Skulks only dislodge from walls when jumping or leaping

ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
One of my biggest pet peeves with the skulk wall/ceiling walking is that it is easy to dislodge yourself while moving. If you are facing away from the wall/ceiling you are attached to and push forward, you fall off instead of moving along the wall/ceiling. I'd like to see this changed to the following.

1. Standard movement key (wasd) cause you move along the wall/ceiling, but do not cause you to fall off the wall/ceiling
2. The only way to dislodge yourself from the wall/ceiling is to either jump or leap

Essentially, I'd like the default option to be that you stick to the current surface you are touching and have to actively dislodge yourself rather than requiring you to actively ensure your moving in the right manner to prevent yourself from falling off.

Comments

  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    edited February 2011
    I agree with you but there will be some problems with it. If this is implemented then any of the problems will be fixed soon after (Most likely)

    <!--quoteo(post=1834354:date=Feb 22 2011, 08:18 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 22 2011, 08:18 PM) <a href="index.php?act=findpost&pid=1834354"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2. The only way to dislodge yourself from the wall/ceiling is to either jump or leap <!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>or by pressing CTRL.</b><!--sizec--></span><!--/sizec--><!--QuoteEnd--></div><!--QuoteEEnd-->
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Hold Ctrl, be amazed that you don't fall off walls.
  • ShiloriusShilorius Join Date: 2011-01-14 Member: 77445Members, Reinforced - Shadow
    That would improove the movement of the skulk if it is able to move around the ceiling freely.

    But in my opinion it is better to hold a key to stick to the wall/ceiling and let it go for normal movement again.
    Why? Because in intense battles it would probably happen that you stick by mistake to the wall...
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1834384:date=Feb 22 2011, 01:13 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 22 2011, 01:13 PM) <a href="index.php?act=findpost&pid=1834384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hold Ctrl, be amazed that you don't fall off walls.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I know, but I want this to be a passive rather than active ability. The default should be always sticking to walls and requiring an active effort to dislodge rather than the other way around imo.

    <!--quoteo(post=1834440:date=Feb 22 2011, 04:35 PM:name=Shilorius)--><div class='quotetop'>QUOTE (Shilorius @ Feb 22 2011, 04:35 PM) <a href="index.php?act=findpost&pid=1834440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That would improove the movement of the skulk if it is able to move around the ceiling freely.

    But in my opinion it is better to hold a key to stick to the wall/ceiling and let it go for normal movement again.
    Why? Because in intense battles it would probably happen that you stick by mistake to the wall...<!--QuoteEnd--></div><!--QuoteEEnd-->

    Personally, I think having to hold a button to stick to a wall/ceiling during an intense battle is more distracting. Instead, why not allow players to choose which system they want in the options menu, similar to allowing players to recustomize their keys?
  • ZurikiZuriki Join Date: 2010-11-20 Member: 75105Members
    This I agree with wholly, I always found it annoying having to run backwards on ceilings to be able to both see and move around at the same time.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    <!--quoteo(post=1834444:date=Feb 23 2011, 09:03 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 23 2011, 09:03 AM) <a href="index.php?act=findpost&pid=1834444"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I know, but I want this to be a passive rather than active ability. The default should be always sticking to walls and requiring an active effort to dislodge rather than the other way around imo.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Agreed.
  • PsiWarpPsiWarp Gifted Gorge Richmond, B.C., Canada Join Date: 2010-08-28 Member: 73810Members
    This please, it's more of an annoyance than a matter of skillful wall-running for me.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    Just wanted to post to say that I disagree. You aren't going to have "intense battles" on a wall. During a battle the most you will do is crawl/jump up on it and then roll off to hit a marine.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Another thing should be once they do better mapping to help make it unnecessary to "cling" to walls. In NS1 I almost never had any problems getting around the geometry using normal running, but in NS2 some of the weirder edges always give me issues.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1834607:date=Feb 23 2011, 09:17 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 23 2011, 09:17 PM) <a href="index.php?act=findpost&pid=1834607"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Another thing should be once they do better mapping to help make it unnecessary to "cling" to walls. In NS1 I almost never had any problems getting around the geometry using normal running, but in NS2 some of the weirder edges always give me issues.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I must agree with you there. Maybe there should be more invisible walls to allow to the Skulks to get around easier.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    edited February 2011
    Hey, changelog mentions they're fixing this! Woot!

    EDIT: sry, video talking about 166
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    I'm in favor of Skulks sticking to whatever terrain they are on by default. They've got clawed appendages digging into the ground, walls, and ceilings, but we don't feel this in the Skulks movement (I like to imagine I'm playing with a Skulks-On-Ice Mod). The current implementation makes wall-walking feel like a feature tacked on to the game--a fact we had to deal with in NS1 due to HLs limitations, I believe.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1834384:date=Feb 22 2011, 01:13 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Feb 22 2011, 01:13 PM) <a href="index.php?act=findpost&pid=1834384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hold Ctrl, be amazed that you don't fall off walls.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I starting playing with this more and it doesn't stick you to the wall in the way I'm talking about. It just makes you wallwalk more slowly so its harder to fall off, but you can still fall off by looking away from the wall and moving forward. Basically, I want it where you can't fall off except for jumping or leaping.

    Maybe B166 will fix this, but it sounded more like they were just going to make the existing wallwalking easier.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    <!--quoteo(post=1835133:date=Feb 26 2011, 10:02 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Feb 26 2011, 10:02 PM) <a href="index.php?act=findpost&pid=1835133"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I starting playing with this more and it doesn't stick you to the wall in the way I'm talking about. It just makes you wallwalk more slowly so its harder to fall off, but you can still fall off by looking away from the wall and moving forward. Basically, I want it where you can't fall off except for jumping or leaping.

    Maybe B166 will fix this, but it sounded more like they were just going to make the existing wallwalking easier.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think he meant that they are making wall-running easier to navigate over. Not the idea that you said.
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