Leap doesn't work
Vic
Join Date: 2010-11-20 Member: 75106Members
<div class="IPBDescription">Not even with Running Leap upgrade</div>I've noticed yesterday that, even though we had Running Leap (at least it was displayed in my evolution screen), I couldn't leap at all. Identical behavior for the mini-leap, it just slows me down and makes the noise. Can anyone confirm, especially the Running Leap not working?
(I would have added this to GetSatisfaction, but it seems it's not really used anymore. Maybe get some community members or internal testers to moderate/replicate/generate repro steps for the issues in there?)
(I would have added this to GetSatisfaction, but it seems it's not really used anymore. Maybe get some community members or internal testers to moderate/replicate/generate repro steps for the issues in there?)
Comments
Running Leap first has to be researched by the Alien Commander, then you have to buy the ability in the evolve menu (wich will get a revamp when its redone in LUA as its flash atm)
Running leap works while running.. Its used to be first ability but moved to an unlock because it was unbalanced giving the skulks full leap right at the start of a game.
Then it should be called something else. A <b>movement enhancing skill</b> should not have a mandatory "stop in place" to use at all...
Making it an actual MINI leap at 30-40% of the Running leap, maybe even less if it is not supposed to be used for attack, would be easier to understand for new players. Not to mention a much better design decision. This mandatory stop is just, well it looks more like a quick fix for the glitch leap.
Another thing is the fact that once you let go of the movement keys you do not instantly stop. Making the <b>Leap from Standstill</b> even less reliable. You guys are always interested in how the game feels in terms of movement, well this mandatory <b>stop to move</b> is illogical/counter intuitive and quite hard to understand from a newbie perspective. Again, a weaker leap is much better then this <i>stop to leap</i>...
Also WTF happened to the marine Sprint, is it slowed down to try and justify this Leap from Standstill :P
It played the anmation but didn't move forward. Couldn't reproduce it though...
I too find this not intuitive at all.
I basically stopped using leap entirely ... too difficult to use.
If I am not using it, I am not going to beg my commander for the upgrade.
If we never get the upgrade then it is a feature not used...
and that just makes me cry....BWAHAHAHAH
Didn't it used to be mini-leap was a cute tactical surprise..."Oh look fred he hopped at me"
Upgraded (running) leap was like a Keanu Reeves 'Whoah'.
I would even vote to make it tiered.
Level 1 = given or cheap, cute but useful.
Level 2 = Whoah, priced as an investment.
Level 3 = Holy Mother of ...did you see that, expensive, late game play.
In regard to Skulk vs Marine balance, I feel that the stock Skulk may be too weak, due to their slow speed and low health, as well as poor vision. Many times I have snuck up behind a Marine, bit him once or twice, only to have him start jumping all over the place, even over me, and eventually manage to kill me. While I, the Skulk was handicapped by the Bite-Cam and need to land at least two Bites to kill him (with only 0.6 range compared to 1.0 of Axe and 1.5 of Rifle Butt!).
I'm afraid the standard Marine in NS2 with their new Sprint and Rifle Butt is too much for the good ol' Skulk to handle. Unless the Skulk receives some stats increases, I imagine a lot of new players will be intimidated by the skill level required to play as alien.
It's illogical.
They should put a restriction on the ability so it either only works when moving at a slow enough speed (released key) or at a stand-still, or add a modifier so it works like Hunters in L4D where you have to press CTRL before you can leap.
Just a matter of UI/feedback really, the idea itself is good it's only the implementation that could be a bit better.
The Skulk is really suffering from the inability to 'effectively' wall climb.
It does seem like you're gliding on teflon right now, as opposed to the glue like way of NS1.
When the ARC becomes available to a fairly well resourced marine team, it will make things a lot easier.
Unfortunately in current builds, there are no effective anti structure weapons to move the game forward when one team starts to dominate. So you literally have to dominate the whole map before a win occurs.
Bring on the ARC and Whip.
I agree the mini leap is not very intuitive though, think it should be turned into an actuall mini leap, which is as good as running leap if you stand still.
Or maybe removed entirely, and be replaced with 3 upgrades the skulk could get (as then ppl will see a name), maybe named standing leap, mini leap and big leap. Or maybe 2, standing leap and running leap.
The idea is that standing leap is availible in the upgrade menu from the start, mini and big (or standing) would have to be researched by comm first.
Just running up a wall is much more fluid and takes about the same time as stopping and leaping.
I thought the mini-leap in version 160 was a good compromise.
It made the skulk a little more noob-friendly compared to NS1, but not overpowered.
only works while standing still
can't leap while jumping
sometimes doesn't work while running
half the time it works, you leap three inches forward
skulks don't stick to walls that well at all, i find myself climbing walls and suddenly fall off
leap just doesn't give you the push it needs, you leap seriously three inches forward.
I guess removing it entirely while moving (until upgrade) would at least make it more obvious it isn't bugged, but I see no issue with a properly weakened running leap.
Other than that approach, I would just remove mini-leap entirely; replace it with a there-from-the-start running leap, or an unlockable running leap.
Other than that approach, I would just remove mini-leap entirely; replace it with a there-from-the-start running leap, or an unlockable running leap.<!--QuoteEnd--></div><!--QuoteEEnd-->
YES! something like a pounce where you rear up and then leap would be great..
1. can't leap while running
2. can't leap while jumping
3. standing still leaps you three inches forward or doesn't work at all
4. have to stand still to have it work
running leap has to be renamed, doesn't sound right.
But ns1 leap needs to make its return, or make current leap actually work.
I rather we had ns1 leap through an upgrade than have mini-leap, imo.
For that matter, why even keep calling this NS? I spent years of my life refining my NS skills. Instead of just making the same, amazing game better.... you have basically created an entirely different game.
:(
For that matter, why even keep calling this NS? I spent years of my life refining my NS skills. Instead of just making the same, amazing game better.... you have basically created an entirely different game.
:(<!--QuoteEnd--></div><!--QuoteEEnd-->
Because if we want to play NS1, we can, it's still available for download.
Why would I pay to, or have any interest in playing, a port of a game I stopped playing ages ago?
The NS2 leap IS the NS1 leap, the only difference is that you now get a stripped down version for free at the start as well.
<!--quoteo(post=1824043:date=Jan 13 2011, 05:31 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 13 2011, 05:31 PM) <a href="index.php?act=findpost&pid=1824043"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its not for using with attacks, its to get you into cealing spaces for ambushes.
Running leap works while running.. Its used to be first ability but moved to an unlock because it was unbalanced giving the skulks full leap right at the start of a game.<!--QuoteEnd--></div><!--QuoteEEnd-->
If that's the intended use then you should change mini-leap so that you have to hold the button to charge it and then release to leap, and you move very slowly while charging. Running leap removes the charge time.
That way you can tell the difference.