Build 222, Skulk Bite Knockback
radforChrist
USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">No, not a complaining thread about it</div>Just wanting to know if I'm the only one noticing a higher knockback on the skulk bite? On Summit this morning and I bit a marine on Crevice as one normally would. However, my knockback sent him OVER the railing to his death.
Humourous, to say the least watching him fall. However, in the remaining time as a skulk this far I've noticed if I bite a marine in the air, there's in a much higher chance that he will be knocked out of my range, and faster than I travel.
I know this has been a feature in the game for some time, and I like it. Adds a bit of skill to the dance, but I've noticed it seems to me amplified this build.
Is it intentional to add this boost, or am I the only one seeing it?
Humourous, to say the least watching him fall. However, in the remaining time as a skulk this far I've noticed if I bite a marine in the air, there's in a much higher chance that he will be knocked out of my range, and faster than I travel.
I know this has been a feature in the game for some time, and I like it. Adds a bit of skill to the dance, but I've noticed it seems to me amplified this build.
Is it intentional to add this boost, or am I the only one seeing it?
Comments
I havent tested it though, just some pub experience. Allthough i saw marines getting bit by me while in midair but no knockback.
Maybe because i was strafing around him on the ground.
*edit* tested it
The momentum u get from the knockback depends on which direction u jump. If u just jump, u get a minor knockback. If u jump backwards when a skulk hits u in front of u, u get a major knockback. Same for strafing backwards left or right.
I'm glad bite knockback was strengthened, even though it debuffed aliens. It means less ring-around-the-ankles Skulkplay, which indirectly means less pogo-spam Marines. I don't like that Skulks are now weaker, but they could always have their health buffed to compensate.
Thank you that is good to hear!
I like it in, but it seemed a little high.
Also, in conjunction, are we going to see a penalty for Marine jumping on flat ground? I.E. as delay before jump again? I know it was in NS1.
Only curious because jump spamming is a bit laughable when watching it, but it's a valid defense.
I like it in, but it seemed a little high.
Also, in conjunction, are we going to see a penalty for Marine jumping on flat ground? I.E. as delay before jump again? I know it was in NS1.
Only curious because jump spamming is a bit laughable when watching it, but it's a valid defense.<!--QuoteEnd--></div><!--QuoteEEnd-->
There's already a penalty for jumping on flat ground, you barely have any real jump height after 2-3 jumps.
I'm glad bite knockback was strengthened, even though it debuffed aliens.<b> It means less ring-around-the-ankles Skulkplay, which indirectly means less pogo-spam Marines.</b> I don't like that Skulks are now weaker, but they could always have their health buffed to compensate.<!--QuoteEnd--></div><!--QuoteEEnd-->
The cause of the skulk getting at the marines feet is the need to bite him....this just simply rewards a marine for getting bitten.
You want less ring around a marine? Bring in focus...fewer bites...les running around trying to bite a jumping marine.
Its total garbage...I been bucked all over the shop and gotten kills that the poor skulk deserved to get. they had me dead for rights...yet I suddenly shoot 8 feet in the air and back about 3-4 metres...still facing the same direction (which makes shooting the skulk that was formerly at my feet easy (even for someone with poor aim)), surely this is not what its intended to do?
Sorry but aliens have a hard enough time closing the gap....having this sort of knock back makes SG's even more powerful.
Serious nerf needed...heck I would say removal...why do marines need another aid to make them die less (they already have JP's, exo's armour upgrades....jumping (up even onto a step or ramp has no slowdown) around like rabbits "surfing skulks"...
A vanilla marine feels more agile than a skulk without celerity...doesn't seem right.
You want less ring around a marine? Bring in focus...fewer bites...les running around trying to bite a jumping marine.
Its total garbage...I been bucked all over the shop and gotten kills that the poor skulk deserved to get. they had me dead for rights...yet I suddenly shoot 8 feet in the air and back about 3-4 metres...still facing the same direction (which makes shooting the skulk that was formerly at my feet easy (even for someone with poor aim)), surely this is not what its intended to do?
Sorry but aliens have a hard enough time closing the gap....having this sort of knock back makes SG's even more powerful.
Serious nerf needed...heck I would say removal...why do marines need another aid to make them die less (they already have JP's, exo's armour upgrades....jumping (up even onto a step or ramp has no slowdown) around like rabbits "surfing skulks"...
A vanilla marine feels more agile than a skulk without celerity...doesn't seem right.<!--QuoteEnd--></div><!--QuoteEEnd-->
fully agree
they dont need to tone down this mechanic, they need to get rid of it. Pressing jump whilst holding a direction key and getting shot off when a skulk attacks you is not skill based movement.
im curious as to where the people who are against hand holding mechanics ? They were all over the skulk bite thread ... but nowhere to be seen in here ? double standards perhaps ? :)
You want less ring around a marine? Bring in focus...fewer bites...les running around trying to bite a jumping marine.
Its total garbage...I been bucked all over the shop and gotten kills that the poor skulk deserved to get. they had me dead for rights...yet I suddenly shoot 8 feet in the air and back about 3-4 metres...still facing the same direction (which makes shooting the skulk that was formerly at my feet easy (even for someone with poor aim)), surely this is not what its intended to do?
Sorry but aliens have a hard enough time closing the gap....having this sort of knock back makes SG's even more powerful.
Serious nerf needed...heck I would say removal...why do marines need another aid to make them die less (they already have JP's, exo's armour upgrades....jumping (up even onto a step or ramp has no slowdown) around like rabbits "surfing skulks"...
A vanilla marine feels more agile than a skulk without celerity...doesn't seem right.<!--QuoteEnd--></div><!--QuoteEEnd-->
Or better yet fix the bloody collision so you dont fly through the enemy every time you try to get close enough to bite? But I suppose that is too much to hope for considering we are a month from release and no one has so much as acknowledged the absurd crappiness of the collision system.
As for the absurd knockback in 222/223, one of the devs mentioned it was an unintentional bug.
In fact it was in this thread, fancy that.
They play marines.
As for the absurd knockback in 222/223, one of the devs mentioned it was an unintentional bug.
In fact it was in this thread, fancy that.<!--QuoteEnd--></div><!--QuoteEEnd-->
the collision problem is already solved and a fix will be included in 224 (marines will no longer step over skulks). im tempted to remove the knockback on marines entirely. in the end, the knockback would need to be so subtle that it would make no difference to have it or not. anyone else has opinions on this (knockback on marines stay or go)?
It should go or be very small.
No bite knock-back please.
Imagine a dog going hunting. Does biting victims push those away? No, the dog bites the victim and comes closer in the process.