Skulk model and first-person view
Koruyo
AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
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The model moves not in sync with your firstperson view, so for marines it looks very often that a skulk butt is biting you(or his side)...
This is a problem and makes it a bit hard for marines to dodge, because you need to adjust your movement depending on the skulk . (dont move to where its teeth are)
Imagine if this was the same for marines, and the marine model looks for the skulk as if it was looking into another direction while he is aiming and shooting at you.
Change it back, this is not cool.
The model moves not in sync with your firstperson view, so for marines it looks very often that a skulk butt is biting you(or his side)...
This is a problem and makes it a bit hard for marines to dodge, because you need to adjust your movement depending on the skulk . (dont move to where its teeth are)
Imagine if this was the same for marines, and the marine model looks for the skulk as if it was looking into another direction while he is aiming and shooting at you.
Change it back, this is not cool.
Comments
I hate that SO much in MANY games.
Its like you are with a longer weapon or just a default weapon, you hide behind a crate, wall or door and the enemy see your gun, but for you, its not outside your range.
But Ns2 is still in progress, i guess and hope they still work on that.
Wasn't the whole animation system in the last 3 versions totaly new?
p.s. if i could draw, i would do a comic about a skulk see a marine, hiding behind a wall, he *chuckles*, but the marine/you can see the skulks butt and the skulk get killed...
I hope you have enoug imagination for that ^^
For some reason - a bug probably - this parameter is way too high when you are in the air, so you get this smoothed movement. Here is what is looks like with shorter smoothing time :
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(some other stuff are not vanilla in there)
I guess what it matters to NS2 is that the whole 3rd position model thingy is one of those subtle details that can sometimes make a huge difference in aiming.
Yuuki: The smoothing time in video looks fantastic. UWE needs to adjust it! PS Skulk girl has officially scared the beejesus outta me.
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Hmm.. Perhaps Skulks looked weird falling off ceilings if they spun around too fast? Or when jumping off a wall. Only reason I can imagine, though even then it oughta only be active for a split second.
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I thought the NS2 twitter photo I just saw was bad enough. Really upping the ante here.
Good! But the player can always turn around instantaneously his view, what will happen in this case, super fast animation ?
Possible with the new animation system? Would work great on the onos too.
(skip to 0:55)
<a href="http://www.youtube.com/watch?v=Cqt05rkNC3I" target="_blank">http://www.youtube.com/watch?v=Cqt05rkNC3I</a>