How Do They Do This?

V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
<div class="IPBDescription">Die ffs?</div> There's a few things in NS that leave me scratching my head when I play from time to tiem so I thought I would ask on here to see if anyone can fill me in on how players pull this off.

Skulks that take way to much damage and still live, I see this happen a lot especially with some of the better players. They are getting shot because green stuff is flying off them but they just take more shots to die, it's not cara as I've seen this happen on the first hive with mc as the upgrade. It's not just me either I've heard other people complaining about it as well, usually someone moans about dosgy rates, is that what causes this?

Silent biting skulks when mc isn't the 1st hive upgrade, this has gotta be either a random bug or one that's being exploited by the player, the only noise I heard was the grunt from the marine as he got bitten. Also a while back in NS beta 3 I remember playing a clan match and the clan I was playing were leaping silently without the silence upgrade (their bites wern't silent). When I asked them how they did it all I got off them was "cos I'm 1337" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->, so I'm wondering if this silent biting bug could be related.

Getting bitten by a skulk that isn't anywhere near me, I've tested this out with a friend and it definatly is further away than the skulks bite range. My first though is that it might be lag but again it only seems to happen with the more exerience players.

Comments

  • UKchaosUKchaos Join Date: 2002-08-10 Member: 1132Members
    Lagged hitboxes appear to be a big issue. People using the wrong rates make it worse.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited April 2005
    <span style='color:white'>Oh my, what a clever flame. Feel patted on the back.</span>
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    V Man - I've often remarked that skulk bite range appears to be variable, as well as damage absorbtion. The problem can often be made much worse however with the HL netcode being as 'interesting' as it is.

    Also, a common trick is 'faking' (although I've heard it by many names). Just the tactic as skulk that when you approach, try wiggling rapidly left and right on the way in (I'm talking tap tap tap left and right as you approach) If you can practise, you'll find you can eventually randomise it a bit (left, right right, left left, right, left right, etc) and a lot of players will throw their aim off as they attempt to track.

    It's such a minor thing it shouldn't work, but you'd be surprised how often it does. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    - Shockwave
  • ThanatosThanatos Join Date: 2003-02-05 Member: 13138Members
    The hit boxes are a known problem. But strafing as a skulk helps alot. Another trick you pick up is turning left and right showing your sides as you attack. Since the hitbox doesn´t align to well with the skulk body it throws of the target area more than you would think.

    As for getting ghost bitten it´s probably due to lagg. And why only experienced player seem to do it, is that they have learned not to bite head on. You run past the marine and turn/strafe/bite in one motion so you don´t lose speed. The fatal bite might registers first after the skulk has passed you.

    Silent biting is probably a random bug. Happens to me sometimes when I skulk (especially with focus for some reason). But it seems very random. And usually only one bite at a time.
  • AndervalAnderval &lt;3 Join Date: 2003-05-05 Member: 16073Members, Constellation
    wall walking skulks also have broken hitboxes depending on how they're oriented on the wall
  • hawthornehawthorne Join Date: 2003-10-05 Member: 21460Members
    take the red pill and learn to dodge bullets
  • DarkFrostDarkFrost Join Date: 2003-04-03 Member: 15154Members, NS1 Playtester, Constellation
    :o The curse of the quake engine, made a nice transition to HL =]

    Config variables > real ability
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    NS is like playing tag your it with little dogs, aka skulks. Just circle strafe around them while shooting at them. WIN!
  • typical_skeletontypical_skeleton Join Date: 2003-02-24 Member: 13944Members
    edited April 2005
    I've seen the silent leap bug. Either that clan got lucky, or they know how to invoke the bug.

    I remember one match on eclipse where some guy was a little annoyed by his silent leap. They had SC and one hive, yet he could leap and it was silent to boot. He admitted he was bugged and disliked that fact.

    Obviously I can't be sure that it was the same thing in that other case, but I know it exists.
  • V_MANV_MAN V-MAN Join Date: 2002-11-03 Member: 6217Members, Constellation
    <!--QuoteBegin-typical skeleton+Apr 19 2005, 10:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (typical skeleton @ Apr 19 2005, 10:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen the silent leap bug. Either that clan got lucky, or they know how to invoke the bug.

    I remember one match on eclipse where some guy was a little annoyed by his silent leap. They had SC and one hive, yet he could leap and it was silent to boot. He admitted he was bugged and disliked that fact.

    Obviously I can't be sure that it was the same thing in that other case, but I know it exists. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    It was the arrognace of the clan in question that annoyed me most, instead of just admitting they was bug exploiting or explaining how they did it they just came out with "cos I'm 1337". We got battered by them cos they are a very good clan <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> but we played them a few times later on once we got established and drew with them on each occasion.
  • Abaddon0Abaddon0 Join Date: 2003-05-09 Member: 16169Members, Constellation
    as i remember, damage is calculated on the server but the effects are local, so you can see a hit with out acualy doing damage, due to lag.
  • ModChaosControlModChaosControl HiveMind NS bot creator Join Date: 2004-03-31 Member: 27613Members
    I think it already has been, but if it hasnt, submit it to the bug report forum.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    haha! I know what you mean about marines circle strafing, its a very good way to dodge intermediate skulk playes like me who jump around too much. I'll jump and go right past the marine because he sidestepped me. but I am getting better and I anticipated this so I jumped in the direction the marine was going and I landed right on his face.

    As a marine, I find it surprisingly easy to just hold left ot right strafe and let the skulks chase you around. When those buggers jump, they can't change direction.
  • GoDlolGoDlol Join Date: 2005-01-08 Member: 33703Members
    When skulks are on walls or just moving in general sometimes they have an outer shell that makes a noise that it is taking damage but it is actually not taking damage.

    <a href='http://console.nrgservers.net/GoD/skulkbox.avi' target='_blank'>http://console.nrgservers.net/GoD/skulkbox.avi</a>

    That small avi shows a skulk standing still on a wall and the xhair on the outer edge of the skulk, ingame the sound was the sound of bullets hitting for the entire clip, but as yo u can see only a few of the bullets are actually hitting
  • mr_drug_lordmr_drug_lord Join Date: 2005-01-11 Member: 34836Members
    <!--QuoteBegin-Shockwave+Apr 19 2005, 09:17 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Apr 19 2005, 09:17 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> V Man - I've often remarked that skulk bite range appears to be variable, as well as damage absorbtion. The problem can often be made much worse however with the HL netcode being as 'interesting' as it is.

    Also, a common trick is 'faking' (although I've heard it by many names). Just the tactic as skulk that when you approach, try wiggling rapidly left and right on the way in (I'm talking tap tap tap left and right as you approach) If you can practise, you'll find you can eventually randomise it a bit (left, right right, left left, right, left right, etc) and a lot of players will throw their aim off as they attempt to track.

    It's such a minor thing it shouldn't work, but you'd be surprised how often it does. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->

    - Shockwave <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    that's intriguing. I used that in UT; a twitchmaster. I never thought that Natural Selection marine movement was fast enough, especially as aliens are considerably faster

    it is possible to move unconventionally and fool people, however it is a slower warping dance
  • aeroripperaeroripper Join Date: 2005-02-25 Member: 42471NS1 Playtester, Forum Moderators, Constellation
    Bounding box is slightly larger in that area (hitbox)

    What i would give to have per-poly hitboxes like doom3 in half-life 2 <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • SlayerPLSlayerPL Join Date: 2004-07-01 Member: 29660Members
    skulks can change their direction after jumping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo--> just let off your forward button and there you have it - air control
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    I remember how to silent leap...and using no energy no less! The sad thing is, even someone with default controls (well, you'd need hud_fastswitch 0) can do it without opening the console. I did it by accident at first.

    Some other people did it with impulses, but I didn't even need that haha.
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-GoDlol+Apr 19 2005, 10:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GoDlol @ Apr 19 2005, 10:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> When skulks are on walls or just moving in general sometimes they have an outer shell that makes a noise that it is taking damage but it is actually not taking damage.

    <a href='http://console.nrgservers.net/GoD/skulkbox.avi' target='_blank'>http://console.nrgservers.net/GoD/skulkbox.avi</a>

    That small avi shows a skulk standing still on a wall and the xhair on the outer edge of the skulk, ingame the sound was the sound of bullets hitting for the entire clip, but as yo u can see only a few of the bullets are actually hitting <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    :o
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    I cannot track the hundreds of times i have been killed, because i was trying to shoot the skulk on the wall. Skulk hitboxes are indeed bugged.
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