay Join Date: 2003-09-19 Member: 21009Members
    i never upgrade skulks...total waste of res. if u cant kill marines without upgrades as a skulk maybe u should stick to gorge <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> although i sometimes get focus before they get armor upgrades.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    Motion tracking only negates silence when
    A) They've researched tracking,
    B) You're moving,
    C) You're not cloaked, and
    D) You're not in the same room with the marines.

    I don't know about you, but when I'm a marine, I track skulks as much by sound as I do by sight. Lose sight of a silenced skulk and you're probably dead.. either that or left injured, lower on ammo, and RFK-less as it takes off back to its hive to heal. Either situation isn't good for your team.

    I've also found carapace can make the difference between going to the hive under my own power to heal or going to the hive via the spawn queue. So for me it's actually a net benefit, as I'd effectively lose the two resources anyway if I were in the queue.

    Regen I find is generally only good for a skulk when the marines are bad shots. Nip in, nip out. Repeat.

    If we get early movement, I will very occasionally go for adrenaline if I'm planning on playing a scout role. Lighting up the whole marine team can be fun. This is more helpful for my team on the darker, twistier maps. (eg, mineshaft). I don't get celerity as a skulk as a general rule.. I find I lose control of where the heck I'm going.

    I don't tend to use redemption unless the marine team happens to be a bunch of rambos, and even then as more of an annoyance tactic than anything else. But to really work as that, it has to go off multiple times, which means never engaging a group of marines. (Of course, after the third or fourth time being redeemed, I can just imagine the curses the team is having to put up with.)

    Personally, I don't like focus. I can see its use, but I'm not a good enough aim to use it effectively. The extra wait time kills me. SoF and Cloak as a skulk can be oodles of fun. SoF tells you who to ambush, Cloak lets you ambush more effectively.

    So there are reasons. You just have to balance them out with what the teams are doing.
  • ThE_HeRoThE_HeRo Join Date: 2003-01-25 Member: 12723Members
    I never upgrade my skulk unless its critical. I'd rather spend that res on a fade, the skulk is far too fragile.
  • littlewildlittlewild Join Date: 2002-11-20 Member: 9467Members
    Uh...don't you get res for killing a marine? Regardless of what upgrades you take, as long as it helps to kill 1 marine, the res spent is justified. Unless you are more apt at killing marines as a vanilla skulk.
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    If you have a good team I think the best strat is getting sensory chambers by base and the skulks get focus. That way you have focus and cloaking as they come out of base. 3 bites 3 dead marines. To counter this they would need an ob and level 1 armor both take time and res to build. If you keep them in their base they wont have the res.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    On 2 hives, i always take both upgrades. Regen/Celerity combined with leap can make you very hard to kill, as well as quite deadly, if the marines have anything below good aim. Just use the same idea as if you were fade ... leap in, bite, leap out, heal, repeat...
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    Really depends on the situation. You have to consider if the upgrade will get you a kill. Everytime you kill a marine you get 2-3 resources back. So if you kill a marine because of an upgrade, the upgrade has already paid for itself. And upgrades do a lot. At hive 1, carapace will increase your armor so that you basicall have 130 hp as a skulk. SOF is the most amazing scouting tool ever. Focus is just insane early game. Cloaking lets you sneak up on marines. Silence, probably the best skulk upgrade allows you to sneak up to marines and u'd be surprised how many marines you can catch off guard with this. With celerity, even some clanners will have trouble hitting you if you bhop at them. Its all a matter of increasing your ability to kill.
  • LichoLicho Join Date: 2002-11-02 Member: 3858Members, NS1 Playtester
    I dont think upgrades are currently worth it at 1 hive (DC upgrades). Unless their cost is reduced, its far better to wait for fade..
    At 2 hives .. cara+adren is my choice :-)
  • ThardinThardin Join Date: 2004-01-05 Member: 25081Members
    I still mumble they should reduce res research to 1 or 0 (0 perfereably...)

    On topic, I regen skulk if I'm in a vent (this is for NS) I cara skulk if I think about it, which is never and redemption, -no-.

    This is how I see the upgrade choices for a skulk:

    DC: Worst chamber for skulk.
    MC: Good but still can get better...
    SC: Woooo! Be scared marines.

    DC: Cara is 4 bullets, which is....not that great for me personally. Regen: I get it sometimes, redemption: -no- never get this besides gorge and I usually cara gorge though, I hate redempt fades in NS as they are useless in this version compared to a regener.

    MC: Silence, speaks for itself. Adrenaline: I get this when I kill RTs a lot, I get this at hive 2 as well, celerity is decent but silence is better in my opinion unless you cannot stalk at all (walk in the middle of a large room idiotically)

    SC: Cloak........delicious. Focus: .......Be afaid SoF: Be very afaid.....

    SC+Focus=angry commander.

    The problem with the chambers is though:

    DC: Benefits only high level life-forms
    MC: Helps everyone but not anyone specially (besides gorge and lerk at hive 2)
    SC: Makes skulks and gorges happy, lerk with focus is something to scream at, fade isn't that bad with focus (provided you are rushing another hive) onos with focus is frightening.

    On the topic of SC upgrades...

    Most people think focus reduces building damage effectiveness, I don't do the math but do this in-game.

    Focus Swipe: 2 bars from a turret
    Swipe: About 3-4 swipes for 2 bars from a turret

    So, onos with focus still have their building damage ability and this will allow them to gain vital adrenaline if you are more of a support onos. (Shockwave....mmmm)
  • jamespunjamespun Join Date: 2004-04-11 Member: 27850Members
    edited April 2004
    <span style='color:white'>Bye-bye.</span>
  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    ok he's nearly got the same name and picture as me... o dear god... anyways, i agree with what the guy before my evil twin was saying... i say sc at beggining (its gud.. dont moan...) cos it helps the skulks (that are in the beggining... dur) and the lifeblood of the aliens, the gorges...
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