wall jump worth anything yet?

spaceturtlespaceturtle Join Date: 2012-08-03 Member: 154714Members
I got tired of ns2 because of the poor mechanics of skulk walljump. When the lifeform you spend the most time in feels so bland things get old fast. Have they made wall jump decent in the last few builds, or is there any word on when they will improve it?
«13

Comments

  • Angry ChildAngry Child Join Date: 2012-12-05 Member: 174256Members
    It hasn't been returned to its former glory yet, I'm afraid
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    edited January 2013
    It is there but still not worth mentioning much, sadly.

    Also, I like turtles q_q .
  • AfterhoursAfterhours Join Date: 2012-09-18 Member: 159869Members, Reinforced - Shadow
    Can you elaborate a little more on "poor mechanics"? I don't see what's wrong with Wall Jump now besides everyone saying "Its not Bunnyhopping"
  • HivelordHivelord Join Date: 2003-06-21 Member: 17567Members, Reinforced - Shadow
    I think its still a gimped mechanic and everytime I move around the map as skulk I feel like a retard. Bunny hopping was so much more natural and fluid. Not only that but each player had their own characteristic way of using bunny hop. It was interesting to see the top players and how their skulk movements were so radically different. For NS2 what you can do is much more severely limited. There is only so many objects and paths you can jump off while taking on a marine.

    A seperate issue is whether wall jump is even effective against decent players. I'm beginning to believe that it is not effective, and that netcode factors causing skulk warping and other hard to predict movements are what causes walljumping skulks to be relatively difficult to track. I think as performance improves we'll see alot more dead skulks.
  • SehzadeSehzade Join Date: 2010-12-29 Member: 76024Members
    current walljump sucks. the previous one was alright, due to the fact that you were able to CHAIN your movement.
  • AxehiltAxehilt Join Date: 2003-09-12 Member: 20796Members
    Given most players have a harder time aiming at someone running up a wall a random distance and jumping off than they do aiming at a standard bunnyhopping Skulk, I'd say wall-jumping is pretty frickin important at the moment.

    Not to mention it seems to be an important element to accelerating your skulk beyond typical max speeds. (Fall speed w/ bunnyhopping > typical movement speed)

    So essentially it's been worth something since launch, and it's up to you to use it cleverly or be one of those easy-to-kill skulks.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    From what I understand it was severely nerfed about 4-5 patches ago and hasn't come close to it's old glory. An aus player released a wall jump guide and 2 or so days later let everyone know that since the last patch that killed it off every route in his 2+ min video was now useless and no longer worked because you couldn't keep enough speed after the initial drop and jump.

    I don't even think it's wall jumping anymore, if you drop from a height you gain a short speed boost that used to be kept up by jumping off walls and also to other walls, now you're better off simply jumping from height and into a marine? But you might as well just drop on top of him if he doesn't spot you.

    <a href="http://www.youtube.com/watch?v=KNLHGSzXySU" target="_blank">http://www.youtube.com/watch?v=KNLHGSzXySU</a> is one of the videos.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    Very boring and limited in depth and unique application.
  • ChalarieChalarie Join Date: 2012-05-03 Member: 151459Members
    I really like the mechanic of walljumping- Just not in its current implementation. It should have more reward, heighten the skill ceiling. I like the feeling of being able to augment my speed whether in battle or not.
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    I may just be doing it wrong, but it currently feels like the time lost actually moving up the wall is larger than the time gained from any speed boost. Like if you had two skulks racing, one wall jumping and one just taking the shortest path, I don't really think there is any way for the walljumper to win.

    Anyway I'll just go on record as saying I don't like bunnyhopping <i>at all</i>, in any game ever. Yes, even quake.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    Yea, current walljump is decent and easy to pick up, even overpowered in certain skill levels.

    However, is it fun? Not really.
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    Walljumping in NS2 doesn't require the same skill as it did in NS1. But you still can get some ridiculous speed up once you get the hang of it. Pretty much if you're falling and you continue to jump at about the right time you keep your speed up and the goal is to just keep falling without stomping your jumping. You can get around the map extremely fast this way even without celerity. Celerity does make it a lot faster too.
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    Best way to get the hang of it is to run and jump and land on a slanted surface. From there you should get the actions behind it.
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    And if it was "improved" like many suggest here, another group would come on whining that it's toooooooo powerful. So, yeah.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2063058:date=Jan 19 2013, 05:47 PM:name=Davil)--><div class='quotetop'>QUOTE (Davil @ Jan 19 2013, 05:47 PM) <a href="index.php?act=findpost&pid=2063058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Walljumping in NS2 doesn't require the same skill as it did in NS1.<!--QuoteEnd--></div><!--QuoteEEnd-->
    NS1 didn't have walljump? Am i missing something?
  • Know painKnow pain Join Date: 2012-09-04 Member: 157674Members
    <!--quoteo(post=2063064:date=Jan 18 2013, 11:01 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jan 18 2013, 11:01 PM) <a href="index.php?act=findpost&pid=2063064"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 didn't have walljump? Am i missing something?<!--QuoteEnd--></div><!--QuoteEEnd-->


    No it didn't have walljump, it had bunnyhop.
  • kalakujakalakuja Join Date: 2012-09-11 Member: 159045Members, NS2 Map Tester, Reinforced - Supporter
    It's not really a walljump. It's just increased speed depending on how high you drop that can be just maintained. Booooring
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    <!--quoteo(post=2063070:date=Jan 19 2013, 06:17 PM:name=Know pain)--><div class='quotetop'>QUOTE (Know pain @ Jan 19 2013, 06:17 PM) <a href="index.php?act=findpost&pid=2063070"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No it didn't have walljump, it had bunnyhop.<!--QuoteEnd--></div><!--QuoteEEnd-->
    i know this. Davil doesn't seem to. playtester indeed?
  • VolcanoVolcano Join Date: 2011-07-27 Member: 112496Members, Constellation
    <!--quoteo(post=2063080:date=Jan 19 2013, 06:26 PM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Jan 19 2013, 06:26 PM) <a href="index.php?act=findpost&pid=2063080"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i know this. Davil doesn't seem to. playtester indeed?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Experience isn't required to get in
  • DavilDavil Florida, USA Join Date: 2012-08-14 Member: 155602Members, Constellation
    edited January 2013
    Why is everyone nitpicking everything I say lately? Yes you're right in NS1 it was actually called bunny-hopping and was done by exploiting a bug in the engine. I mean if you guys are going to be rude at least stay on topic.
  • TaneTane Join Date: 2004-10-25 Member: 32441Members, Constellation
    In 3.2 NS1 had walljump. It was really hard to learn but it had higher skill ceiling than in NS2.
  • DestherDesther Join Date: 2012-10-31 Member: 165195Members
    I barely see anyone walljumping and don't think there are many players at the skill ceiling of it yet.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    edited January 2013
    Like Tane said, a few skulks could exploit walljumping in NS1 3.2 to good effect but it was very difficult and required a lot of practice. It did the proper thing of sacrificing speed for unpredictability and could catch marines off guard with variable heights and coupling it with bunnyhopping. Wallhopping in NS1 only found a home in Europe (and even then, only ~10% of top-class players would/could make use of it).

    The key is that speed and predictability were inversely proportioned in NS1. NS2 has made a right hash of this important relationship. To make things worse, NS2 wallhopping is largely reliant on quite frankly atrocious animations. It's quite shocking that the primary mode of transport, proudly touted as the sequel to the hugely successful bhop, has been allowed to operate within such an underwhelming animation framework for so long. I would have thought this would have been an <i>actual</i> priority i.e. <b>already sorted</b>.
  • BacillusBacillus Join Date: 2006-11-02 Member: 58241Members
    edited January 2013
    <!--quoteo(post=2063126:date=Jan 19 2013, 02:01 PM:name=Desther)--><div class='quotetop'>QUOTE (Desther @ Jan 19 2013, 02:01 PM) <a href="index.php?act=findpost&pid=2063126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't think there are many players at the skill ceiling of it yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The skill ceiling and people playing right below it are a horrible measure. There's always something to do slightly better, but that doesn't mean it's even remotely meaningful or interesting gameplay. When you actually hit the skill cap, the game is already doomed.

    ---

    For example:

    Has SC2 skill ceiling been hit? No.

    Meanwhile SC2 has reached a point where the vast majority of top tier gamers execute the game to almost the same level and a lot of rounds are decided by players making mistakes or strategical gambles rather than someone playing better overall. Apart from the early seasons of SC2, there hasn't been anyone establishing any kind of dominance like Flash or <a href="http://www.teamliquid.net/forum/viewmessage.php?topic_id=226236" target="_blank">Savior</a> in Brood War by being simply miles ahead of other amazingly good players. And SC2 is suffering from it, people are complaining about stale gameplay and even the more consistently succesful players feel kind of indifferent because the game doesn't allow them to be amazingly good at anything.

    Being 5% more efficient at something than your opponent may make you win 60% of the games, but it's hardly a crowd pleaser or an exciting goal to pursue.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2013
    I can't figure out what it's supposed to do. I know there is a 'walljump' mechanic but I've tried quite a bit to jump off walls while running, while stationary, while aiming in different directions, and the only thing I've been able to find is that sometimes, when still, if I press jump while on a wall, it nudges me forward slightly rather than away from the surface/just dropping me off the wall.

    I can't for the life of me figure out how it's supposed to be helpful in combat. I get on far better just generally running in non-straight lines / bouncing around a bit.

    Honestly I kinda figured it was either taken out or broken or nerfed into oblivion, or otherwise just irrelevant in the current build. It certainly doesn't seem to function as it did when all those videos got released of people doing circuits of mineshaft in 50 seconds or something.
  • mushookeesmushookees Join Date: 2008-03-26 Member: 63967Members
    <!--quoteo(post=2063058:date=Jan 19 2013, 07:47 AM:name=Davil)--><div class='quotetop'>QUOTE (Davil @ Jan 19 2013, 07:47 AM) <a href="index.php?act=findpost&pid=2063058"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Walljumping in NS2 doesn't require the same skill as it did in NS1. But you still can get some ridiculous speed up once you get the hang of it. Pretty much if you're falling and you continue to jump at about the right time you keep your speed up and the goal is to just keep falling without stomping your jumping. You can get around the map extremely fast this way even without celerity. Celerity does make it a lot faster too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    it seems to me you dont even play this game,
  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    what Tweadle wrote. The relationship between speed and control is broken in ns2, which lead to the wall jumping we currently have. skulks were fast + unpredictable in their movement, coupled with not perfectly smooth animations and model rotation, it made it way too hard for the average player to track a skulk, and way too easy (at the same skill level) to abuse it.

    now regardless of what some people in this thread might think: it is a priority for us to fix this issue.
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited January 2013
    <!--quoteo(post=2063150:date=Jan 19 2013, 10:54 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jan 19 2013, 10:54 AM) <a href="index.php?act=findpost&pid=2063150"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can't figure out what it's supposed to do.

    I can't for the life of me figure out how it's supposed to be helpful in combat.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You're not noticing it because you're not chaining jumps together. Using it in combat keeps your skulk moving at 8-9 speed instead of 7, a pretty big difference to marines without good aim or sens too high

    turn debugspeed on and practice it until you can stop your speed from dipping down to 6/7
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2013
    <!--quoteo(post=2063158:date=Jan 19 2013, 03:28 PM:name=Canucck)--><div class='quotetop'>QUOTE (Canucck @ Jan 19 2013, 03:28 PM) <a href="index.php?act=findpost&pid=2063158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're not noticing it because you're not chaining jumps together. Using it in combat keeps your skulk moving at 8-9 speed instead of 7, a pretty big difference to marines without good aim or sens too high

    turn debugspeed on and practice it until you can stop your speed from dipping down to 6/7<!--QuoteEnd--></div><!--QuoteEEnd-->

    I can get that it is theoretically possible to chain jumps together to achieve a slight speed boost, but the amount of difficulty involved in figuring out how to do it, and finding places to to it in (given that it appears to be incredibly picky about where it wants to trigger the effect) means that overall, it's just going to get me killed more.

    I have no difficulty closing range with marines in combat, I don't really see why going for extra style points is a helpful thing in that situation. The hard part of combat is managing to land hits when everyone is bouncing around like an idiot, you and the marine both, and everyone is spinning around and phasing through each other and skulks are barrel rolling everywhichway and marines are bunnyhopping and everything is just chaos. Walljump isn't going to help with that because I have to aim for the marine, not the wall.

    Even with new players, combat is decided far more in the melee phase than in the closing to attack phase. I suppose theoretically surviving that with more HP would boost your chances in the melee phase, but generally you die to other marines shooting into the cartoonish cloud of body parts that is the average skulk vs marine fight than you do the actual person you're fighting against. Or you simply die to a mass of stray bullets because it takes too long to land solid hits on your target and marines have a lot of bullets to spray wildly.

    Baiscally walljump seems to fill a niche that doesn't need filling. It's already easy to get close to marines and at the distances where you need help, trying to parkour off the environment is going to mean moving away from your target and giving it time to shoot you.
  • CanucckCanucck Join Date: 2010-07-26 Member: 72987Members
    edited January 2013
    <a href="http://www.twitch.tv/l2pns2/c/1740057" target="_blank">http://www.twitch.tv/l2pns2/c/1740057</a>

    ~11min


    This is just mostly them going in a straight line but in combat you still want to be jumping off walls, jumping when you hit the ground into another wall to keep your speed up, and taking bites in between when you can. If there's more marines coming you either need to just leave and not fight on your own, or at least try to stay on the side of the marine not facing the incoming marines (like you said, their shots get blocked by the marine you're fighting, that helps you)
Sign In or Register to comment.