Skulk speed in 181 is a little (.2 or .3) slow

DarkLightDarkLight Join Date: 2005-04-26 Member: 50181Members, Constellation
The loss of leap at the start was a huge loss to the Skulk ability to move around the map quickly. I'd like to see a couple more tenths added to their speed... 7.2. or 7.3... just so they can respond and reinforce more quickly when a call comes out. They still aren't enough faster than marines to feel quick in comparison.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    is difficult to catch up to a sprinting marine who is running away.
    if we get celerity / silence back, i have no problem with the speed
  • twilitebluetwiliteblue bug stalker Join Date: 2003-02-04 Member: 13116Members, NS2 Playtester, Squad Five Blue
    edited July 2011
    I'd prefer to have a Leap with less force available by default.

    There are two factors you have to consider when balancing speed: Strategic and Tactical. Strategic speed is the rate which a player can travel between two strategic locations, eg from Hive A to Hive B. Tactical speed determines the your opponent's reaction time in combat, and his ability to escape from you.

    Right now neither Skulk's Tactical speed, nor Strategic speed are fast enough without Leap IMO. Some may argue that Marines should have a mean of escape an engagement. The problem is, Skulks' speed is only 1.0 unit faster than a sprinting Marine. So if a Marine sees a Skulk from 6 units away (attack range of a Whip) and starts sprinting away, it takes the Skulk 6 seconds to catch up! That is plenty of time for the Marine's buddies from the next room to show up.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    the problem isn't with losing leap - the problem is with alien movement. But leap itself is also broken, it is no where near as ns1 leap ever was and energy costs of leap gives you 3 leaps at most with predictable movement its easy to catch you as well.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    edited July 2011
    think about it like this they have the mind set of that there needs to be some sortive equal balance between both teams and units individually. so it is more of a calculation on there part of what can balance the ability's of individuals to helping teammates as a group. without having one side overpower the other one.

    eventually this may be the case that they increase the speed but untill they can finish with other more important problems this probably wont happen again or it wont be changed any time soon unless someone messes it up again.
  • DarkLightDarkLight Join Date: 2005-04-26 Member: 50181Members, Constellation
    It is a balance issue, especially later in the game. With the loss of Umbra from NS1, as well as slower speeds, it gets really hard for skulks to make it into melee range. Sure, you can say they should evolve to a fade... but Skulks used to be very useful for most of the game in NS1 and I'd like them to remain so in this game.

    But I also imagine we're due for more upgrade options... such as a speed upgrade... so that may help too.

    We will see.
  • BJHBnade_spammerBJHBnade_spammer Join Date: 2005-02-25 Member: 42431Members
    i agree with you on that but those changes should be as they where in ns1 in research able upgrades plus the big difference is upgrades in this one are done by the commander not individual units you need to take that into account also they just might not have the time or resources to be working on more upgrades just yet so it is better to take a wait and see approach on something like this. small tweaks will be the last things to go into the game and hopefully sooner than later. but other than that getting the bugs fixed for now atleast are higher on there todo list im sure.

    it is funny i just noticed you only have 7 posts and you are in Constellation group lol
  • DeadzoneDeadzone Join Date: 2003-07-03 Member: 17911Members, Reinforced - Shadow
    I think we'll be fine once Celerity or stealth options kick in. Even as is I don't have much of a problem getting into bite range. It's all about baiting marines into turning around corners where you can promptly chew their face. (or just camping ceilings)
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    Celerity/stealth/ and maybe silence would go a long way.
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    Base speed is fine, but it needs accerelation + randomness. Shooting skulks is like licking lollipop, hardly as effort it gets real bad when fps / reg starts working but why would anyone care?
  • GeneralBowserGeneralBowser Join Date: 2010-05-19 Member: 71801Members
    The speed is fine imo you just need to ambush more now
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