Skulk wall jumping (build 215)
spaceturtle
Join Date: 2012-08-03 Member: 154714Members
Wall jump seems pretty pointless. Either I fail at it, or it just gives minimal speed increase. I hear the "wall jump" sound going off yet it feels like I lose more speed taking the time to jump to the wall and off it than just running straight ahead. Is it meant to be this way? I was hoping for more complex mechanics ala Quake 3/Live where you can do some neat movement stuff. Pretty disappointed in the current iteration.
Comments
IMO, the speed cap needs to be lowered drastically and air acceleration needs to be added to provide much needed predictability in skulk movement.
Without cele I think the speed is a bit too low.
With cele it is a bit too much.
I suggest nerfing leap and cele (wall jump) a bit in order to buff standard wall jumping, because imho aliens are a little bit underpowered in the early game.
What I would like to see is a wallhop that has a success rate more dependant on skillful movement than it is on timing jumps. If we could reach a point where skulks truly need to navigate surrounds in clever ways to achieve maximum velocity, then wallhop will be a good addition to NS2. Timing jumps in general is just hard to implement intuitively and I don't think there's ever going to be a way to convince people not press 'space' as fast as they can while flicking their mouse wildly, nor do I think there'll be a satisfactory feedback system for timing jumps correctly. I think I would prefer either no penalty for spamming jump or further still, a wallhop that can be achieved through simply <i>holding</i> 'space'. Doing so, even for just one build, could also illuminate the components that comprise a good wallhopper.
I always seem to just fall of the wall when I try to jump to another.
Are there any tutorials out there to show how to do it?
I always seem to just fall of the wall when I try to jump to another.
Are there any tutorials out there to show how to do it?<!--QuoteEnd--></div><!--QuoteEEnd-->
<a href="http://www.youtube.com/watch?v=2SLCGdD_VK0" target="_blank">http://www.youtube.com/watch?v=2SLCGdD_VK0</a>
Dated, but execution is the same.
Dated, but execution is the same.<!--QuoteEnd--></div><!--QuoteEEnd-->
So it looks like...
Run on wall, jump off, pseudo bunny hop, wall run, jump off, rinse & repeat?
and animations need to be make more predictable without removing player control to be unpredictable.
The most important I think is the discontinuous efficiency curve. If you jump say 0.2 second too late you get maybe 50% bonus, 0.1 second gives you 70% and 0.001s 100%. If you jump too early however you get 0%.
This discontinuity and asymmetry makes it much more difficult to learn, and appear buggy. It can be fixed pretty easily by checking the distance to the wall when pressing jump, the closer to the wall, the better the timing is, the more efficient the wall jump.
Run on wall, jump off, pseudo bunny hop, wall run, jump off, rinse & repeat?<!--QuoteEnd--></div><!--QuoteEEnd-->
Except nowadays you don't get a speed of 9 just by simply jumping off a wall like in the video. I have no clue you're supposed to get any speed going with the current minimal speed gain that is lost before reaching the next wall.
<a href="http://www.youtube.com/watch?v=Li68Fo4DgFw#t=6m4s" target="_blank">http://www.youtube.com/watch?v=Li68Fo4DgFw#t=6m4s</a>
As many others have pointed out
- The speed cap is too high although granted it is really difficult to get 19 speed.
- Its sometimes buggy (8 to 14 speed instantly? :x)
- 0 speed boost if jumping even 1ms too early
- Too synergistic with cele (I'm fine with it being good with leap imo).
I'd also like to add that needing to flick to set your walljump direction can be nauseous for some people.
made some progress. needs practice & kinda glitchy but was able to do pretty well with the wall - wall method. wall - floor - wall, not so much.
Where can I DL that map, ATM i've just been ambushing / playing smart as skulk.
Where can I DL that map, ATM i've just been ambushing / playing smart as skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
'Published on 12 Aug 2012 by elodens4' So i'd take a guess at 216
Not sure if this is just a problem of learning where all these annoying places are on each map or if it's a problem with the map design itself (assuming the former since people, who are much better than me, can still do wall jumping XD).
If I was to nit-pick the mechanic itself, yes, the flick is annoying and can make people nauseous.
Where can I DL that map, ATM i've just been ambushing / playing smart as skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
The footage from that map was from 215. Made it specifically to show the walljump thing properly but 216 broke my map somehow hence older footage :(. I don't think they changed anything in b216 so its still relevant. Its not really a very good training map, i think skie probably has a better one he hasn't shown anyone yet :p.
Might invest some time tonight learning the technique, then learning routes leading to RT locations / choke points
Might invest some time tonight learning the technique, then learning routes leading to RT locations / choke points<!--QuoteEnd--></div><!--QuoteEEnd-->
Now that's a good idea, learn the best routes in the maps for wall-jumping. I might try that myself if I get a chance!!
Maybe it would be more intuitive if looking 45 degree up would be optimal.
<img src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/61/Ideal_projectile_motion_for_different_angles.svg/512px-Ideal_projectile_motion_for_different_angles.svg.png" border="0" class="linked-image" />