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06-08-2004, 03:36 PM #16
Re: Skulk tactics
Agreed. When you're attacking a fast-moving object with a ranged weapon, it's important that you know where the target is moving. I find great success by putting an object (res node, column, another marine) between me and my relatively nearby target and acting like I'm going to go around the object in a certain direction. As soon as the marine loses sight of me behind the object, I switch directions and come out from behind the object on the same side that the marine lost sight of me on. The marine is focused on the side of the object that I'm not on (thinking I'm going "around" it) and sometimes loses that split-second of reaction time that is too often responsible for my death. This has proven effective with players ranging from brand new visitors to seasoned veterans.
Originally Posted by Emanon
I don't consider myself a skulk worth writing home about, but I have found aid in this tactic.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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06-08-2004, 03:53 PM #17
Re: Skulk tactics
Use the damn ceiling people,
for some reason marines(some) have problems shooting things above thier head.
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06-08-2004, 04:50 PM #18
Re: Skulk tactics
im such a ****ty ass skulk D:
not on pubs as much but in scrims i get raped :E
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06-08-2004, 06:53 PM #19
Re: Skulk tactics
For some reason, people seem to think I'm a fairly decent skulk in NS. I've got a few tips that might help you though.
1. Don't get caught out in the open. Unless you have some uber-bunnyhop script, you're liking to get gunned down by any marine with a half decent aim. Use the vents, wait around corners and up walls. Strafe constantly in opposite directrons while jumping.
2. Travel in packs. Sounds simple but some people like going solo. A favorite tactic of mine is to run past a group of marines, drawing their fire. Then my teamate comes at their back and goes to town. At this point, I bust a U and join in the fun.
3. If you are attacked while biting an RT, keep as much metal between you and the marine as possible. Since they fixed the RT hitbox, you can get pegged between the arms. The first thing a marine usually does is pull ot his pistol to score a kill on your motionless body. You can either count on the bullets being blocked by the RT or strafe back and forth throwing his aim off.
Count out his bullets, all the while still biting the RT. Mos of the time they'll get frustrated and rush you. Only problem is, they'll need to reload. Depending on how much health you have left: just rush them when they reach the RT. Easy kill.
Don't waste time going barrel to teeth with shotgunners unless you know they're a bad shot. You'll just give them free res. Sneak up on them. Parasite them then run away to try and draw them off. Annoy the marines, pester them, let them make mistakes, not you.
Give that fade backup when he asks for it. You cost 0 res to spawn. Any other lifeform that dies costs your team res. Run interference for them. Most marines will focus fire on the fade, use this to your advantage.
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06-08-2004, 08:27 PM #20
Re: Skulk tactics
In classic NS, here is something that anyone can go no matter how good or bad they are. Go into the vents past the marines and bite marine res. To be a good skulks doesnt mean you have to kill every marine, some of the most helpfull skulks are those who dont get kills.
1 dead rt = 3 points
1 dead marine = 1 point
Nothing could go 11-0 but if you kill 4 rts and die 6 times your ahead of him.
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06-08-2004, 08:30 PM #21
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Re: Skulk tactics
Vents are seriously your best friend.. use them as much as possible... especially if the vent leads to a res node. Chomp a couple of times then retreat for the vent.
As for nodes... do what wyz does and "hang" off of the node while bitting it. That forces the marines to come after you to kill you which gives you an advantage (especially in areas like horseshoe where its enclosed).
EDIT: thats another thing. Dont go after marines. Only fight if you have too. Skulks should be doing recon, paraciting, and\or taking out nodes. Fighting should be last on that list.
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06-08-2004, 08:35 PM #22
Re: Skulk tactics
Yeh, if they have to keep puttin up RTs and chasing skulks all over the map your hives will be just fine.
Originally Posted by _Ender_
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06-08-2004, 09:25 PM #23
Re: Skulk tactics
1. Master leap :d
2. If you're in a place with nowhere to go, climb up the walls/ceiling and move from side to side. For some reason this works alot of times and can buy you enough time to escape/kill the marine
3. If you're good with leap just leap all around the room alot and after doing that a little fly down at the marine, kill him, and leap back out if there's lots of marines there
4. Scent of Fear :O
5. If there's a place with a bunch of marines, leap in, kill the marine (or even bite him once) and leap back out before they know what hit them. This messes the marines up alot and makes them nervous.
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06-10-2004, 07:42 PM #24
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Re: Skulk tactics
You have to be sneaky, unless you bunny hop really fast =)
Keep in mind I can kill 1 skulk in 18 bullets or less, regularly at medium range. While it only takes 9 to kill an unupgraded skulk, the spray to the lmg makes you miss =P So try not to alert the marine of your presence if you've got the time to sneak and kill him. If he's hitting a node, and you're alone, bite the wall a couple times to get him off the node, then walk to another position, and if the oppertunity presents it's self before backup arrives, kill the marine.
Leap is the counter to knock back and allows you to stay on top of the marine if the marine gets knocked back, switch to leap and leap at him and bite him.- 52
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06-21-2004, 01:29 AM #25
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- Jun 2004
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Re: Skulk tactics
I see much talk about jumping, and using buildings for cover, and yes while this is a good tactic to use in combat. Your best ability is to remain unseen (without sensory) and use parasite to your advantage. When you know a marine is coming for you, parasite him if you KNOW you cannot kill him off the bat. Parasite is like free motion tracking so why not use it? Once you have tagged your marines simply use vents, or even stalk them using walk to make your kill. It also helps to let the comm allow the marine to start building something first before killing the marine.
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06-22-2004, 11:42 AM #26
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Re: Skulk tactics
Oh my god, hi2u friend.
Originally Posted by HumanPaperWeight
If a marine is comming down a hall to an entrance you have camped, don't wait untill the marine is in the room with you to kill him, jump him before he enters the room, it will catch him off guard and you are generally harder to kill due to the limited space.- 52
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06-22-2004, 07:50 PM #27
Re: Skulk tactics
Sit in a corner and wait for a marine to go by, and then parasite him and runaway. Follow the said marine from a distance and wait till he forgets about you, then kill him. Thats the easiest way to do things. Another good one is to always take out the straggler. Like when a group of 3 or 4 marines go by, wait for the last one and kill him, and run away. Rinse and repeat. Communicate with your team, if theres more than you can handle dont be staunchy on asking for help, if you all get a kill that spreads the resources across and prevents that occasional drastic resource gap forcing the team to rely on 1 or 2 individuals. Other than that follow everything else thats been said.
My personal favorite though is to charge headstrong into a cluster of marines with mind intent soley on killing them all. Whatever happens after I get there happens. But I prefer to think of myself akin to a bowling ball, rolling down the lane to the helpless pins where upon contact I shall reap destruction akin to a miniature apocalypse. The only thing that could prevent said destruction is either user error or an act of god.
But thats me. Not you.
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06-22-2004, 07:53 PM #28
Re: Skulk tactics
This is powerful. I say parasite him regardless. It helps kill him if you do win and remains on him if your KNOWN kill doesn't turn out.
Originally Posted by HumanPaperWeight
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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06-22-2004, 08:35 PM #29
Re: Skulk tactics
One of the greatest things I have seen a skulk do to a group of HAs is parasiting them, it lasts so long because of their higher armor and you can prepare for their arrival where ever that may be.
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06-23-2004, 11:56 PM #30
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Re: Skulk tactics
Faith can prevent anything. Except for his total domination of the other team, that comes natural.
Originally Posted by Eclipse
- 52
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