Skulk wall issue

ZycoZyco Join Date: 2003-10-17 Member: 21731Members
I've noticed that while on ground the skulk retains the 'stop-and-go' precision from NS1, but wallrunning has a completely different feel to it: instead of coming to a halt as soon as you release the forward key, there is noticeably long decelerate time which can result in sliding off of surfaces and particularly sliding off of smaller structures such as pipes or beams. The fluidity of wallrunning in this version is very nice, but navigating over some obstacles seems much more trivial and Skulks seem more to glide across the surface rather than stick to it.

<!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Possible fix: have holding shift put you into a 'precision' wall run mode where you can stick to surfaces easier and come to a halt the instant you're not pressing any movement key.<!--colorc--></span><!--/colorc-->

Comments

  • MoodyMoody Join Date: 2010-07-18 Member: 72528Members
  • CPCheebsCPCheebs Join Date: 2010-07-15 Member: 72416Members
    <!--quoteo(post=1785915:date=Jul 27 2010, 04:45 AM:name=Zyco)--><div class='quotetop'>QUOTE (Zyco @ Jul 27 2010, 04:45 AM) <a href="index.php?act=findpost&pid=1785915"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--coloro:#4169E1--><span style="color:#4169E1"><!--/coloro-->Possible fix: have holding shift put you into a 'precision' wall run mode where you can stick to surfaces easier and come to a halt the instant you're not pressing any movement key.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->

    Holding shift already does this, you just move slower
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