Skulk wall-attraction's strength
Skie
Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
<div class="IPBDescription">Needs some adjustments</div>Hey
What do you think about the skulk's wall-attraction at the moment? It was made much stronger in patch 175, if I recall correctly, but I find it too powerful.
Especially when trying to leap perpendicular to a wall that you're clinging to, you're just sucked back against the wall instead of going where you want to. Also it takes a couple of seconds for the skulk to "settle" in place when you stop moving. For example when you walk underneath a power node to get that pixel-perfect position where you can still bite the node and watch for oncoming marines, the skulk keeps sliding slowly in place because of the attraction, and you get missing bites.
Maybe add a secondary feature to some button that you can press to cancel the attraction (leap/crouch/jump maybe?), but also I'd like to see it made a bit weaker/snappier because it's disturbing movement at the moment.
What do you think about the skulk's wall-attraction at the moment? It was made much stronger in patch 175, if I recall correctly, but I find it too powerful.
Especially when trying to leap perpendicular to a wall that you're clinging to, you're just sucked back against the wall instead of going where you want to. Also it takes a couple of seconds for the skulk to "settle" in place when you stop moving. For example when you walk underneath a power node to get that pixel-perfect position where you can still bite the node and watch for oncoming marines, the skulk keeps sliding slowly in place because of the attraction, and you get missing bites.
Maybe add a secondary feature to some button that you can press to cancel the attraction (leap/crouch/jump maybe?), but also I'd like to see it made a bit weaker/snappier because it's disturbing movement at the moment.
Comments
Crouch already does this, just like in NS1.
There are a lot more details in NS2 then in NS1. Adding in many more fun things petruding off walls, skulks were having lots of issues rounding ledges and corners before they put in these fixes. Like I said it just takes some practice to get use to all of this. I actually kind of like it better.
AvP2 had this as a keybind (C, I think), you could toggle it on and off on the fly while playing.
<strike>Haven't checked it in thirdperson, but I'm fairly certain the Skulk is on the wall while you expect him to be on the floor...</strike>
Well apparently you're just standing on the floor, while attached to the wall (jump sound is played and animation as well)
I think this would work if its toggle-able. I personally think the wall-walking stickiness is perfect right now. Wall-walking is the main advantage of being skulk so it should be as easy and seamless as possible IMO. However, if you don't play skulk like its in a 3D environment (i.e. you stay mostly on the ground and use leap a lot) I can see how it would be annoying.
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