Quick Question

RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
<div class="IPBDescription">about skulk bite</div> I stopped playing a month or two into 1.04, and came back for 2.0

I checked the changelog posted up top, and didn't see anything about skulk bite changing. After running around biting marines, it seems like it has changed? Like reduced range maybe? I find I have to be touching a marine to be able to bite, whereas in 1.04 I had a little more freedom. Is it just rust from not playing in a few months, or has it changed?

I know a few times where I was chomping a lone res node, and I had to rotate around it a bit until it started connecting. I was there with my little skulk face pressed into the node, and the hp wasn't going down, no sparks were flying. Rotate a bit, and then suddenly the hp drops and sparks fly. I find the same happens with marines, I *think* I'm more than close enough to be doing damage, but no blood shows, no damage taken. Spin around him a bit and attack from the side or something, and *then* he goes down.

This isn't a balance post or anything, just wondering how to improve my skulking.

Ravlen

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    gorge spit is worse.
    tested in the vent near satcom.
    marine stands half behind a corner. gorge spits at him.
    sprite comes straight to the marines face, spit splats on the marine, spit causes 0 damage with the marine more than half visible behind the corner.
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    Might be rust, I've not had a hard time biting marines. The hitboxes on resnodes are different now, and seem to more closely match the shape. Aim higher at the large round cap. As for marines, most of their hitbox bugs were fixed, so it shouldn't be more difficult to bite them.
  • G_a_a_r_aG_a_a_r_a Join Date: 2003-08-11 Member: 19432Members
    I too have noticed a change in hitboxes...
  • TempusTempus Join Date: 2003-01-21 Member: 12540Members
    I don't know what the change is, but my effectiveness as a skulk has been severely hampered. However, some people have experienced improved effectiveness, so I don't know..
  • TickTockTickTock Join Date: 2002-05-13 Member: 608Members
    Well, try this if you're having problems. Instead of just attacking marines, jump and bite them in the air. And if you're on the ground, aim a little high, as it seems to work a bit better. Dunno.
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    <!--QuoteBegin--Tempus+Aug 11 2003, 01:25 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Tempus @ Aug 11 2003, 01:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I don't know what the change is, but my effectiveness as a skulk has been severely hampered. However, some people have experienced improved effectiveness, so I don't know.. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I know I have become a much better SKulk, the new levels of life and armor make being a Skulk much more fun!
    Its not easy to be a skulk or even a marine!

    If you have nothing but trouble playing as a skulk, maybe your button layout isn't suited for playing as a skulk, tryout a different layout for your controls, it can make a world of difference!

    Most ppl use the same layout for every game they play, I know that sometimes you need a new layout for a different game! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Nemesis_ZeroNemesis_Zero Old European Join Date: 2002-01-25 Member: 75Members, Retired Developer, NS1 Playtester, Constellation
    There was a bug with marine hitboxes making hitting them a little wonky. Ironically, players who got used to that seem to have some difficulties adapting to the fixed, 'easier' way.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    <!--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--> There was a bug with marine hitboxes making hitting them a little wonky. Ironically, players who got used to that seem to have some difficulties adapting to the fixed, 'easier' way. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    for the first couple weeks I hit crouch while trying to hit a crouching marine <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> . One thing I've noticed, if you're trying to hit a flying JP marine(especially if he's crouching) It works better if you're in the air also. I had trouble the first few weeks of NS2.0. I still run into situtations where I'm on top of his head biting down and it doesn't seem to do any good. I don't know. I've found it more difficult.
  • SlighSligh Join Date: 2003-02-08 Member: 13277Members
    The thing that i've noticed about the skulk field of view is that it's no longer set at 90 (which is default). It seems to be larger, maybe 100, or so. You can tell if you watch closely when you evolve traits. The screen seems to zoom in a bit as you hop into your egg, and then zooms out a bit when you hatch. I don't know what this was meant to do, but it's obvious to me, coming from a lot of TFC sniping and noticing differences between different FOV's.

    As a skulk, it would make sense that with a bigger fov, you would have to make sure the target you want to bite is more directly in front of you, than if the fov was smaller. I haven't tried it, but maybe shrinking your fov as a skulk would make the bite more like it was in 1.04. Not sure if that's considered an exploit or not...
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I believe the skulk FOV is 120 now. However you can force it to 90 and it's not an exploit. The option to change it is in the options. CUSTOMIZE > OPTIONS >ADVANCED OPTIONS > FORCE 90 FOV

    As for the bite, it's one of the things that when you think it is working good, it's not and vice versa. I still have problems with bite sometimes, and other times it seems to be fine. It's very finicky, and it really shouldn't be considering it's the skulks only real weapon.

    Regards,

    Savant
  • The_FinchThe_Finch Join Date: 2002-11-13 Member: 8498Members
    It <i>feels</i> off and on for me. All in all, I think it's about the same.

    There will be times I wonder how the heck I ever made that chomp, while other times I'm screaming at my screen wondering how the heck that dead on bite didn't hit.
  • SlighSligh Join Date: 2003-02-08 Member: 13277Members
    I thought it was bigger, thanks for the tip, Savant. There was a big argument for a while in the TFC sniping community whether fov commands were exploits or not since it made aiming easier, etc. etc. But it's good to know it's actually an in-game option and not something that needs to executed by console commands.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Everyone who played alot of 1.04 will need some time to get used to skulking because of the hitboxes. Like nem said, the hitboxes are much better now and you'll have to untrain yourself of your old compensation habits. Try to clean off your slate, cuz I'm sure there will be new tricks to learn <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Ollj, you probably shouldn't aim at the head anyway. There is no locational damage, so just aim for the biggest target. Hits in the torso seem to have no problem registering. If all you can see is the head... well I guess it'll be time to waddle that fatty out of there.
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    Range increased probably I bite marines from miles away and they cry <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • IceIce Join Date: 2003-03-29 Member: 15008Members
    Wasn't the skulk's point of view moved to the actual head of the skulk model? If so, the range would seem smaller because in 1.04 when the actual model head was touching the marine, the skulk's view was from the middle of the model. You got that? No? Well think harder.
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    <!--QuoteBegin--Ice+Aug 11 2003, 02:44 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ice @ Aug 11 2003, 02:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Wasn't the skulk's point of view moved to the actual head of the skulk model? If so, the range would seem smaller because in 1.04 when the actual model head was touching the marine, the skulk's view was from the middle of the model. You got that? No? Well think harder. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    AHhhh, that's what I was looking for! That seems to be what I'm experiencing. As for the compensation thing, I don't think that's an issue... I only had to compensate when someone was in a vent. Often (in 1.04) I'd manage to pin a marine against a wall so that he wouldn't go flying off when I'd bite him, but it never seemed to do damage until I took a step back (as if I was biting the wall behind him), this would explain that perfectly.

    I'll play with it some more and see if I can find any issues, or clarify it a bit. I'll also test that FOV90 thing, that sounds like it might help alot as well.

    Ravlen
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    There were a few bugs in the skulk bite that were fixed for 2.0.

    Max
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    edited August 2003
    I find the skulk in 2.0 much more fun than 1.04 <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
    Er by the way, wasn't bite throwback supposed to be removed? Why is it still here?
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    yeah I like the new bite its great, I'm much better with it <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • RavlenRavlen Join Date: 2002-11-08 Member: 7713Members
    After playing skulk a bunch last night, I found that I have to aim up at the marine's torso to get a solid hit in, trying to gnaw off his legs just doesn't seem to work for me, unless he isn't moving.

    Ravlen
  • grafgraverkegrafgraverke Join Date: 2003-08-09 Member: 19246Members
    Skulking was never easier!

    what, with the influx of new players who became interested in 2.0 <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->

    seriously though, with the new all and improved celerity, cloaking (or scent of fear) and regeneration, a Skulk is <b>lethal!</b> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo-->
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