Mouse Adjustment and Skulk tweaks
naevorc
Join Date: 2011-12-30 Member: 139288Members
Both of these may have been brought up before, but I was unable to find either so here it goes.
One small thing that I would really appreciate is being able to adjust my mouse sensitivity via inputting a numerical value, rather than using a slider. It makes it difficult to get just the right sensitivity, which I'm accustomed to using in other FPS etc, when using a high DPI mouse. I'm sure there's some way I could go edit some kind of file, but not having the option in game is a bit of a hassle.
Another thing that I thought might be helpful is to add some kind of directional indication of a where a marine is as a skulk. To have a marine completely leave your FOV in sometimes <5 frames, it can be hard to fight back as a skulk and end up dead simply because you were unable to visually track your enemy.
<b>
To counter this, perhaps there could be implemented a visual, similar in appearance to the current hive vision images, on the edge of the screen to indicate the location of your enemy. However, this would only occur on marines that the skulk has already bitten, and only last a short duration (perhaps in the range of 0.5 - 2 seconds). </b> With the short time, there's no way this can be redundant with Parasite. The skulk has gotten a very good whiff and taste of his enemy, and uses his better-than-human-sense-of-smell to remain aware of his location.
Again, I'm not sure if this exact skulk mechanic has been suggested before. I know that there was a previous topic discussing a skulk feature to "auto-lock" around marines in melee range, a feature that I'm personally against. I don't know if this suggestion of mine was in that topic because it was... very long.
One small thing that I would really appreciate is being able to adjust my mouse sensitivity via inputting a numerical value, rather than using a slider. It makes it difficult to get just the right sensitivity, which I'm accustomed to using in other FPS etc, when using a high DPI mouse. I'm sure there's some way I could go edit some kind of file, but not having the option in game is a bit of a hassle.
Another thing that I thought might be helpful is to add some kind of directional indication of a where a marine is as a skulk. To have a marine completely leave your FOV in sometimes <5 frames, it can be hard to fight back as a skulk and end up dead simply because you were unable to visually track your enemy.
<b>
To counter this, perhaps there could be implemented a visual, similar in appearance to the current hive vision images, on the edge of the screen to indicate the location of your enemy. However, this would only occur on marines that the skulk has already bitten, and only last a short duration (perhaps in the range of 0.5 - 2 seconds). </b> With the short time, there's no way this can be redundant with Parasite. The skulk has gotten a very good whiff and taste of his enemy, and uses his better-than-human-sense-of-smell to remain aware of his location.
Again, I'm not sure if this exact skulk mechanic has been suggested before. I know that there was a previous topic discussing a skulk feature to "auto-lock" around marines in melee range, a feature that I'm personally against. I don't know if this suggestion of mine was in that topic because it was... very long.
Comments
Will edit in a full reply later.
In the mod you can see the current value in options.
If you combine your second idea, about indicator of the marine position(alá CoD objectives?), with parasite. I think it would work just fine.
I wouldn't like it if it was on by default for all classes.
In the mod you can see the current value in options.
If you combine your second idea, about indicator of the marine position(alá CoD objectives?), with parasite. I think it would work just fine.
I wouldn't like it if it was on by default for all classes.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't play CoD so I'm unsure as to whether it's similar or not.
Hm, so you're saying parasite would have this functionality as we engage them in melee range? I think certainly it would make sense if a parasitized enemy to do so, but I don't think the activation of it for a short time upon biting should be removed and have <u>only</u> parasitized enemies do this (if I'm understanding correctly what you're saying). And yes, I think having it be a Skulk only feature would be fine because I find, personally at least, that I have less issues with tracking my enemy's movement as a Fade mostly because the viewpoint of the Fade is much higher.
edit: also thanks to both of you for help with the Mouse issue
<b>
To counter this, perhaps there could be implemented a visual, similar in appearance to the current hive vision images, on the edge of the screen to indicate the location of your enemy. However, this would only occur on marines that the skulk has already bitten, and only last a short duration (perhaps in the range of 0.5 - 2 seconds). </b> With the short time, there's no way this can be redundant with Parasite. The skulk has gotten a very good whiff and taste of his enemy, and uses his better-than-human-sense-of-smell to remain aware of his location.
Again, I'm not sure if this exact skulk mechanic has been suggested before. I know that there was a previous topic discussing a skulk feature to "auto-lock" around marines in melee range, a feature that I'm personally against. I don't know if this suggestion of mine was in that topic because it was... very long.<!--QuoteEnd--></div><!--QuoteEEnd-->
It was. (We buried the original idea.)
<!--quoteo(post=1890424:date=Dec 16 2011, 11:32 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Dec 16 2011, 11:32 AM) <a href="index.php?act=findpost&pid=1890424"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That was pretty heavy hyperbole, and I don't think liam <b>actually</b> (this is just my interpretation of what he said though) supported the concept of target lock-on (melee aimbot a la Zeno Clash), but rather the concept of <b>better <u>awareness</u> at melee range</b>.
It seems like most people agree that the lock-on idea <i>removes too much of the skill required</i> in melee engagements, but that keeping track of marines is <i>more difficult than it should be</i>.
A lot of people seem to like (or <b>don't mind</b>) the idea of:
+ an edge-of-screen purely-visual "threat"-indicator that:
+ simulates peripheral vision/proximate awareness when:
+ the target is within reasonable melee range, using:
+ edge-of-screen motion (to stimulate the player's peripheral vision) and/or** "arrows" with sizes/shapes that are contextually-sensitive (to indicate polar angle from target), tied to:
+ "parasite" and/or** "scent of fear".
**I would go with "and" for both of these options, personally.<!--QuoteEnd--></div><!--QuoteEEnd-->