B230 walljump

GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
edited November 2012 in NS2 General Discussion
I couldn't find this in the changelog, but it looks like some of the walljump changes from <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=114263" target="_blank">sewlek's prototyping mod</a> made it into B230.

it feels mostly the same as the prototyping mod, can we get an idea on exactly what was changed? how close is walljump is to the expected final product?

<!--coloro:green--><span style="color:green"><!--/coloro-->+ <!--colorc--></span><!--/colorc-->the interaction with the walls seems much less sticky / buggy (you don't get pulled back anymore when you drop slightly from a ceiling for example)
<!--coloro:green--><span style="color:green"><!--/coloro-->+ <!--colorc--></span><!--/colorc-->Skulk speed bug appears to be gone as well

<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> walljumps don't launch you quite as far or high, the same jumps from <a href="http://www.youtube.com/watch?v=pjeqH06rLds" target="_blank">B229</a> aren't possible in <a href="http://www.youtube.com/watch?v=pjeqH06rLds" target="_blank">B230</a>. skulk feels super heavy
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> it feels like you have to be practically touching the wall to jump off it now, so it's extremely difficult to chain jumps, pretty difficult to maintain any speed above 10 really without an ideal route, and all of the ideal routes are obsolete because the same jumps are no longer possible
<!--coloro:red--><span style="color:red"><!--/coloro-->-<!--colorc--></span><!--/colorc--> pogostick? macros are becoming more common, this should be addressed sooner rather than later
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Comments

  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    Skulk feels very heavy, you don't get forward propulsion based on the direction you look. You just fall straight away

    I can't get to speed 13-14 anymore, max out about 10-11 apart from very specific routes (datacore -> vent)
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Noticed heavy skulk as well
  • male_fatalitiesmale_fatalities ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
    edited November 2012
    Okay... it's absolutely terrible.

    I'm not sure the reasons behind the changes, but you've limited walljump massively and its basically useless now. You could previously use it anywhere provided you built the speed up, now you can't maintain the speed cause you can't reach the walls you previously could.

    Skulk is just a big fat heavy piece of crap now

    ALSO

    no mention in change log about walljump!
  • jakthereitirksjakthereitirks Join Date: 2012-11-20 Member: 172547Members
    take wall jump out put bunny hop in there i fixed it
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    Seems like we're still in beta with all these experimental changes.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    build 231 -
    removed jumping
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
    yep, I've also noticed that wall jump seems unproductive again. In nearly all cases its better just to run (snore)
  • ReubotReubot Join Date: 2012-10-15 Member: 162374Members
    edited November 2012
    What? Now they ruined the only thing that makes skulk fun to play? oh ffs

    <!--quoteo(post=2029918:date=Nov 20 2012, 01:25 PM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Nov 20 2012, 01:25 PM) <a href="index.php?act=findpost&pid=2029918"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems like we're still in beta with all these experimental changes.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah. Apparently the changes were tested "for a few days" with a balance mod?
  • MestaritonttuMestaritonttu Join Date: 2004-07-29 Member: 30229Members, Reinforced - Shadow, WC 2013 - Gold
    How is your pov so large in that video. >:/

    Topic: Oh well, my "walljumping" mostly consisted of "going somewhere high dropping down maybe bounce against wall once" so I'm not losing anything.

    Atleast they're working on it.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    I noticed the change in skulk's propulsion abilities (ie less vertical boost to where you're looking at) already yesterday.
    It might be an oversight that came along with simplifying the code, I don't think it's supposed to be this nerfed.
    Sadly Schimmel isn't around for 3 weeks so I can't confirm it.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    Nice find.
    Why o why do they do these in secrecy ;_;
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    nerf to jump maps!!


    my opinion isn't really relevant because i couldn't chain more than 2-3 jumps before, but i've always felt that the walljump was rather 'sticky'. i often mistime my floor jump because i wrongly anticipate falling to the floor but apparently i clung onto the wall 1mm off the floor so the jump is delayed and lose all momentum etc.

    no doubt you could adapt with enough practice, but i don't mind any attempt to sharpen it up.
  • ReubotReubot Join Date: 2012-10-15 Member: 162374Members
    Mind you, the walljump isn't just for speed, but it's actually very important when engaging marines. Especially the vertical movement helps with dodging, so I hope you haven't nerfed it to hell. Off to test it ->
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    edited November 2012
    This is ridiculous. They added the broken regen last patch and then claimed marine victories were far less than expected because of their glitched evolution. So they fix the regen bug and heavily nerf aliens as well. In the tourney the marines took almost all the matches. Now the aliens are just useless. What is this??
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    edited November 2012
    Doesn't really matter, not like walljump takes any skill outside of combat anyway. Skill-based movement was dead in NS2 from the beginning.

    At least you don't feel like you have to spam spacebar anymore to jump off walls because of how horrible collision was. Good change.
  • FlatkinGFlatkinG Join Date: 2005-03-02 Member: 42984Members
    the old wall jump made me fall in love with skulking, i used to spend hours on empty servers practicing moves using wall jump like bouncing off a wall and flying into vents or trying to find paths of least resistance so i can get to another location quickly and using jump strategies against an enemy specific to their weapon types etc...

    now that wall jump has changed skulking is just boring, frustrating and the entire time i sit there missing the old jump. its clunky and boring now and i plead that you change it back! im sitting in a server ready room right now with 3 other people who also agree.
  • ShahnazShahnaz Join Date: 2012-11-12 Member: 170201Members
    Would be great if patch notes had EVERY changes. It doesn't help when you try to ninja changes without telling the community.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited November 2012
    b230 walljump is fine. The old walljump was far too powerful considering how little skill it took to max out its potential.

    Forcing skulks to stay closer to the ground instead of constantly flying around the map like they had hive1 leap, will also be good for gameplay.
  • BearTornadoBearTornado Join Date: 2012-11-02 Member: 166223Members
    edited November 2012
    Give guns a recoil that makes them jerk away from their target and I'll romp around on the ground all day without concern.
  • 6am6p6am6p Join Date: 2012-11-01 Member: 165668Members
    Hi guys! Where i can find mods or maps to train walljump? I can only do wall-floor-wall-... jumps. How to jump only on wall? Thx.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    edited November 2012
    after playing around as skulk for a bit it's a pretty huge difference... but not all bad.

    the walls are way less 'sticky' so in combat it will be a lot more consistant with the jumping from wall to wall to marine's face etc.

    on the downside, i really liked the extra boost and momentum you could gain from jumping while facing up - for jumping over objects at greater distances and a quicker follow up bounce... even though it kinda defied the laws of logic.

    but i guess i'll get over it, no biggie.
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    After playing it for a bit I don't think it's too bad, though these things should really be documented to be honest.
  • VeNeMVeNeM Join Date: 2002-07-13 Member: 928Members
    <!--quoteo(post=2030169:date=Nov 20 2012, 11:22 AM:name=FlatkinG)--><div class='quotetop'>QUOTE (FlatkinG @ Nov 20 2012, 11:22 AM) <a href="index.php?act=findpost&pid=2030169"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the old wall jump made me fall in love with skulking, i used to spend hours on empty servers practicing moves using wall jump like bouncing off a wall and flying into vents or trying to find paths of least resistance so i can get to another location quickly and using jump strategies against an enemy specific to their weapon types etc...<!--QuoteEnd--></div><!--QuoteEEnd-->

    build 231 -

    remove maps
  • LocklearLocklear [nexzil]kerrigan Join Date: 2012-05-01 Member: 151403Members, NS2 Playtester, NS2 Map Tester, WC 2013 - Shadow
    <!--quoteo(post=2030183:date=Nov 20 2012, 08:54 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Nov 20 2012, 08:54 AM) <a href="index.php?act=findpost&pid=2030183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->b230 walljump is fine. The old walljump was far too powerful considering how little skill it took to max out its potential.

    Forcing skulks to stay closer to the ground instead of constantly flying around the map like they had hive1 leap, will also be good for gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Nice edit bro.

    Are you referring to b229 walljump or the super old walljump that you double tap?
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited November 2012
    <!--quoteo(post=2030183:date=Nov 21 2012, 03:54 AM:name=fanatic)--><div class='quotetop'>QUOTE (fanatic @ Nov 21 2012, 03:54 AM) <a href="index.php?act=findpost&pid=2030183"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->b230 walljump is fine. The old walljump was far too powerful considering how little skill it took to max out its potential.

    Forcing skulks to stay closer to the ground instead of constantly flying around the map like they had hive1 leap, will also be good for gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Wouldn't mind ground skulking so much if we had bhop or some way of gaining speed consistently. You're definitely right that the old walljump was too powerful for skill required, but i wouldn't call b230 walljump fine imo. Chaining jumps is difficult now not because of any added skill requirement, but a reduced number of viable spots on the map to do so. So for the most part all you're really left with is ceiling drops and 8.5 speed boosts anyone with a keyboard can do

    <!--quoteo(post=2030220:date=Nov 21 2012, 04:42 AM:name=Xarius)--><div class='quotetop'>QUOTE (Xarius @ Nov 21 2012, 04:42 AM) <a href="index.php?act=findpost&pid=2030220"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->After playing it for a bit I don't think it's too bad, though these things should really be documented to be honest.<!--QuoteEnd--></div><!--QuoteEEnd-->
    yea, find it strange that walljump changes are literally never documented -_-.
  • CodeCowboyCodeCowboy Join Date: 2012-09-21 Member: 160235Members
    Really?! I *liked* sticking to walls more easily... especially ceilings... it made running on them finally fun. Ugh. Hope my tests don't prove as gloomy as those of you who have already posted as much.
  • kastkast Join Date: 2003-11-13 Member: 22791Members, Constellation, Reinforced - Shadow
    new skulk

    <img src="http://www.mattsigmon.com/mattsigmonart/cinderblock01.jpg" border="0" class="linked-image" />
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    A bit less fun, it's important to keep the fun balanced, because if you got too much of it you can get addicted.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    <!--quoteo(post=2030414:date=Nov 20 2012, 04:27 PM:name=kast)--><div class='quotetop'>QUOTE (kast @ Nov 20 2012, 04:27 PM) <a href="index.php?act=findpost&pid=2030414"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->new skulk

    <img src="http://www.mattsigmon.com/mattsigmonart/cinderblock01.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    not quite big enough
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    New walljump makes my face look like this :(

    In previous builds while in combat I would use high arching walljumps to get over marines/confuse their aim but in b230 it's just a no go. If anything momentum off walls should have been increased, not decreased as the last thing skulks need is this loss of agility.
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