.325 for the knifes first swing, another .325 for the cooldown, another .325 for it's next swing, which brings us to .925 secs, and then .325 for the final cooldown, at exactly 1.25 secs, however, before the knife swing can be used again, it must wait till 1.575 secs to attack again, which concludes that you were correct Tape, by .075 seconds.
<b>However, this is all under the assumption of a .65 attack rate for the knife. Someone once told me it was at .5.</b>
I dunno the exact rate, but it's close enough to make me wonder, why do the marines get a backup weapon that rivals their competetors main weapon?
People have never see it own in 1.0x because no one ever uses it, the LMG is a far better choice. However, I wonder if the marines used nothing but their knifes (except when dealing with OC chambers) from start, how would they do? Humorous, and it would be tough as hell due to faster skulk movements, but I'd love to do it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think in 2.0, the knife will be significantly worse due to the skulks increased movement speeds.
<!--QuoteBegin--Aminal+Jul 18 2003, 06:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ Jul 18 2003, 06:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Knifes range is longer than bite.
again, just a comment <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Of course it is.
Stick out your arm. Is it further out than your mouth? I hope so. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
<!--QuoteBegin--a civilian+Jul 20 2003, 11:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (a civilian @ Jul 20 2003, 11:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Okay, I timed the attacks. Knife is .33, and bite is .5. Also, I didn't notice a delay before the first attack. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> Alright. So three knife's will attack .16 seconds after a skulk, however the knife has longer range... so it still rivals in the idea of who can kill faster. I'm starting to see it as humorous now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Wow, I come to the forums and ppl keep wanting to nerf things. First the lerk bite now the knife. Hell why don't we nerf everything and it will take 2 mins to kill someone. That would be fun right?
Everyone needs to stop whining about how much damage something does because its not an exploit and there is always an easy way to counter it. So please, stop putting lame topics here because they only hinder the development of Natural Selection. I would suggest this topic be closed because it has only resulted in people whining and begging for nerfs.
ChurchMeatshield grunt-fodder // Has pre-ordered NS2Join Date: 2002-12-31Member: 11646Members, Constellation
Tape and Forlorn's back and forth just cracked me up <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> I'm sorry but it did!
Look. I think the knife is pretty decent, and is JUST right for the job! A marine who runs out of ammo shouldn't be dead in the water; he should be at a slight disadvantage. And no matter what anyone else tells you, the <span style='color:red'><b>BITE</b></span> has <b>longer</b> range than the <span style='color:yellow'><b>KNIFE</b></span> in 1.04!
I personally tested it myself! A marine and I were standing still and trying to attack each other. We couldn't, so I moved just tad closer (while he kept swinging his knife) and try to bite him again. Rinse and repeat until I actually managed to bite him without him hurting me at all! Remember, HE is swinging the whole time while I inched forward and then started biting. so the startup times are irrelevent in this case.
BITE range is just slightly longer than knife range!!!!!!111111eleven
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Tape and Forlorn's back and forth just cracked me up I'm sorry but it did!<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
bah
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And no matter what anyone else tells you, the BITE has longer range than the KNIFE in 1.04<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I also believe the bite has a longer range the knife.
I'm pretty sure meatshield is right about the range. I remember someone building a map with a bunch of breakable 1x1x1 objects to test how far the range of things actually was, and skulk was something like 8 units further.
Besides, doesn't the 2.0 health/armor changes barely squeek out a 4th knife hit required?
The knife hurts more than many marines seem to think it does, and people seem so obsessed with the CS-style knife humiliation kills that they refuse to accept that the knife might be a viable last-ditch weapon. Whenever I'm a skulk and someone starts knifing, I take an extra second to back up and re-evaluate the situation so I can try to bite without getting within reach of the knife. Bite has longer range than knife and the main reason unhurt skulks lose to one is that they don't take the threat seriously enough.
Comments
.325 for the knifes first swing, another .325 for the cooldown, another .325 for it's next swing, which brings us to .925 secs, and then .325 for the final cooldown, at exactly 1.25 secs, however, before the knife swing can be used again, it must wait till 1.575 secs to attack again, which concludes that you were correct Tape, by .075 seconds.
<b>However, this is all under the assumption of a .65 attack rate for the knife. Someone once told me it was at .5.</b>
I dunno the exact rate, but it's close enough to make me wonder, why do the marines get a backup weapon that rivals their competetors main weapon?
People have never see it own in 1.0x because no one ever uses it, the LMG is a far better choice. However, I wonder if the marines used nothing but their knifes (except when dealing with OC chambers) from start, how would they do? Humorous, and it would be tough as hell due to faster skulk movements, but I'd love to do it. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think in 2.0, the knife will be significantly worse due to the skulks increased movement speeds.
again, just a comment <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Of course it is.
Stick out your arm. Is it further out than your mouth? I hope so. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Alright. So three knife's will attack .16 seconds after a skulk, however the knife has longer range... so it still rivals in the idea of who can kill faster. I'm starting to see it as humorous now <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Everyone needs to stop whining about how much damage something does because its not an exploit and there is always an easy way to counter it. So please, stop putting lame topics here because they only hinder the development of Natural Selection. I would suggest this topic be closed because it has only resulted in people whining and begging for nerfs.
Look. I think the knife is pretty decent, and is JUST right for the job! A marine who runs out of ammo shouldn't be dead in the water; he should be at a slight disadvantage. And no matter what anyone else tells you, the <span style='color:red'><b>BITE</b></span> has <b>longer</b> range than the <span style='color:yellow'><b>KNIFE</b></span> in 1.04!
I personally tested it myself! A marine and I were standing still and trying to attack each other. We couldn't, so I moved just tad closer (while he kept swinging his knife) and try to bite him again. Rinse and repeat until I actually managed to bite him without him hurting me at all! Remember, HE is swinging the whole time while I inched forward and then started biting. so the startup times are irrelevent in this case.
BITE range is just slightly longer than knife range!!!!!!111111eleven
in the hands of a good player, you can kill skulks a lot better than you'd think.
im guessing that since it takes more bullets to kill skulks, people are simply using it more.
bah
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->And no matter what anyone else tells you, the BITE has longer range than the KNIFE in 1.04<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I also believe the bite has a longer range the knife.
Besides, doesn't the 2.0 health/armor changes barely squeek out a 4th knife hit required?