discussion on skulks

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Comments

  • enigmaenigma Join Date: 2004-09-11 Member: 31623Members
    <!--quoteo(post=1596150:date=Jan 7 2007, 11:51 PM:name=MrBananaMan)--><div class='quotetop'>QUOTE(MrBananaMan @ Jan 7 2007, 11:51 PM) [snapback]1596150[/snapback]</div><div class='quotemain'><!--quotec-->
    so its agreed, skulks suck. im going to bet that hive 3 armor during all times would fix this.
    <!--QuoteEnd--></div><!--QuoteEEnd-->
    no?
  • MrBananaManMrBananaMan Join Date: 2005-02-26 Member: 42562Members
    ignore enigma, he is confused.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    so.. you think giving skulks an extra 10 health will even the playing field for skulks only, hive3 armour gives huge differences to over lifeforms...but not skulks <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />

    seriously SUYF now >.>
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    edited January 2007
    <!--coloro:red--><span style="color:red"><!--/coloro-->I am not a forum moderator, even though sometimes I like to think I am<!--colorc--></span><!--/colorc-->

    <i>oh, snapped by puzl. feels like primary school all over again; the teacher has subjugated me with wits and authority combined. i feel so beaten.

    whatever my comment was (as if id still remember it), my motives to post it were probably something else than to keep this forum nice and moderated.

    ps: if i would want to become a forum moderator, i'd mail an application to jobs@unknownworlds.com or make a thread about in the ideas and suggestions forum.</i>
  • TeiohTeioh Canadia Join Date: 2002-11-20 Member: 9453Members, Constellation
    edited January 2007
    One aspect of NS I don't like is how Fades are so powerful. Good fades gets to have all the fun and kill the massive amounts of marines while the skulks just get worse as marines upgrade.

    This is a major problem because new players who join just end up dying a ridiculous amount of time. A new player will easily get frustrated and never come back to the game. Returning fun to the skulk is vital for the any longevity this game has left.

    obviously if you boost skulks, you'll need to nerf the other aliens. I don't see a problem with that, as I think the fun of the collective is worth more than the fun of one or two individuals.


    Changing the fundamental role of each aliens could work. Fade alone should not be what is responsible for taking out most of the marines. Specialize each alien to fight certain weapons.<ul><li>Skulks
    - strong against LMG but weak to everything else
    - built for 1v1, 2v1, most likely to get slaughtered

    </li><li>Gorge
    - builds and weak to everything
    - built for 0.3 vs 1

    </li><li>Lerk
    - changes to a pure support role with semi defense against lmg but very weak against shotgun/gl/hmg
    - possibly return weaker version of spikes don't take much energy (this would need old flight model)
    - built to hinder groups

    </li><li>Fade
    - quite strong against HMG with regular defense against shotgun but vulnerable to lmg and GL (dunno how to explain biologically why fade is vulnerable against lmg and strong against hmg).
    - reduce cost of fade to about 35
    - built beat 1v1 non-hmg semi easily. In 2v1, with skilled blinking, should pose a threat; however, it is in real danger when not controlled by an expert. Gets slaughted after 3v1.

    </li><li>Onos
    - strong against shot gun and hmg, ridiculously strong against lmg and GL
    - keep cost the same.
    - Built to take on groups with hit and run/devour and run</li></ul>
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    edited January 2007
    Not that this is adding anything to this discusion but:
    <b>
    Does anyone else sometimes feel like they're reading a penny arcade topic on NS when reading these forums?</b>

    Skulks are godlike
    Skulks are terrible

    Fades are terrible
    Fades are too powerful

    Every weapon/lifeform in any game is viable(mostly) if used in the correct way. What is broken? yours/mine style of play or the game?

    Find the niche of the lifeform or weapon.
  • coolstorycoolstory Join Date: 2007-01-08 Member: 59520Members
    edited January 2007
    MrBananaMan, what they're trying to tell you is that that idea sucks because HP aren't what is wrong with aliens. Also 3 Hive armor boost would have virtually no effect on skulks but make early lerks/gorges/fades rape, especially with carapace so thats why its a dumb idea but no one cared to point that out.

    Teioh actually has a good point, although I disagree with the rest of your post due to the fact that most changes are far too drastic for what NS is undergoing and not really totally thought out. But you do have a good point with
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->This is a major problem because new players who join just end up dying a ridiculous amount of time. A new player will easily get frustrated and never come back to the game. Returning fun to the skulk is vital for the any longevity this game has left.<!--QuoteEnd--></div><!--QuoteEEnd-->
    The problem still isn't that you can't make one dumb walker skulk rape 2 marines which is apparently what a lot of people want. HP isn't the issue. The only reason skulks don't get entirely raped in 3.1 is because of buggy hitboxes and rates which are fixed in 3.2. In 3.2, it's ridiculously easy for me to LMG 3 skulks with 1 clip alone.

    I think ultranewb, as much as I disagree with him on a lot of issues, hit the nail on the head with the problem with skulks. Just to requote it because it's actually pretty important:

    <!--QuoteBegin-"ultranewb+--><div class='quotetop'>QUOTE("ultranewb)</div><div class='quotemain'><!--QuoteEBegin-->It's quite evident that the skulk design is inherently flawed. So few players actually play them well and only because they know all the "trap door" workarounds. The "just aim your bites" joke is always good for a laugh because the representation of skulk bite and the implementation aren't the same and bites are designed to be hard to aim on purpose (rather retardedly). Even worse is the fact that you'll miss bites if you get too close to the marine or aim slightly below parallel with the ground. If your monitor refresh rate and FPS isn't fast, you're going to get blinded even moreso by the bite animation and if you think skulk is only good if you learn to bunnyhop, then you've already proven the design flaw. Press the "walk" key and the skulk will still make noise, decloak, and show up on MT depending on your FPS. Your claws will stick out of ambush points unless you know the skulks real point of view. The whole "skulks should chew on RTs" arguement is also laughable because someone has to defend RTs, stop phase pushes, and stop marine expansion in general - which means that early game skulks have to be able to kill marine cappers, defend RTs, defend at least 2 hive positions from capture and spawn camping, and chew on RTs all at the same time. Once marines make an initial push, ambushing is not an option - unless you want to watch your RTs and territories get claimed by marines while you sit in a corner counting your change. Alien attack and movement should be almost as second nature as the point and click marine, but instead you've been given a crappy non-intuitive obscuring animation, an incorrect viewpoint, and a "just learn to bunnyhop" locomotion which requires a combination or unatural jump repititions that can't be done on BS 1 servers without a mousewheel or macros (the prefered choice these days) and a system so overpowered that it can compensate for the poor inconsistant FPS's generated by ns+half-life's engine (something a geforce6800 and an 2Gz AMD 64 can't do) and a config where strafe, duck, and jump are easily accesable and pressable all at the same time so you can get 180% normal speed because it's obvious that normal skulks suck without an unnatural speed boost.<!--QuoteEnd--></div><!--QuoteEEnd-->


    What needs to be fixed with skulks in order of priority:
    1) Quake-style jump queuing so it's easier for new players to pick up in bunnyhopping and for allowing bunnyhopping on bs1 servers. Seriously, unless you macro or have a godlike mousewheel with 99fps-constant computer there is no way you're bunnyhopping (an extremely important skill that skulking is virtually balanced upon) on an BS1 server. Add this for skulks and they improve a lot.

    2) Fixed bite hitbox so it actually represents your biting. Fixing the ability to land bites when you're aiming at them is really just as important as quake style jumping. The fact that your bites wont even reg when hugging them and aiming directly at them is retarded to say the least and one of the reasons skulks are the most frustrating thing to play. Marines got their reg fixed; Skulks need their turn.

    3) Fix the skulk model so its more intuitive when it comes to hiding instead of having random ish stick out through walls because mappers don't make them thick enough and the fact that claws stick out pretty far which most new players aren't aware of. I've even had to run around during pre-game in scrims and ask my team if they can see my in certain spots because even I'm not 100% aware of how terrible the model is when trying to hide. I can understand why I get called hacker when I pistol a skulk whose barely sticking out behind a wall just because its a dumb model that most players aren't aware of.

    Just by easily changing design flaws with skulks can give them the required boost they need without tweaking its stats and make it easier to get better at skulk. HP, Armor, Damage, and Mobility are not what skulks need. Raise the floor, not lower the ceiling.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1596325:date=Jan 8 2007, 10:51 PM:name=coolstory)--><div class='quotetop'>QUOTE(coolstory @ Jan 8 2007, 10:51 PM) [snapback]1596325[/snapback]</div><div class='quotemain'><!--quotec-->1) Quake-style jump queuing so it's easier for new players to pick up in bunnyhopping and for allowing bunnyhopping on bs1 servers. Seriously, unless you macro or have a godlike mousewheel with 99fps-constant computer there is no way you're bunnyhopping (an extremely important skill that skulking is virtually balanced upon) on an BS1 server. Add this for skulks and they improve a lot.<!--QuoteEnd--></div><!--QuoteEEnd-->
    I can bunnyhop with just timing... certainly not all the time or with maximum possible speed, but it's very noticeable.

    <!--quoteo(post=1596325:date=Jan 8 2007, 10:51 PM:name=coolstory)--><div class='quotetop'>QUOTE(coolstory @ Jan 8 2007, 10:51 PM) [snapback]1596325[/snapback]</div><div class='quotemain'><!--quotec-->2) Fixed bite hitbox so it actually represents your biting. Fixing the ability to land bites when you're aiming at them is really just as important as quake style jumping. The fact that your bites wont even reg when hugging them and aiming directly at them is retarded to say the least and one of the reasons skulks are the most frustrating thing to play. Marines got their reg fixed; Skulks need their turn.<!--QuoteEnd--></div><!--QuoteEEnd-->And I thought I was just missing, biting between limbs or barely past marines...

    <!--quoteo(post=1596325:date=Jan 8 2007, 10:51 PM:name=coolstory)--><div class='quotetop'>QUOTE(coolstory @ Jan 8 2007, 10:51 PM) [snapback]1596325[/snapback]</div><div class='quotemain'><!--quotec-->3) Fix the skulk model so its more intuitive when it comes to hiding instead of having random ish stick out through walls because mappers don't make them thick enough and the fact that claws stick out pretty far which most new players aren't aware of. I've even had to run around during pre-game in scrims and ask my team if they can see my in certain spots because even I'm not 100% aware of how terrible the model is when trying to hide. I can understand why I get called hacker when I pistol a skulk whose barely sticking out behind a wall just because its a dumb model that most players aren't aware of.<!--QuoteEnd--></div><!--QuoteEEnd-->It'd be lovely if the "origin" of the skulk model was at the nose instead of the 'waist', but is this possible with the engine and all? Might look a bit weird with skulks swinging their butts about on flat surfaces too.


    Personally I'd like skulks to move slightly faster while wallwalking than on the floor to make up for the various movement techniques you cant use; it's good for throwing of marines aim as it is, but it's so slow thanks to all the decor blocking the way.
  • coolstorycoolstory Join Date: 2007-01-08 Member: 59520Members
    <!--quoteo(post=1596339:date=Jan 8 2007, 10:14 PM:name=Align)--><div class='quotetop'>QUOTE(Align @ Jan 8 2007, 10:14 PM) [snapback]1596339[/snapback]</div><div class='quotemain'><!--quotec-->
    I can bunnyhop with just timing... certainly not all the time or with maximum possible speed, but it's very noticeable.<!--QuoteEnd--></div><!--QuoteEEnd-->
    What do you use and how much FPS do you get? Is it constant? It is insanely hard to bunnyhop on my computer that gets fluctuating mid to upper range FPS on BS1 servers despite the fact I can do the motions easily. Its also not that easy to pickup for new players when they're worried about timing, motions, dodging obstacles, and eventually trying to aim buggy bites. At the very least quake-style jumping would eliminate the timing issue and make it easier for players to worry about other elements involved while getting better at the game and overall improvement to the skulking experience <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->And I thought I was just missing, biting between limbs or barely past marines...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Nope, you were probably aiming right (Hell, I have a bite crosshair and even when it directly on them it'll miss often). Its just a bad design that I don't know why they have it like this. You have to aim up towards them and also not be too close to them. Its extremely frustrating to say the least.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Personally I'd like skulks to move slightly faster while wallwalking than on the floor to make up for the various movement techniques you cant use; it's good for throwing of marines aim as it is, but it's so slow thanks to all the decor blocking the way.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    It would be fairly interesting to see how increased movement while wallwalking would play, especially as you said, most maps are poorly designed with flair all over the walls. But overall I doubt it would make too much of a difference in making skulks more playable.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--quoteo(post=1596346:date=Jan 8 2007, 11:31 PM:name=coolstory)--><div class='quotetop'>QUOTE(coolstory @ Jan 8 2007, 11:31 PM) [snapback]1596346[/snapback]</div><div class='quotemain'><!--quotec-->What do you use and how much FPS do you get?<!--QuoteEnd--></div><!--QuoteEEnd-->Spacebar? But I do get 85 FPS most of the time, so I suppose that's what does it. And yeah, I didn't really mean that it wasn't a needed change; anything to make my teammates better skulks makes me happier as a player.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    What i'm sure, is that a non focus skulk has no chance versus a marine with a comm spamming health pack.
    This result that marines can rush and spawn kill aliens.
  • FREIGHT_TRAINFREIGHT_TRAIN Join Date: 2007-01-08 Member: 59525Members
    edited January 2007
    What makes you think you're right?

    If I get close, I actually prefer the comm to spam meds because:

    1) meds require res
    2) meds blind marines
  • coolstorycoolstory Join Date: 2007-01-08 Member: 59520Members
    Not to mention if the comm wastes 10 res on 5 medpacks, that's easily a shotgun or pack of mines he could have given out and that would have caused more more damage than wasting 10res on an LMGer when RFK will only let about 2.
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    <!--quoteo(post=1596463:date=Jan 8 2007, 09:43 PM:name=coolstory)--><div class='quotetop'>QUOTE(coolstory @ Jan 8 2007, 09:43 PM) [snapback]1596463[/snapback]</div><div class='quotemain'><!--quotec-->
    Not to mention if the comm wastes 10 res on 5 medpacks, that's easily a shotgun or pack of mines he could have given out and that would have caused more more damage than wasting 10res on an LMGer when RFK will only let about 2.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    So you would rather prefer to have a shotgun one minute later, or a marine that's still alive right at that moment who's still able to kill more skulks and more importantly, buy more time?
  • FREIGHT_TRAINFREIGHT_TRAIN Join Date: 2007-01-08 Member: 59525Members
    Macro meds doesn't guarantee the marine will survive.
  • tjosantjosan Join Date: 2003-05-16 Member: 16374Members, Constellation
    Well there's no doubt that if the comm spams medpack for every single encounter then even madly rushing the marinesturns out to be a decently good idea. However I doubt spamming madly every time an alien is seen is what's being suggested.
  • Joe2Joe2 Join Date: 2004-09-03 Member: 31268Members
    Don't forget that marine start with 100 res, they gain about 2 res by kill
    and aliens repawn one by one.
    I saw a lot of rush like this, and it's work well.
  • GreyFlcnGreyFlcn Join Date: 2006-12-19 Member: 59134Members, Constellation
    Early game Shotgun rush

    Zerg rush <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • FREIGHT_TRAINFREIGHT_TRAIN Join Date: 2007-01-08 Member: 59525Members
    edited January 2007
    <!--quoteo(post=1596527:date=Jan 9 2007, 07:26 AM:name=tjosan)--><div class='quotetop'>QUOTE(tjosan @ Jan 9 2007, 07:26 AM) [snapback]1596527[/snapback]</div><div class='quotemain'><!--quotec-->
    Well there's no doubt that if the comm spams medpack for every single encounter then even madly rushing the marinesturns out to be a decently good idea. However I doubt spamming madly every time an alien is seen is what's being suggested.
    <!--QuoteEnd--></div><!--QuoteEEnd-->

    I'm saying EVEN IF the comm spams medpacks, there's a chance the marine will die. SO, this statement

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
    <b>What i'm sure</b>, is that a non focus skulk <b>has no chance</b> versus a marine with a comm spamming health pack.
    This result that marines can rush and spawn kill aliens. <!--QuoteEnd--></div><!--QuoteEEnd-->

    is not true.
  • EmanonEmanon Join Date: 2003-05-13 Member: 16254Members, Constellation
    If a comm med spams without a clear objective or reason it is a waste of res. I would rather let the rine die and spend the 10 res on a shotgun.

    Skulk can para and 2 bite quicker than the comm can react with 2 meds. If the comm can predict your everymove then go bite RTs.
  • rutixrutix Join Date: 2006-11-02 Member: 58208Members
    i agree with freight_train i personally think focus sucks <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />. but that is my way of playing tbh
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