I got part 1 of my 2 wishes for NS2 (First person spectate). My second wish: CRISP MOVEMENT
rook2pawn
Join Date: 2008-07-03 Member: 64552Members
I couldnt care less about everything else, sure its great, gorge tunnels, babblers, railguns, improved engine, yay.
All those changes can come and go, balance changes will be incoming, things will be nerfed, improved, redone, etc...
Great.
But the only pivotal thing that mattered was First Person Spectate to ensure that we are all on the same playing field,
and my only other wish in THINGS THAT TRULY MATTER? Make movement crisp - movement for all players, all lifeforms.
When you are a marine, and you walk, you want to really feel that pressing forward will move you precisely a set amount of direction, that when you jump,
it feels snappy. That when you Jetpack, your movements are a polished mirror of your inputs. When you skulk, your jumps and twists are perfectly mirrored
your keyboard and mouse control. When you fade, your blink feels exact, precise, repeatable. In short, game aspects/features will always be-achanging,
but the core stuff is whats important. Right now, virtually every NS1 vet says the same thing: the movement feels MUSHY, like everyone is moving through a soup while walking atop a sponge.
1. First Person Spectate - Thank you dev team.
2. Crisp movement for all life forms - My only other wish.
If this is here, I think NS2 will be where it needs to be.
All those changes can come and go, balance changes will be incoming, things will be nerfed, improved, redone, etc...
Great.
But the only pivotal thing that mattered was First Person Spectate to ensure that we are all on the same playing field,
and my only other wish in THINGS THAT TRULY MATTER? Make movement crisp - movement for all players, all lifeforms.
When you are a marine, and you walk, you want to really feel that pressing forward will move you precisely a set amount of direction, that when you jump,
it feels snappy. That when you Jetpack, your movements are a polished mirror of your inputs. When you skulk, your jumps and twists are perfectly mirrored
your keyboard and mouse control. When you fade, your blink feels exact, precise, repeatable. In short, game aspects/features will always be-achanging,
but the core stuff is whats important. Right now, virtually every NS1 vet says the same thing: the movement feels MUSHY, like everyone is moving through a soup while walking atop a sponge.
1. First Person Spectate - Thank you dev team.
2. Crisp movement for all life forms - My only other wish.
If this is here, I think NS2 will be where it needs to be.
Comments
skulk movement keeps changing: balance-wise it's working alright, but right now (i think) it's bugged so wall-jumping effectiveness was greatly reduced, ergo we can realistically hope for a fix to that one.
imo other lifeforms and marines seem pretty good. the marines have a very limited ability to maneuver to give a more balanced and 'realistic' feel. they wear armour plating; you don't expect nor want them to cavort around like usain bolt.
Skulk movement is painful right now. The old system was bad, I don't want to go back to that so many marines couldn't hit a single shot down a corridor. But the new system is just too far, good marines are now out maneuvering Skulks who have got the drop on them. They either need to to bring Skulk movement back up or seriously nerf marine agility. Marines should have the range advantage, soon as that Skulks on your feet the balance should shift in a big way to favor the Skulk.
What has changed since the last patch other than the increased friction when you land on the ground?
I think that ns2 skulk movement is much more fluid than ns1, it's very easy to keep momentum and change direction. You also don't slide when stopping like you did in ns1.
I think some of this is because of performance. If you don't have 60fps then it will never feel crisp.
Acceleration has been reduced as well. The floor friction seems to be the biggest issue (hopefully fixed quickly), but acceleration might need looking at again after the fix. I like the idea of making Skulks playing more as an ambush class than "run down the corridor and win" class, but it's hard to win ambushes and nigh impossible to run down a corridor against decent marines (even with multiple Skulks).
with decreased acceleration you still go from stationary to max speed in a fraction of a second... can't remember off the top of my head but it's something like 0.15 sec slower than before.
the actual change is far smaller than you'd expect from the forum reaction to the perceived 'nerf'. the friction (we guess is a bug) on the other hand.... yeah it kinda feels like the skulk is having a velcro relationship with the floor.
my skulk efficiency has probably lowered by 1-2% since the patch... slightly noticible, but hardly gamebreaking. i just rely less on 'bunny hopping' and more on cunning.
that sums up the skulk pretty damn well. its all about cunning. your a predator. you have to hunt your prey . at first it took a bit of getting used to, but now i'm pretty much the same skulk i have always been in 240.
Against average marines I'm back to normal. Against good marines I'm getting shredded. Even getting the jump on them results in them just jumping away, and its hard to catch up again! All the while they're shooting and hitting you, add med pack spam and nano shield and one good marine will win a 3 skull ambush.
Now these guys are good so they should do well, but skulk play is really unforgiving. I'm not a great player but I'm coming out of some fights with multiple skulks where they didn't even touch me. They need their speed back.
Marine movement is fine, except for the backwards scalar. It's too low, and I see a lot of new players walking backwards in a fight, slowing down to a crawl and getting munched on. If unbinding the S key is actually an improvement, I think the scalar should be kicked up to .85 or even to 1.00.
I'm not sure about the brick skulk yet. Yes, it improved the balance, but personally I find skulk play less fun than before. No, I'm not saying that Skulk is not fun at all, it still is. But it's less than it was. I think small tweaks can improve skulk fun factor without messing with balance.
First person spectate needs work and I hope it gets it before the finals, the disconnection between where the player is actually aiming and what you see as a spectator is very apparent.
Also there's no animation for parasite.
this is exactly what i would call the priority right now. it's fun and an entirely different experience to navigate the map as lerk, fade and to a lesser extent gorge. skulk lost a lot of that fun with the nerfing (or limitation) of wall-jump since release - especially without leap. i'm waiting for the bug fix before thinking too much about that.
i can't see any big problem with first-person spectator. unless i'm mistaken there's a 0.1 sec discrepancy between the server and client, this will always be the same unless a) server settings alter interp setting or b) you receive data directly from clients - not gonna happen. that discrepancy occurs in ALL FPS games.
I'm not familiar with how the interp or networking works in NS2, I know Matso's explained it a few times in good detail though.
Hallelujah