Leap doesn't work

VicVic 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?)
«13

Comments

  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Did you purchase the upgrade?
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    Yeah, I noticed the normal leap doesn't work at all sometimes. Running leap works when upgraded.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    Mini leap is not supposed to work while moving, Charlie is going to work on stopping the FX while moving. It is ment for jumping up onto walls but you have to stop and jump.

    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)
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    Stopping and leaping is not very intuitive. Is there any chance of having proper leap from the start, or proper leap being researched/unlocked? This stop and mini-leap concept is atrocious.
  • SgtBarlowSgtBarlow Level Designer Join Date: 2003-11-13 Member: 22749Members, NS2 Developer
    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.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    <!--quoteo(post=1824039:date=Jan 13 2011, 05:23 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 13 2011, 05:23 PM) <a href="index.php?act=findpost&pid=1824039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mini leap is not supposed to work while moving<!--QuoteEnd--></div><!--QuoteEEnd-->

    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
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    The thing is that the mini-leap isn't even powerful enough to get you to the ceiling or in a vent. If you can only use it while stationary, fine, but at least make it be powerful enough to make it to the ceiling.
  • gorge.ousgorge.ous Join Date: 2011-01-07 Member: 76481Members
    Had the same issue yesterday. Running leap was researched (did it myself) but it was no longer possible to leap.
    It played the anmation but didn't move forward. Couldn't reproduce it though...
  • kingmobkingmob Join Date: 2002-11-01 Member: 3650Members, Constellation
    <!--quoteo(post=1824039:date=Jan 13 2011, 12:23 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ Jan 13 2011, 12:23 PM) <a href="index.php?act=findpost&pid=1824039"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Mini leap is not supposed to work while moving...<!--QuoteEnd--></div><!--QuoteEEnd-->

    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.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    i think they should have the engine not even try to leap if you're moving at leap 1. that little leap is just super pathetic.
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited January 2011
    Then I guess the default leap should simply be disabled while running (and drain no energy), like how it is while the Skulk jumps into the air.

    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.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    Stopping to leap up onto walls and ceilings is not very intuitive and severely breaks the flow and momentum of playing as a skulk. As it's the fastest and most mobile class in the game, it makes very little sense for you to impose that sort of limitation.

    It's illogical.
  • TriggermanTriggerman Graphic Artist Join Date: 2004-11-10 Member: 32724Members, WC 2013 - Supporter
    I'd rather have the first leap still be in there, it's still useful to get places but I don't rely on it to work in combat.
    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.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    There shouldn't be a mini leap to get on the ceiling. If you just stuck to every surface until you pressed jump, or held spacebar, you wouldn't need it.

    The Skulk is really suffering from the inability to 'effectively' wall climb.
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    <!--quoteo(post=1824069:date=Jan 13 2011, 07:13 PM:name=Runteh)--><div class='quotetop'>QUOTE (Runteh @ Jan 13 2011, 07:13 PM) <a href="index.php?act=findpost&pid=1824069"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Skulk is really suffering from the inability to 'effectively' wall climb.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It does seem like you're gliding on teflon right now, as opposed to the glue like way of NS1.
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    Skulk has become so unpowered and unplayable to me right now I am not even really playing aliens to play. Currently it almost impossible to move quickly across the map as a skulk to offer back up or help to a dying harvester or hive let alone try to stop a 2nd CC ambush. Almost every game is resulting in the marines getting FT followed by a slow - VERY NOT FUN TO PLAY - death.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    I agree, but probably due to the lack of 'building killers'.

    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.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Doesn't this totally ruin the idea of making leap in some way replace skill based movement?
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I love skulk, even though it has way to easy to drop off walls or ceilings, especially with running leap, always the first upgrade (and only, as there is not others yet XD) I try to unlock as a comm.
    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I don't think the running mini-leap should be removed. Maybe nerfed a little bit if necessary, but it's fun having an active movement ability in the beginning of the game. If it does get removed though I think mini-leap should just be removed entirely. Stopping to do a full mini-leap is very rarely helpful, it's too counter-intuitive and it feels very slow and clunky compared to the Skulk's normal playstyle.
  • Stele007Stele007 Join Date: 2004-07-23 Member: 30063Members
    I liked how it was in previous patches, with the unupgraded leap adding a little boost of speed but not letting me fly around the map.
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    I agree that mini-leap is a bit useless in the current form.
    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.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    leap is broken in many ways.

    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.
  • LazerLazer Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
    Moving mini-leap is a bit too mini. I understand the reason for needing to stop to leap far (kinda like a cat stopping to concentrate before pouncing at something), but not stopping should at least allow you <b>some</b> leap boost. As already stated it is fun for everyone and makes things feel noob friendly even if the moving leap is really weak. (in terms of power it basically has 0 while moving right now) In 160 although you would jerk back it at least felt as if you traveled a little distance.

    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.
  • zexzex Join Date: 2009-10-07 Member: 68978Members
    it doesn't seem intuitive to have to stop moving in order to leap. realistically, the faster you are moving, the further you can leap. Even leaving realism aside, I can't think of any scenario in an FPS game where I'd want to stop moving, especially when being shot at.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited January 2011
    Rather than <b>telling</b> the player to stop so that they can perform mini-leap... as bad as this will sound: it's better if you <b>force</b> the player to stop (for say half a second delay) then leap. It achieves the same thing, but is infinitely easier to use.

    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.
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--quoteo(post=1824202:date=Jan 13 2011, 10:47 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Jan 13 2011, 10:47 PM) <a href="index.php?act=findpost&pid=1824202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Rather than <b>telling</b> the player to stop so that they can perform mini-leap... as bad as this will sound: it's better if you <b>force</b> the player to stop (for say half a second delay) then leap. It achieves the same thing, but is infinitely easier to use.

    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..
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    any delay in stopping or slowing down to leap ruins the whole point of leap. Everything must be done in motion, and fast.

    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.
  • Fall0utFall0ut Join Date: 2003-09-18 Member: 20988Members, Constellation
    What the heck was wrong with leap in NS1?

    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.

    :(
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2011
    <!--quoteo(post=1824405:date=Jan 14 2011, 09:06 PM:name=Fall0ut)--><div class='quotetop'>QUOTE (Fall0ut @ Jan 14 2011, 09:06 PM) <a href="index.php?act=findpost&pid=1824405"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What the heck was wrong with leap in NS1?

    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.
Sign In or Register to comment.