("Improved") Skulk Air Control
Wolpertinger
Join Date: 2011-12-24 Member: 138958Members
<div class="IPBDescription">I have to know...</div>... who here likes it?
It is a failed concept. Skulk movement disobey any common reason. It is unpredictable, jerky.
I see Skulks FLYING around me before they hit the ground...
Convince me that you liked it as it has been for the last 4 builds.
It is a failed concept. Skulk movement disobey any common reason. It is unpredictable, jerky.
I see Skulks FLYING around me before they hit the ground...
Convince me that you liked it as it has been for the last 4 builds.
Comments
What is CPMA?
Has little to do with NS2.
Quake 3 is pretty much all ADHD, no teamplay.
Cheers!
Has little to do with internetexplorer's comment ;)
Edit: Oh, and I like Air Control. Well, has NS1 to do with NS2 for you? Because it had Air Control. And skulks were pretty much flying as well with leap, celerity and/or bunnyhop.
Without the curving marines could out strafe skulks a lot easier. You will definitely get a problem when there are 3-4 marines with shotguns and you have to jump into battle like a stone.
fun / balance > realism (imho)
uhh sorry but that's where you're wrong
the aliens in this game need to be realistic
Edit: sarcasm I didn't get?
Okay.
i smell bait...
Also shooters are meant to be about prediction, or at least intelligent shooters are. Rapid direction changes eliminate any hope of predicting a trajectory.
just dont forget tho, ns2 isnt a "shooter". one of the teams has mostly melee weapons while the other team is doing the "shooter" style, so its not quite the same. if you made this game like a realistic "shooter" the aliens wouldnt stand a chance
I said intelligent, not realistic. As in, not a knee jerk reaction shooter, not a spray and pray shooter, but somewhere in the middle, combining hand eye coordination with strategical movement and combat planning.
<!--quoteo(post=1922734:date=Apr 7 2012, 07:24 AM:name=Mkk_Bitestuff)--><div class='quotetop'>QUOTE (Mkk_Bitestuff @ Apr 7 2012, 07:24 AM) <a href="index.php?act=findpost&pid=1922734"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Prediction is just a form/style of aiming really. Depending on how good your tracking/reactions/hand-eye coordination is, you can play based on visuals and reactions, tracking with prediction, or almost fully on prediction. Obviously playing pure reactions is the best, but not that many people have the coordination and reaction time to pull that off. The people that I trained/played with aimed completely based on reactions, thats why they were the best marines in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is all my opinion:
Reaction aiming works fine in games like COD or CS where opponents are slow and damage dealt is relatively high. However in a game like NS where the targets move rapidly, you will typically find that the interval between placing the crosshair and clicking the mouse button is sufficient for the target to move almost entirely away from that location. Essentially what I'm saying is its not possible without a large amount of prediction. And because the concious mind doesn't control the prediction, a player won't even know its happening.
Also don't forget that sustained fire would be near impossible without prediction, as it would require the aimer to be snapping between discrete positions, rather than following a curve approximating the targets trajectory.
TL:DR all aiming is based on prediction, the only difference between players is the interpolation time, ie how far ahead of the current position the person aims.
Reaction aiming works fine in games like COD or CS where opponents are slow and damage dealt is relatively high. However in a game like NS where the targets move rapidly, you will typically find that the interval between placing the crosshair and clicking the mouse button is sufficient for the target to move almost entirely away from that location. Essentially what I'm saying is its not possible without a large amount of prediction. And because the concious mind doesn't control the prediction, a player won't even know its happening.<!--QuoteEnd--></div><!--QuoteEEnd-->
I can assure you that with a lower ping (yours is around 250 -300 on EU servers) you would hit and kill much more often.
The predictive movement works in games like COD or CS because everyone moves the same and everyone has weapons. Everyone has the same chance to kill the other.
In NS2 you have the melee aliens and ranged marines. In order to reach the good marines you just need a way to stay unpredictable when closing the gap or you will just get one shot by one of the 4-5 marines.
I practiced wall jumping a lot in the last few builds so I'd say I'm a decent wall jumper by now, but there are still people who hit me with every single shot, no matter how much I curve in mid air.
That said the wall jump thing is very strange to me. A big part of the bunnyhop hate is simply because it's jumping. I'm convinced that if it were to manifest in a different form that wasn't reliant on jumping (for example, mouse gesture-based sprinting), people would have no problem with it. And to me, the way wall jumping works looks even STRANGER than regular old bunnyhop.
A skulk simply bouncing down a hallway going fast makes more sense to me than a skulk zig-zagging from one wall to another (or possibly worse, jumping off of a wall, and then immediately running/curving back onto the same wall to jump off of it again). It's super silly as far as a pure movement mechanic goes (it's great as an ambush mechanic).
It's also really, really annoying to do due to all of the jutting geometry in maps (and this also means certain areas allow skulks to go faster than others, unlike sprint which is a constant). Very rarely do you ever get a good clean flat surface to do it on where you can actually reliably go 1000+ speed for any length of time.
Just think about how awesome the Lerk feels already, it came a long way as well.