Leap Kills...

ghAstlyghAstly Join Date: 2003-08-25 Member: 20191Members
edited September 2003 in NS General Discussion
<div class="IPBDescription">Whats so big about it?</div> I mentioned that people seems to think that leap kills is so BIG?
I remember a post, it was something about a guy killed a rine with leap, and everyone was amazed(not here, in the server he was playing on). It was the first leap-kill they had seen in NS 2.0.
What is so big about a leap kill? I killed 5 rines with leap in one game once, i cant really see whats so big about a leap kill. I have also seen leap kills pretty many times by other players.
Dont flame me <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

Comments

  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    I dont really see it as a big stunt...its jsut that it does something like 20 dmg per attack, which is very litte(parasite works almost as well)...
  • GolathGolath Join Date: 2003-05-20 Member: 16532Members
    How about when you do what i do? Leap then quickly change to xeno, then get a 2 hive xeno kill without dying. Makes everyone go "WTH!!! H4X OMG BAN" <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    leap has been nerfed from previous versions - 1.04 and 2.0 were great for leap - it made the skulk viable in the mid game, however in 2.01d and beyond, leap and charge were heavily nerfed and are now nigh on useless - and certainly make skulking pointless in the midgame.

    Roo
  • DrunkenSailorDrunkenSailor Join Date: 2003-07-01 Member: 17826Members, 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--> leap has been nerfed from previous versions - 1.04 and 2.0 were great for leap - it made the skulk viable in the mid game, however in 2.01d and beyond, leap and charge were heavily nerfed and are now nigh on useless - and certainly make skulking pointless in the midgame.

    Roo
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Leap's primary function was never to be lethal on its own (although in the right circumstances, it certainly could be). Leap is mostly there to provide a tremendous mobility boost to skulks and to ebb away at the marines' main combat advantage: distance. Even with the damage and minor speed nerfing, leap still accomplishes this nicely. I would hardly call skulks useless in the midgame.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    Dunno why leap is even a 2 hive thing, most aliens use it to just quickly get to places.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    all "high speed attacks" leap, blink and charge , got nerved because the aliens advantage of just beeing faster is overpowered when used correctly in clanmatches.
  • Sir_RobinSir_Robin Join Date: 2003-05-26 Member: 16724Members
    OMG 20?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->?

    I thaught i was like 70-80 damage!
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    It's more like 20damage/timeunit maybe. At least it was back in 1.04, no clue about 2.0*.
  • RaVeRaVe Join Date: 2003-06-20 Member: 17538Members
    It does way less damage than in 1.04,because framerate dependence was removed from the game....

    Anyway now to the main bit,why is it such a big deal??It does essentially the same amount of damage of 2 parasites at maximum,and none by minimum,making it very hard to do leapkills
    But there are places where you feel like doing some leapkills *coughventcough*

    Yes they still work there Roob,try it some time <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Just remember that structures dont get destroyed as easily as before
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    40 per second, as it says in the changelog.
  • ZeoZeo Join Date: 2003-02-07 Member: 13224Members
    <!--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-->
    2.01e
    -----

    O Increase charge and leap effectiveness. <b><i>Leap is still 40 damage per second,</b></i> Charge was increased from 100 damage per second to 160 damage per second.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • MajinMajin Join Date: 2003-05-29 Member: 16829Members, Constellation
    edited September 2003
    <!--QuoteBegin--Roobubba+Sep 17 2003, 05:05 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Roobubba @ Sep 17 2003, 05:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> leap has been nerfed from previous versions - 1.04 and 2.0 were great for leap - it made the skulk viable in the mid game, however in 2.01d and beyond, leap and charge were heavily nerfed and are now nigh on useless - and certainly make skulking pointless in the midgame.

    Roo <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Roobubba,
    In 2.01e Charge got a nice boost.
    100 dmg per second jumped to 160 dmg
    Makes it usefull again.
    leap is still nerfed due to the scripting code makes it hard to switch in mid air.
    Not very hard but hard enough you don't see Leap kills as much as you use too.
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <!--QuoteBegin--XCan+Sep 17 2003, 08:30 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (XCan @ Sep 17 2003, 08:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It's more like 20damage/timeunit maybe. At least it was back in 1.04, no clue about 2.0*. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It was 16 damage a tick back then if I remember correctly.

    They should make leap back to its 1.4 standards, seriously.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    4 damage per tick actually, and the number of ticks per time period was framerate dependant.

    The recent changes in 2.01 'fixed' this dependance for leap and charge, so now they do very little damage compared to thier former self.

    160 dmg/s for charge isnt particularly great. That puts it roughly on par, or inferior to gore depending on what you're attacking, and even then assumes you keep a steady push against the target for an extended period which is nearly impossible. Since gore's range is so completely obscene, it is nearly impossible to miss with. It also deals blast damage making it a superior damage dealer to charge.

    At a high framerate, leap and charge both dealt damage far faster than any other alien weapon, while having very high energy costs and being relatively difficult to land well. You can certainly make arguments for the new low damage of leap, but Onos charge really could use a significant boost, closer to its old 100fps level.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    How do you actually use leap as a fatal weapon? Do you just target a marine and leap at him and for X time you are on him, you do damage?
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--DrunkenSailor+Sep 17 2003, 06:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DrunkenSailor @ Sep 17 2003, 06:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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--> leap has been nerfed from previous versions - 1.04 and 2.0 were great for leap - it made the skulk viable in the mid game, however in 2.01d and beyond, leap and charge were heavily nerfed and are now nigh on useless - and certainly make skulking pointless in the midgame.

    Roo
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Leap's primary function was never to be lethal on its own (although in the right circumstances, it certainly could be). Leap is mostly there to provide a tremendous mobility boost to skulks and to ebb away at the marines' main combat advantage: distance. Even with the damage and minor speed nerfing, leap still accomplishes this nicely. I would hardly call skulks useless in the midgame. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I agree 100%, leap is a free bite on the marine. It's extreamly fast and leap is controllable, contrary to what most think.

    I use it right around a courner and bite the dude in mid air, not to mention I'm right behind him.


    Leap is an awesome advantage. Also, leap is pretty much the only way a skulk can kill a JP'er, unless the JP'er screws up big time...
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I miss 1.04 leap, was it overpowered... yeah but I still loved it. It took a bit of skill and practice and was fun. I've found now its too ineffective especially when playing against good players and dont get many leap kills unless in conjunction with spore. However bite is still strong and a good skulk is effective throughout the game.
  • PaqueMannPaqueMann Join Date: 2003-05-22 Member: 16606Members, Constellation, Reinforced - Shadow
    Hrm...I have to agree, only leap kill I've seen in 2.0 was during a CAL match and it was a team kill...very funny, indeed; XeroSlayer, guy in FFT, was a fade, and he was going back to the hive to heal (very low on health). Just as he's going around the corner leading from reactor room/waste to cargo/fusion, one of his teammates leaps around the corner and hits him, and he just dies. It was hilarious.

    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::fade::--><img src='http://www.unknownworlds.com/forums/html/emoticons/fade.gif' border='0' style='vertical-align:middle' alt='fade.gif'><!--endemo-->
  • xeNixxxeNixx Join Date: 2003-08-09 Member: 19252Members
    Nothing really, its hardly rare. I just remember playing NS 2.0 and seeing the first ever leap kill. What a day.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    The thing with leap is that you usualy attack the marine in front, which makes it easy for him to shoot you. Unless he's low on health, you'll almost never leap kill someone.
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    <!--QuoteBegin--Zeo+Sep 17 2003, 08:35 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zeo @ Sep 17 2003, 08:35 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->
    2.01e
    -----

    O Increase charge and leap effectiveness. <b><i>Leap is still 40 damage per second,</b></i> Charge was increased from 100 damage per second to 160 damage per second.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    That was very poorly worded in the changelog, and you are taking it well out of context.

    The 2.01d values are 40 and 100, and every version that i can still remember the rough changelog to has it much much higher and in different units.

    A time unit is (was) a frame, btw. 4 damage per frame could mean 400 damage per second. That is why it was so powerful. The removal of framerate dependance is new, and the balance is still being hammered out. 40 per second is pretty sad, and even 160 per second for charge isn't exactly impressive.
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