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03-10-2006, 02:28 AM #16
Re: Silence!
Silence is definately the best RT killing movement up. You hear them coming, and escape into the vent, and maybe go munch on another RT or go around and sneak up on him. He probably thinks you're hiding behind the RT or still waiting in the nearby vent. Or he knows you have silence and has no idea where you are. Either way, you can get back to your business.
Example: It takes two or three marines to stop me from killing overlook/west if I have silence (SOF just makes it that much easier). If I hear or see them coming, I simply duck into the vent and go hit the other node.
I personally don't think celerity is a worthy first hive upgrade for skulks. Skulks should be worrying about ambushing, parasiting, and killing nodes before the 4 minute mark, and nothing else. Maybe an occasional base rush would merit some celerity, but other than that I just think it makes you too noisy for the small benefit. But then again, I'm more of a 'stealth' alien than I am of a 'speed' alien, and both are formidable, when used right
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Last edited by aesop rock; 03-10-2006 at 02:58 AM.

"Who put the fun in dysfunctional? I." - Aesop Rock
"Cuz you can choose to say 'Good morning, God! =)' or 'Good God, morning! =(" - Blackalicious
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03-10-2006, 02:35 AM #17
Re: Silence!
Arguably my favorite thing to do in the entire game (on the ground), and that's saying something. I always have respect for a player when it's done to me. It's not the most impressive thing, but it shows above-average planning, an above-average understanding of what's really important in the game, and an above-average discipline and patience.
Originally Posted by aesop rock
It's rivaled in its ability to satisfy me (in NS, sickos, and, again, on the ground) only by jetpacking down nodes, which is pretty much the same thing, but the novelty and challenge of the jetpack makes that all that much more thrilling.Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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03-10-2006, 03:04 AM #18
Re: Silence!
I always feel wierd getting SoF as a skulk, I feel like I should be parasiting people instead. In that particular vent though, I will say SoF can let you spot them trying to bait/trap you, but in most cases cloaking would get you out of the vent anyway.
Originally Posted by aesop rock
I like the cloak silence combo for random ambush attacks which I like to do in between node hunts. Once in a while I camp near marine base just beyond the obs decloak range and either wait for the base to empty so I can much me some armory, or pounce on exiting marines.
I find what it comes down to between silence and celerity is if I get silence, I usually get in one more bite before they realize whats going on, but I find it much harder to get the remaining bites. (More specifically when the marine knows how to duck jump backwards quickly).
Silence is great for positioning yourself behind the marine you want to kill. Once they start to pass you, the cloak becomes irrellevant unless there are more marines coming. If you walk slowly so as not to make noise, you won't catch back up to the marine. I'm not sure I have ever bitten a marine in the back with silence and not gotten at least two bites, you just have too much working for you.
I think the best ambush hunting I ever did was on that same map, I forget the name, with west and overlook. We had two hives up, and all three chambers minus I think one movement. I had regen, silence, and cloaking. There is so little difference between silence with two chambers and three chambers in terms of how the marines react that I felt it was a better choice than an impared celerity. I managed to take down many JPs (probably after our precious nodes) simply from surprising them and getting in the bites without them having a chance to fly away until they only had one or two bites left on them. Thanks to regen I didn't have to stop back at the hive, and silence kept the noise of it down. I should probably mention the JPs almost all had lmgs, it would have been a very different fight if they had shotties. Leap helped alot too, since I probably wouldn't have been able to catch them again without it.
Most games don't give you the optimal conditions to do something like that, we were basically saving res so we would be able to do things. Since we weren't going to coordinate any big attacks without higher life forms, we settled for defending the hives, patrolling, and every so often poking at thier base with a couple skulks. Res for kills makes that plan even better when waiting.
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03-10-2006, 03:22 AM #19
Re: Silence!
There are certain situations, especially with two hives (I can move much faster as a skulk with leap and adrenaline) in which I decide that I can offer great value to my team by getting SoF and doing nothing for the next 90 seconds but move through the entire map and put a parasite into every single marine.
Originally Posted by Irish Pirate
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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03-10-2006, 06:22 PM #20
Re: Silence!
That's quality, para.
I like the same procedure.Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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03-12-2006, 06:46 PM #21
Re: Silence!
Adren is a rather uncommon upgrade for skulks. It's definitely useful for leaping, if you get adren you won't have to wait very long to leap away if you have just used a bunch. I personally think silence and leap work very well when actually wanting to fight marines, but it depends on what your trying to do. If you just want to mark them for the higer lifeforms to dispatch, I could definitely see adren as a good choice, it would allow you to fire off a few parasites, and still be able to escape quickly.
Usually by the time there are a couple hives, I try to gorge and set up a sensory network (assuming I haven't spent my res on something else) The weird thing with sensory chambers is they give away two of the chamber's upgrade abilities over a large radius. If you have a good sensory network the only upgrade that really makes a difference is focus. That said, often enough a sensory network like that doesn't exist. Parasite, SoF, and a sensory network all achieve very similar things in terms of detecting marines. Parasite is the cheapest, you can do it the soonest. You don't have to commit to a sensory upgrade, and it helps your whole tem, not just you. A good sensory network would be the closest you could come to giving the effect of parasiting every marine, and it has advantages and disadvantages.
The biggest plus for parasite is anyone who hasn't evolved into a higher lifeform can do it, and it doesn't cost you any res.
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03-19-2006, 01:59 AM #22
Re: Silence!
Silence VS Cele.
I can't make the option for you, nor will you change my view's on this. HOWEVER.
When your a silent skulk, and your stalking someone, it REALLY sucks when a cele skulk comes barging in next to you, and both of you die. it's like 2 robbers breaking into a house, sneaking around, and the big one knocks the vase off the shelf and it smashes...
please guys, NS is not a fast paced shoot-em-up game. It's a thinking game with speed. Use your team, help your team.
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03-19-2006, 03:14 AM #23
Re: Silence!
NICE.
Originally Posted by Darkilla
Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup
Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Zephyr: Apophis is clearly a highly sophisticated self-aware AI construct that runs on a highly modified toaster oven in Wyzcrak's basement.
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05-22-2006, 12:47 AM #24
- Join Date
- Jun 2005
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- 5
Re: Silence!
I can see a slight argument for celerity if the aliens have only 1 hive, but having celerity AND leap is a massive waste.
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05-22-2006, 12:49 AM #25
Re: Silence!
Care to qualify that with some reasoning?
Originally Posted by Ferran

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Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
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05-22-2006, 01:32 PM #26
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- Dec 2004
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- Minnesota
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Re: Silence!
I'll add some, not really to support his statement but to give some information.
Originally Posted by Pokerface
A non cel skulk can leap at 870 top speed, a cel skulk can top out at 1095 speed. Most of the time you wont hit top speed with every leap but generally you will get into the mid-high 900s with celerity every time. You will also be faster doing a leap then starting a bhop with celerity.
Adren is good for killing jetpacks because you may need to rapidly change directions mid leap and adren lets you do that more. Adren is also the best upgrade for killing marine res because it gets it done the fastest (perma node kill), if you can stay alive.
Edit: note I was able to do the same travel time(15 seconds) all the way around the box hallway of ns_bhop with adren and celerity.
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05-22-2006, 05:06 PM #27
- Join Date
- Jun 2005
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- 5
Re: Silence!
A large extent of celerity's usefulness lies in its ability to let you close the gap between you and a marine. If you already have leap from a second hive, you've got an excellent method of gap-closing right there. Adding celerity to it is overkill. Hence, a wiser choice for the movement upgrade is silence, or like LazyEye said, in some cases adren.
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05-23-2006, 12:10 AM #28
Re: Silence!
Not true--
Closing the gap to a marine is definately very important, yes, which is why leap is such a powerful ability. But once you reach that marine, you still have to kill him. Celerity helps a lot with that, as it makes sure you STAY in range after you get there, and it helps with dodging. Silence can also help by slowing down the marine's responses, but it helps very little if the marine saw you coming.
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