The basics that keep you alive#
- Move in pairs or groups. Skulks hunt lone marines. Two marines watching different directions are very hard to ambush.
- Check corners, walls and ceilings before you walk past them. Listen: skulk footsteps and lerk wings are loud.
- Reload after the fight, not during. If your rifle runs out mid-fight, switch to the pistol (2): it is faster than reloading.
- Back up while you shoot. Walking backwards keeps a skulk in front of you and makes it run further to bite you.
- Ask for med packs (Q) when hurt, and for ammo (Z).
Aim#
- A skulk dies to 10 rifle bullets at W0. Short controlled bursts at the body win more fights than spraying.
- Aim where the alien will be. Skulks jump and wall-run; lerks swoop; fades blink sideways.
- Stand still or strafe while shooting; sprinting stops you shooting.
Your role on the team#
- Builders: when the commander drops an extractor, two marines build it and guard it.
- Escort: stay with GL marines, exos and ARCs. They cannot defend themselves.
- Welders: carry one when the team has exos, and weld teammates' armor between fights.
- Map awareness: if you see a skulk heading for an extractor, say so. Check the minimap (C) often.
What to buy#
| Situation | Buy |
|---|---|
| Early game, plenty of skulks | Keep the rifle; maybe a Welder (2) |
| Fades and lerks appearing | Shotgun (20) |
| Need to hold a choke | Mines (5) |
| Hive siege | Grenade Launcher (20) |
| Strong all-rounder after Advanced Armory | Heavy Machine Gun (20) |
| Lerks harassing, need mobility | Jetpack (15) |
| You have 55 res and the team needs a tank | Exosuit |
Remember: weapons are lost when you die (teammates can pick them up). Don't buy a shotgun and then charge alone.
Phase gates and pushes#
- Phase in as a group. One marine phasing alone into a contested room usually dies.
- Don't stand on the arrival pad.
- When a push starts, everyone goes. When it fails, everyone backs off to the gate.