Leap Kills...
ghAstly
Join Date: 2003-08-25 Member: 20191Members
<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-->
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
Roo
Roo
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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.
I thaught i was like 70-80 damage!
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
2.01e
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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.
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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.
It was 16 damage a tick back then if I remember correctly.
They should make leap back to its 1.4 standards, seriously.
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.
Roo
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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...
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2.01e
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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.
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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.