skulk air accelerate, wall climbing, speed and tanking

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Comments

  • StakhanovStakhanov Join Date: 2003-03-12 Member: 14448Members
    I think the problem is opposite , marines are too fast. Backpedal , strafing speed should be nerfed especially , so that marines have to rely on sprinting (forward only) instead. Maps are smaller too , so you have a situation where marines can afford to run back to the armory to get ammo for hive takedowns , whereas they were dead meat if unsupported in NS1.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    Progress page:

    "Marines move at 40% speed when moving backwards (non-wall-running skulks at 75%)" Combined with the leap jump trick, makes for a very powerful Skulk if used correctly. Let's hope wallwalking gets somewhat stickier :P
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    +1 for NS2 Arena Mod :P
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1817065:date=Dec 18 2010, 02:31 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Dec 18 2010, 02:31 PM) <a href="index.php?act=findpost&pid=1817065"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Progress page:

    "Marines move at 40% speed when moving backwards (non-wall-running skulks at 75%)" Combined with the leap jump trick, makes for a very powerful Skulk if used correctly. Let's hope wallwalking gets somewhat stickier :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    i think that's mostly an issue with the current maps not having much collision geometry. if you open up the tram level and turn on the collisiongeometry layer, you'll see there's a bunch but its mostly on the floor and not too much on the walls.

    i think the biggest difference people are seeing when playing the ns2 skulk and remembering the ns1 skulk is level complexity. in ns1, every wall was pretty much flat and big and pure geometry, in ns2, the props have high poly counts so that's a lot of wall stick calculations. the collision geometry was made to overlay existing levels with dumbed down geometry for the skulks to run on. I just don't think there's enough of it yet.
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I thought the normal leap was meant to be as good as running leap, if you didnt move, while the tiny leap while you run. And then when you get running leap you can leap even while running.

    Did they change it now so you cant leap far if standing still?
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    Skulk definitely needs something. Right now it's an all around lesser version of the original. Manouverability is lower, the less spread out maps mean less use for skulk's skirmishing capabilities and even parasite seems like a less important tool now.

    Leap sorta adds options, but it's no a feature that could make skulk meaningful alone. The original skulk worked because it combined a dozen interesting things into a fluently controllable package.
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