@DrGreatJob: The problem with going Shade hive first is that you need 3 hives to make higher lifeforms viable, as basically all of them heavily depend on Celerity/Carapace to be actually effective in open combat. So you gotta make sure to contain Marines properly if you go Shift first, if you can't manage that and you are stuck with 2 hives it can be quite difficult to clear a third one.
I'm way more annoyed that so many people still go Crag hive first for Carapace Skulks, it's just such a waste on Skulks with only one Hive. Sure without weapon upgrades Carapace prevents Skulks from getting 1-Shot with Shotguns, but as soon as Marines get their first weapon upgrade that advantage is nullified and even Cara-Skulks die to one well aimed Shotgun shot.
As such Shift hives hit a nice middle ground. Early Celerity makes Skulks way more effective and helps bridge the time until you get a second hive for Leap. And having a Egg-Spawning Shift in a choke point/central location/double res location is a great way to secure these places and keep the pressure on the Marine team. Combined with Celerity it gives Skulks an way easier time to gain and hold map control early game (Pre-Leap). Dying less is not really a alternative to that, as Shift-spawned eggs won't reduce spawntimes :P
Sadly the upgrade choices are pretty limited and cookie cutter right now, i believe every chambertype is still missing 1 upgrade (They removed one Shade upgrade with the full version because it didn't work out). Hopefully UWE will work their magic and make all 3 Upgrade paths viable starting choices and redo some of the upgrades to make them more viable, as many of them are mostly lackluster right now (Cloak, Adren, Regen) at least compared to their NS1 versions.
@idBloc: Yeah good Marines can dance circles around Skulks, this is also due to some collision detection problems where Marines will simply glide over Skulks/jump on them. Skulks used to be way easier to play in earlier builds, as they had an further reach with their bite and a bigger cone to hit the Marines. But experienced players performed way too good with these settings, so UWE has been constantly "nerfing" the Skulk for the past dozen builds. Which is kinda stupid imho, sure they increased the skill-ceiling for playing Skulks with this, but they also increased the skill-floor. Meaning that it got way harder for new players to kill anything at all as a Skulk.
Killing Exo's is all about the circle-strafing, just try to stay on it's back all the time so it can't shoot you (It's generally a pretty good rule no matter what you fight ^^). Because of that smart Exo-Players will usually look for a corner to stand in so their backs are covered from attacks, but that leaves them open for attacks from above to a certain degree.
I'm gonna add you on Steam if i'm playing the next time, but i'm not really planning on doing organized play in NS2. There will be many organized teams for NS2, it's just that kind of game. Even during beta there had already been at least one french competitive team (pretty cool guys but i can't remember their name right now). If you are interested in organized play you could give gathers a try, those are organized games where a dozen people just meet up to play in a somewhat more organized/competitive way.
Sorry about the long post, but i've been playing NS since the launch of the original mod and there is just so much about this game to share/discuss that i have a hard time cutting it short. I hope at least some of this stuff is helpful for you guys and any other new players :)
Log in to comment