I know how to upgrade it on my skulk when it comes available, but as an alien commander where do I research it? I have checked all structures but couldn't find it.
<!--quoteo(post=1820836:date=Jan 1 2011, 06:32 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 1 2011, 06:32 PM) <a href="index.php?act=findpost&pid=1820836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And to actually get it as a Skulk, you have to be a Skulk and select it from the small icons on the evolve menu<!--QuoteEnd--></div><!--QuoteEEnd-->
Ugh, I really have to thank you for this information. I thought it was baseline once researched but just bugged or something; now I know.
endarJoin Date: 2010-07-27Member: 73256Members, Squad Five Blue
edited January 2011
<!--quoteo(post=1820836:date=Jan 2 2011, 01:32 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 2 2011, 01:32 PM) <a href="index.php?act=findpost&pid=1820836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And to actually get it as a Skulk, you have to be a Skulk and select it from the small icons on the evolve menu<!--QuoteEnd--></div><!--QuoteEEnd-->
That means I've never used running leap, am I alone?
<!--quoteo(post=1820836:date=Jan 2 2011, 04:32 AM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Jan 2 2011, 04:32 AM) <a href="index.php?act=findpost&pid=1820836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's a bug right now though. As it is only on the basic Whip, the Matured Whip lacks upgrade abilities.
And to actually get it as a Skulk, you have to be a Skulk and select it from the small icons on the evolve menu<!--QuoteEnd--></div><!--QuoteEEnd--> I think it's the same with armor upgrades and crag.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2011
Yep, and the ranged sprite also goes away when you upgrade the Whip or the Crag (the circle thingy around it when you select it)
The fact that you need to upgrade it yourself as well is kind of hidden indeed! Maybe an indicator on the evolve menu or something similar as NS had with flashing icons on the side, to tell you upgrades are available and which ones, is in order?
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->"New trait available"<!--colorc--></span><!--/colorc--> <- See we need them sounds back!!!
<a href="http://getsatisfaction.com/unknownworlds/topics/alien_tech_tree_doesnt_realize_mature_whip_is_sufficient_for_whip_requirements" target="_blank">Matured Whip upgrades not available</a> <- Crag has the same issue as mentioned in the topic
<!--quoteo(post=1820844:date=Jan 2 2011, 01:34 AM:name=NS2HD)--><div class='quotetop'>QUOTE (NS2HD @ Jan 2 2011, 01:34 AM) <a href="index.php?act=findpost&pid=1820844"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was a little confused about this as well, thanks for clearing it up.<!--QuoteEnd--></div><!--QuoteEEnd--> Yeah, indeed. I remember reading about the mini leap and the whip and that you need the whip to get the running leap, so I tried it locally and then I found myself trying to leap and nothing happened, so I opened the evolve menu and saw the change on the ability little square... doh!
<!--quoteo(post=1820850:date=Jan 2 2011, 01:59 AM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Jan 2 2011, 01:59 AM) <a href="index.php?act=findpost&pid=1820850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait what, those evolve icons at the evolve screen are actually buttons and do stuff?<!--QuoteEnd--></div><!--QuoteEEnd--> Of course. It could be me because I can't stop touching things, including red buttons with an "don't touch or we all die" note on it, but I found things exploring the menus. Actually I had found about the armor and heath upgrade in the whip and crag doing that menu exploration in a game: "oh! what is this? let's press it and see what happens"
The players have to play the game, not the game play itself. The commander gives the tools and the players chose to use it. NS1 was like this and NS2 keeps on this way.
It force the Commander to pay attention to the tech tree. It is important to have a tech tree on the alien side now that we have a commander. I think it helps new players to understand the basics of the tech tree.
Another question I have is are we supposed to get all the upgrades, or do we have to make choices. For example get the armor upgrade OR get the leap upgrades. Because if we can get all of them anyway I see no point in individual players having to activate them and they should just automatically be on after the commander researched them.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2011
Melee upgrades and Armor upgrades are automatic for everyone, similar to armor and damage upgrades for the marines. Both of which need an indicator on screen, so you as a player know what tier armor and damage output you are on IMHO. And then you have the special abilities, which aren't all included as of yet...
I imagine it is going to be like NS, where you get a Defensive Chamber for instance and are able to upgrade one of "three" options available. We still need the old system from NS back with those blinking icons of in this case a Crag, Whip and Shade, to tell us we have to choose a new trait (accompanied by the "New trait available" sound preferably)
The reason you have to upgrade leap is because standard leap was too powerful in the early game. I think Running Leap should be a standard upgrade across all skulks though, and not a manual upgrade. Either way, there definitely needs to be some sort of an indicator that a new upgrade is available.
<!--quoteo(post=1820881:date=Jan 2 2011, 03:55 AM:name=PaiSand)--><div class='quotetop'>QUOTE (PaiSand @ Jan 2 2011, 03:55 AM) <a href="index.php?act=findpost&pid=1820881"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The players have to play the game, not the game play itself. The commander gives the tools and the players chose to use it. NS1 was like this and NS2 keeps on this way.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is faulty logic. Forcing each player to manually upgrade is silly unless there is some kind of trade off for what you select. As it stands now, there is no reason NOT to upgrade to running leap so there is no reason not to have it activate automatically after being researched. Perhaps if they add other options later and you have to select running leap versus another upgrade then it would make more sense.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->why on earth is this upgrade located on the whip?!??!<!--QuoteEnd--></div><!--QuoteEEnd--> first of all: we aren't on earth. We are in outer space in some stations shooting alien (or fighting as one) =P
2ndly: it would make sense at the hive as well. but the <u><b>whip "leaps" forward and punches marines in the face</b></u>. so it makes sense there as well =D
<!--quoteo(post=1820916:date=Jan 2 2011, 10:19 PM:name=PaiSand)--><div class='quotetop'>QUOTE (PaiSand @ Jan 2 2011, 10:19 PM) <a href="index.php?act=findpost&pid=1820916"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It force the Commander to pay attention to the tech tree. It is important to have a tech tree on the alien side now that we have a commander. I think it helps new players to understand the basics of the tech tree.<!--QuoteEnd--></div><!--QuoteEEnd--> If it's only there as 'filler' in the tech tree, there's something <b>seriously wrong</b>. I just find that standard leap is a gimped version of the old leap, and running leap goes the other way. There's no point or value to having two different kinds of leap, where one is underpowered and the other is overpowered. Just give us the old leap, keep it standard - add worthwhile items to the tech tree, instead of this filler crap.
Someone makes the point of overpoweredness in the early game. I don't know either way whether that's even true. But the old leap in NS1 worked fine. Regardless, even if you do have the upgrade, it should be automatic and passive, like weapons 1, 2, 3.
I think the reasoning behind current leap is this:
In NS1 skulks were very good for using the well known engine glitch. This gave them extra mobility. In NS2 this is gone, skulks can only walk and jump regularly. To give them back some of their early game mobility they got the mini leap. And they get the full leap as an upgrade, like they always have.
<!--quoteo(post=1821060:date=Jan 3 2011, 02:09 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 3 2011, 02:09 AM) <a href="index.php?act=findpost&pid=1821060"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Someone makes the point of overpoweredness in the early game. I don't know either way whether that's even true. But the old leap in NS1 worked fine. Regardless, even if you do have the upgrade, it should be automatic and passive, like weapons 1, 2, 3.<!--QuoteEnd--></div><!--QuoteEEnd-->
It is true, specially on game start. A full leap at that moment is overpowered and skulks can make marines rage quit. You can drop a whip and make the upgrade. Is that easy. And gives you more gameplay strategies on early game and advanced game.
Anyway, if you are skilled enough you can test a little glitch in the game and get running leap without upgrading. Of course you can't do it all the time because we all are humans and can't coordinate 100% every single time (like a bot), but you can do it 1 or 2 times in a row with no problem. I myself can do it 1 time here and there, specially to run away from marines with nasty shotguns. And no, I don't use it, I just tested it. It is a glitch and don't have to be abused. In my view the abuse of a glitch is equal to cheating.
<!--quoteo(post=1821138:date=Jan 3 2011, 09:19 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Jan 3 2011, 09:19 PM) <a href="index.php?act=findpost&pid=1821138"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the reasoning behind current leap is this:
In NS1 skulks were very good for using the well known engine glitch. This gave them extra mobility. In NS2 this is gone, skulks can only walk and jump regularly. To give them back some of their early game mobility they got the mini leap. And they get the full leap as an upgrade, like they always have.<!--QuoteEnd--></div><!--QuoteEEnd--> Unnecessary and confusing.
Kouji_SanSr. Hινε UÏкεεÏεг - EUPT DeputyThe NetherlandsJoin Date: 2003-05-13Member: 16271Members, NS2 Playtester, Squad Five Blue
edited January 2011
Marine sprint kinda negates this problem, I think the biggest problem is that rockdown (most played map?) is kinda on the small side. But still, <b>marine can sprint</b>!
More mobility in close quarter combat, I guess so. But the minileap is more effective IMHO then the long range nitro powered leap in this case... You get much more control from the minileap. I for one never really upgrade to the running leap...
Comments
And to actually get it as a Skulk, you have to be a Skulk and select it from the small icons on the evolve menu
Ugh, I really have to thank you for this information. I thought it was baseline once researched but just bugged or something; now I know.
+1
That means I've never used running leap, am I alone?
And to actually get it as a Skulk, you have to be a Skulk and select it from the small icons on the evolve menu<!--QuoteEnd--></div><!--QuoteEEnd-->
I think it's the same with armor upgrades and crag.
The fact that you need to upgrade it yourself as well is kind of hidden indeed! Maybe an indicator on the evolve menu or something similar as NS had with flashing icons on the side, to tell you upgrades are available and which ones, is in order?
<!--coloro:#FF8C00--><span style="color:#FF8C00"><!--/coloro-->"New trait available"<!--colorc--></span><!--/colorc--> <- See we need them sounds back!!!
Get satisfaction
<a href="http://getsatisfaction.com/unknownworlds/topics/a_mature_crag_loses_its_range_sprite" target="_blank">Crag issue</a>
<a href="http://getsatisfaction.com/unknownworlds/topics/alien_tech_tree_doesnt_realize_mature_whip_is_sufficient_for_whip_requirements" target="_blank">Matured Whip upgrades not available</a> <- Crag has the same issue as mentioned in the topic
Yeah, indeed. I remember reading about the mini leap and the whip and that you need the whip to get the running leap, so I tried it locally and then I found myself trying to leap and nothing happened, so I opened the evolve menu and saw the change on the ability little square... doh!
<!--quoteo(post=1820850:date=Jan 2 2011, 01:59 AM:name=Plasma)--><div class='quotetop'>QUOTE (Plasma @ Jan 2 2011, 01:59 AM) <a href="index.php?act=findpost&pid=1820850"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Wait what, those evolve icons at the evolve screen are actually buttons and do stuff?<!--QuoteEnd--></div><!--QuoteEEnd-->
Of course. It could be me because I can't stop touching things, including red buttons with an "don't touch or we all die" note on it, but I found things exploring the menus.
Actually I had found about the armor and heath upgrade in the whip and crag doing that menu exploration in a game: "oh! what is this? let's press it and see what happens"
The commander gives the tools and the players chose to use it. NS1 was like this and NS2 keeps on this way.
It is important to have a tech tree on the alien side now that we have a commander. I think it helps new players to understand the basics of the tech tree.
I imagine it is going to be like NS, where you get a Defensive Chamber for instance and are able to upgrade one of "three" options available. We still need the old system from NS back with those blinking icons of in this case a Crag, Whip and Shade, to tell us we have to choose a new trait (accompanied by the "New trait available" sound preferably)
If it is going to work like this...
The commander gives the tools and the players chose to use it. NS1 was like this and NS2 keeps on this way.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is faulty logic. Forcing each player to manually upgrade is silly unless there is some kind of trade off for what you select. As it stands now, there is no reason NOT to upgrade to running leap so there is no reason not to have it activate automatically after being researched. Perhaps if they add other options later and you have to select running leap versus another upgrade then it would make more sense.
and they have to add a sound and little effect when you fall from hights as alien. very low priority but still =)
first of all: we aren't on earth. We are in outer space in some stations shooting alien (or fighting as one) =P
2ndly: it would make sense at the hive as well.
but the <u><b>whip "leaps" forward and punches marines in the face</b></u>. so it makes sense there as well =D
It is important to have a tech tree on the alien side now that we have a commander. I think it helps new players to understand the basics of the tech tree.<!--QuoteEnd--></div><!--QuoteEEnd-->
If it's only there as 'filler' in the tech tree, there's something <b>seriously wrong</b>. I just find that standard leap is a gimped version of the old leap, and running leap goes the other way. There's no point or value to having two different kinds of leap, where one is underpowered and the other is overpowered. Just give us the old leap, keep it standard - add worthwhile items to the tech tree, instead of this filler crap.
Someone makes the point of overpoweredness in the early game. I don't know either way whether that's even true. But the old leap in NS1 worked fine. Regardless, even if you do have the upgrade, it should be automatic and passive, like weapons 1, 2, 3.
In NS1 skulks were very good for using the well known engine glitch. This gave them extra mobility. In NS2 this is gone, skulks can only walk and jump regularly. To give them back some of their early game mobility they got the mini leap. And they get the full leap as an upgrade, like they always have.
It is true, specially on game start. A full leap at that moment is overpowered and skulks can make marines rage quit.
You can drop a whip and make the upgrade. Is that easy. And gives you more gameplay strategies on early game and advanced game.
Anyway, if you are skilled enough you can test a little glitch in the game and get running leap without upgrading. Of course you can't do it all the time because we all are humans and can't coordinate 100% every single time (like a bot), but you can do it 1 or 2 times in a row with no problem. I myself can do it 1 time here and there, specially to run away from marines with nasty shotguns. And no, I don't use it, I just tested it. It is a glitch and don't have to be abused. In my view the abuse of a glitch is equal to cheating.
It just needs to be made clearer.
In NS1 skulks were very good for using the well known engine glitch. This gave them extra mobility. In NS2 this is gone, skulks can only walk and jump regularly. To give them back some of their early game mobility they got the mini leap. And they get the full leap as an upgrade, like they always have.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unnecessary and confusing.
More mobility in close quarter combat, I guess so. But the minileap is more effective IMHO then the long range nitro powered leap in this case... You get much more control from the minileap. I for one never really upgrade to the running leap...