Parasite

PowerfuryOAPowerfuryOA Join Date: 2012-03-07 Member: 148314Members
<div class="IPBDescription">Crosshair and the Mechanic</div>I have two gripes regarding Skulk Parasite.

First and foremost is the crosshair. The crosshair for the parasite is horribly inaccurate. I suggest changing the crosshair that represents the parasite more accurately. I should *not* miss my parasite when there is a Marine building a powernode unaware of my presence. It's frustrating and it's an easy fix. It's been this way for far too long.


Second, in my opinion the parasite gives the skulk/aliens too much information. Once parasited, the skulk knows which way the Marine is facing through the wall, shows up on the minimap, where he is pointing his gun, if the marine is crouched or standing, and what weapon (I believe) the marine is currently holding. I request that the parasite only shows a yellow blob (like the red one from NS1) through the wall and that the Marine shows as a dot on the minimap.

To conclude, please fix the parasite crosshair and make it more representative of it's true accuracy.

Thank you.
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Comments

  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    I agree, that the crosshair should be smaller to represent the actual accuracy.
    I don't agree on that yellow-blob-thing. I don't see why the actual implementation should be bad for the game or less fun or unbalanced. I think it allows for more tactic (e.g. when to attack) on pub servers where communication in most alien teams is minuscule.

    I want to add, that I would like to be able to parasite buildings again. They don't need to appear through walls like parasited marines (This would clutter the view to much.). But they should be visible on the map when parasited. This gives the skulk an additional purpose and goal as a scout, who can permanently discover marine buildings on the map.
  • OscarTheCouchOscarTheCouch Join Date: 2005-01-10 Member: 34647Members, Constellation, Reinforced - Shadow
    New crosshair would be nice. As for the visuals through the walls, i like how it is now over the old look. That info of where they are looking is important for closing the gap for the kill, especially for the skulk that is easily killed. I cant see this being that big of an issue anyways since the majority of skulks that i watch dont even use parasite much (which is rather dissapointing) even in competative matches.
  • CicoCico Join Date: 2005-01-07 Member: 33169Members, Reinforced - Supporter
    The parasite crosshair is really a disadvantage compared to those modded in the workshop. that's why i always considered changing the crosshair as cheating.


    a new parasite one would be really appreciated. just a simple little dot
  • PowerfuryOAPowerfuryOA Join Date: 2012-03-07 Member: 148314Members
    edited October 2012
    <!--quoteo(post=1991661:date=Oct 15 2012, 07:20 AM:name=Cico)--><div class='quotetop'>QUOTE (Cico @ Oct 15 2012, 07:20 AM) <a href="index.php?act=findpost&pid=1991661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The parasite crosshair is really a disadvantage compared to those modded in the workshop. that's why i always considered changing the crosshair as cheating.


    a new parasite one would be really appreciated. just a simple little dot<!--QuoteEnd--></div><!--QuoteEEnd-->

    I don't really mind what the crosshair is as long as it is strictly representative of it's accuracy. That's like the first rule in a FPS.
  • MetinMetin Join Date: 2012-10-14 Member: 162293Members
    Also the alien crosshairs are misplaced by a few pixels.

    [attachment=36146:crosshai...mpressed.png]
  • Onii-chanOnii-chan Join Date: 2002-11-05 Member: 7164Members
    ^ I guess that's what happens when Hugh humps Cory's desk while he's working.
  • countbasiecountbasie Join Date: 2008-12-27 Member: 65884Members
    Every time I try to parasite, I'm asking myself if it's the crosshair, the low framerate, the mouse lag, server lag or my disability that makes me miss.
    Probably it's my disability to hit with low framerate, mouse lag, server lag and this crosshair.

    Other than that, I agree to both of your points.
  • CicoCico Join Date: 2005-01-07 Member: 33169Members, Reinforced - Supporter
    <!--quoteo(post=1992078:date=Oct 16 2012, 04:14 AM:name=PowerfuryOA)--><div class='quotetop'>QUOTE (PowerfuryOA @ Oct 16 2012, 04:14 AM) <a href="index.php?act=findpost&pid=1992078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really mind what the crosshair is as long as it is strictly representative of it's accuracy. That's like the first rule in a FPS.<!--QuoteEnd--></div><!--QuoteEEnd-->


    but what if the crosshair covers the target?

    parasite is usually used from far away, maybe aiming in a little spot where the marine will walk for just a moment, and in many situations i find myself with the crosshair completely covering the little spot i should watch, ending in a delayed missed shot

    (that might change with different resolutions ? )
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited October 2012
    Yes, please, fix the cross-hair. Parasite as a mechanic is fine tbh.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1992082:date=Oct 16 2012, 04:30 AM:name=Metin)--><div class='quotetop'>QUOTE (Metin @ Oct 16 2012, 04:30 AM) <a href="index.php?act=findpost&pid=1992082"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also the alien crosshairs are misplaced by a few pixels.

    [attachment=36146:crosshai...mpressed.png]<!--QuoteEnd--></div><!--QuoteEEnd-->

    ewww... what a nasty bug.

    On another note, what if you just mirror this thing on the vertical mirror axis and make it smaller? You get a real CROSShair but with this alien style.
  • DystoDysto Join Date: 2007-10-05 Member: 62545Members, Reinforced - Shadow
    <!--quoteo(post=1991582:date=Oct 15 2012, 03:02 AM:name=PowerfuryOA)--><div class='quotetop'>QUOTE (PowerfuryOA @ Oct 15 2012, 03:02 AM) <a href="index.php?act=findpost&pid=1991582"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Second, in my opinion the parasite gives the skulk/aliens too much information.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Do agree at all. Marines are not often too far away from an armory, and with one tick of it, the parasite is gone. If a player doesn't get it removed, he either doesn't know he is parasited, or he doesn't know what parasite is. This feature is great.

    And of course something about parasite when trying to hit someone/something with it needs to be fixed. Does anyone have the same problem with the gorge burp thing? Seems to have gotten a bit better... but I'm not sure.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    I like the fact that you can see the outline of marines.
    Basic voicechat clutter like what kind of gun the marine is holding, is sorted out by a game feature.
    Fantastic in my opinion.
    Remember that by parasiting you are risking getting shot.

    On regard of parasiting structures though, they need to show on the minimap. And they should not disappear over time like on marines.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    The cross hairs for parasite are really hard to use right now. Think this is a reasonably serious usability issue.
    Just needs a tiny dot in the center to show where the actual projectile will hit.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    edited October 2012
    Made this alternative version for parasite, lerk spike and gorge spit crosshairs:

    <img src="http://i.imgur.com/QRvX0.jpg" border="0" class="linked-image" />

    Larger version: <a href="http://i.imgur.com/GfdYT.jpg" target="_blank">Here, although with pretty bad compression</a>

    Opinions? They are pretty saturated and have a slight dark shadow around them, so they're also visible against bright backgrounds. The center is about 3x3 pixels. If it seems good enough, it might be integrated into a future patch.
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    It's much better than the current one, if the center of that nexus is the center of where the parasite will go.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    <!--quoteo(post=1992457:date=Oct 16 2012, 11:41 PM:name=Techercizer)--><div class='quotetop'>QUOTE (Techercizer @ Oct 16 2012, 11:41 PM) <a href="index.php?act=findpost&pid=1992457"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's much better than the current one, if the center of that nexus is the center of where the parasite will go.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yeah. That's the idea. The three things that split off from the center are kinda like growths like in the original parasite crosshair, but they did turn out pretty symmetrical.
  • Katana-Katana- Join Date: 2008-11-25 Member: 65575Members
    I think those cross hairs are a vast improvement over the current one. The current one misleads the player into thinking parasite hits a big area of the screen, rather then showing that it hits one tiny point on the screen.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    The parasite crosshairs are off-center? Wat...
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    <!--quoteo(post=1992456:date=Oct 16 2012, 10:38 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ Oct 16 2012, 10:38 PM) <a href="index.php?act=findpost&pid=1992456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Made this alternative version for parasite, lerk spike and gorge spit crosshairs:

    <img src="http://i.imgur.com/QRvX0.jpg" border="0" class="linked-image" />

    Larger version: <a href="http://i.imgur.com/GfdYT.jpg" target="_blank">Here, although with pretty bad compression</a>

    Opinions? They are pretty saturated and have a slight dark shadow around them, so they're also visible against bright backgrounds. The center is about 3x3 pixels. If it seems good enough, it might be integrated into a future patch.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I like it. I would be happy to have it in the next patch.
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    edited October 2012
    I think everyone can agree that the parasite cross-hairs are atrociously inaccurate and need to be altered. I would be surprised if they didn't, remember they are the same ones used in NS1 so they still feel like a placeholder.
  • MiniH0wieMiniH0wie Join Date: 2007-11-25 Member: 63013Members
    <!--quoteo(post=1992790:date=Oct 17 2012, 09:45 AM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Oct 17 2012, 09:45 AM) <a href="index.php?act=findpost&pid=1992790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think everyone can agree that the parasite cross-hairs are atrociously inaccurate and need to be altered. I would be surprised if they didn't, remember they are the same ones used in NS1 so they still feel like a placeholder.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Everyone except for Charlie and Hugh according to the latest Dev Q&A @ 7:02 min mark. Doesn't sound like they have any plans to change it.
    <a href="http://www.twitch.tv/naturalselection2/b/335793780" target="_blank">http://www.twitch.tv/naturalselection2/b/335793780</a>

    I for one feel it's terrible to use and miss probably 75% of the time. Back in NS1 and could hit marines probably 75% of the time.
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    <!--quoteo(post=1992790:date=Oct 17 2012, 10:45 AM:name=antacid)--><div class='quotetop'>QUOTE (antacid @ Oct 17 2012, 10:45 AM) <a href="index.php?act=findpost&pid=1992790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think everyone can agree that the parasite cross-hairs are atrociously inaccurate and need to be altered. I would be surprised if they didn't, remember they are the same ones used in NS1 so they still feel like a placeholder.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Came to post that I agree with this post
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Devs need to see this, surely it's not intended.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    Devs have seen the thread. But Cory didn't like my crosshairs' aesthetics, so you will have to enjoy the old ones until someone makes something more pleasing. Or then just download a mod. :)
  • antacidantacid Join Date: 2007-08-07 Member: 61821Members, NS2 Playtester
    Just make the current parasite one smaller...


    ... alot smaller....

    like 1 pixel.
  • Josh86Josh86 Join Date: 2010-12-06 Member: 75513Members
    Ah, I'm glad it's not just me. I miss the parasite quite often.
  • .ADHd.ADHd Join Date: 2012-02-18 Member: 146565Members
    edited October 2012
    Blah blah... seems like the crosshairs are fine but the parasite is a projectile... so it takes time to get to the target. That's the main problem for missing.
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    edited October 2012
    <!--quoteo(post=1992912:date=Oct 17 2012, 11:05 AM:name=.ADHd)--><div class='quotetop'>QUOTE (.ADHd @ Oct 17 2012, 11:05 AM) <a href="index.php?act=findpost&pid=1992912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Blah blah... seems like the crosshairs are fine but the parasite is a projectile... so it takes time to get to the target. That's the main problem for missing.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--QuoteBegin-http://www.unknownworlds.com/ns2/wiki/index.php/Parasite+--><div class='quotetop'>QUOTE (http://www.unknownworlds.com/ns2/wiki/index.php/Parasite)</div><div class='quotemain'><!--QuoteEBegin-->Stats

    Damage: 10
    Damage Type: Normal
    Attack delay: 0.5
    Energy cost: 30<!--QuoteEnd--></div><!--QuoteEEnd-->
    <strike>not sure if that's what attack delay is referring to, but it looks correct</strike>
    ah, it's simply time between shots.
  • _Necro__Necro_ Join Date: 2011-02-15 Member: 81895Members, Reinforced - Shadow
    Is this the rate of fire or a real delay after you clicked mouse1?
    That would be really bad. We don't need such a delay.

    And whats with parasiting buildings? Please bring it back!
  • WilsonWilson Join Date: 2010-07-26 Member: 72867Members
    The parasite is hitscan, that attack delay is just the time it takes to fire another:

    <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->local trace = Shared.TraceRay(startPoint, startPoint + viewCoords.zAxis * kRange, CollisionRep.Damage, PhysicsMask.Bullets, EntityFilterTwo(self, player))
            
            if trace.fraction < 1 then
            
                local hitObject = trace.entity
                local direction = GetNormalizedVector(trace.endPoint - startPoint)
                local impactPoint = trace.endPoint - direction * kHitEffectOffset
                
                self:DoDamage(kParasiteDamage, hitObject, impactPoint, direction)<!--c2--></div><!--ec2-->

    This is still an issue: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=121375" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=121375</a>
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