Leap while in the air

NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
<div class="IPBDescription">Should it work?</div>Should leap work like in NS1 where you can do it while you're already in the air? Or should it be like it currently is in the NS2 alpha where leap only works while on the ground?

Personally I miss being able to double/triple leap to jump higher and changed it back to the old way, but that only works when playing on my own server of course.
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Comments

  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited August 2010
    Skulk creates little pockets of bacteria underneath his claws when leaping, from which he pushes off into another direction <img src="http://members.home.nl/m.borgman/ns-forum/smileys/youreallwrong.gif" border="0" class="linked-image" />
  • Matt ReganMatt Regan Join Date: 2008-03-23 Member: 63946Members, Retired Developer, NS2 Developer
    <!--quoteo(post=1791385:date=Aug 3 2010, 06:37 PM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ Aug 3 2010, 06:37 PM) <a href="index.php?act=findpost&pid=1791385"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should leap work like in NS1 where you can do it while you're already in the air? Or should it be like it currently is in the NS2 alpha where leap only works while on the ground?

    Personally I miss being able to double/triple leap to jump higher and changed it back to the old way, but that only works when playing on my own server of course.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I wanted to bring this up with Charlie today but didn't get the chance. I was running around the dev test map and kept jumping and trying to leap. Just feels natural. I'm on your side on this one.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    edited August 2010
    It's a subject that could be debated (hopefully in a friendly fashion). I can see advantages either way. As long as something isn't going to dumb down the gameplay and remove tactical choices, I think it's worth considering. Obviously the old method allowed interesting skill jumps by bounding up above a marine and then rocketing down to chow on their head, hopefully before they can react. Something that limits you to only leaping when touching a surface rewards skill as well, though. Specifically, it makes you pre-plan your attack instead of just bouncing out in any random direction. With leap available at hive 1 now, I can also see why toning it down to less of a spammable ability is useful.

    There's the secondary argument of realism as well. Of course it's more realistic to only be able to propel yourself off a surface, but as we all know gameplay always trumps realism, so I'm not too bothered by a little strangling of the laws of physics.

    I'd prefer to reserve final judgment until seeing it in a real practical environment. I can't even stay in the game for more than 30 seconds without a video out of memory error crashing my game, but even those who can play aren't able to really play now until hitboxes become more consistent. I have noticed in fooling around solo on maps that it seems a little inconsistent currently on when you can leap vs. when you cannot, even when you think you are touching a surface. That's another thing that I'm sure will eventually be tightened up as the code is refined.
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    edited August 2010
    Air leaping skulks are like curve bullets.
  • sickboysickboy Join Date: 2003-09-13 Member: 20804Members, Constellation
    Regardless of the "realism" factor, I find the jump-leaping more natural feeling since I like to jump+attack anyways. I kept trying to do it when running around, and actually thought that leap wasn't working because I only ended up figuring it out while walking on the ground by accident.
  • AtoneAtone Join Date: 2009-09-21 Member: 68839Members
    I miss being able to leap midair. I still keep trying to jump before leaps and spam leap to the ceiling. :p
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    Leap while in the air is perfect, the crazy movement of the skulk made it so deadly and skillful.
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    I dont care about realism on this one, its just too much fun to leap while in the air (and rather annoying not to be able to...) - and leap could also be a bit cheaper while bites should cost more energy...
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    +1 for leap in air
  • SlavakSlavak Join Date: 2005-02-19 Member: 41765Members
    Does leap still do damage? If it does then the damage could be removed to counteract the mid-air part of the leap.

    Actually leap shouldn't do damage anyway, not with bite on the primary attack...
  • IeptBarakatIeptBarakat The most difficult name to speak ingame. Join Date: 2009-07-10 Member: 68107Members, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow
    <!--quoteo(post=1791413:date=Aug 3 2010, 09:19 PM:name=Slavak)--><div class='quotetop'>QUOTE (Slavak @ Aug 3 2010, 09:19 PM) <a href="index.php?act=findpost&pid=1791413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does leap still do damage? If it does then the damage could be removed to counteract the mid-air part of the leap.

    Actually leap shouldn't do damage anyway, not with bite on the primary attack...<!--QuoteEnd--></div><!--QuoteEEnd-->


    But leapkills were so amusing.
    There should be slight damage for gorge slides too.
  • TheLordTheLord Join Date: 2003-05-13 Member: 16258Members
    Even if it does dmg its really weak...
    But it should do some damage imo, its a skulk flying at high speed at a marine with its claws stretched out... Should hurt somehow ;)
  • schkorpioschkorpio I can mspaint Join Date: 2003-05-23 Member: 16635Members
    skulks need to be as manuoverable as possible! it feels really strange not being able to jump then leap, or leap while already in the air (i know it doesnt make sense, but who cares, it makes the game better)
  • msleepermsleeper Join Date: 2009-10-13 Member: 69034Members
    All things considered, "realism" is a really weak defense for not including it.
  • TychoCelchuuuTychoCelchuuu Anememone Join Date: 2002-03-23 Member: 345Members
    <!--quoteo(post=1791430:date=Aug 3 2010, 09:57 PM:name=msleeper)--><div class='quotetop'>QUOTE (msleeper @ Aug 3 2010, 09:57 PM) <a href="index.php?act=findpost&pid=1791430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All things considered, "realism" is a really weak defense for not including it.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yes, definitely. I think the best option is just to wait until beta and playtest both options.
  • Mr R0YB0T 0Mr R0YB0T 0 Join Date: 2010-07-26 Member: 72972Members
    I like skulks being able to leaping in midair.
  • kababkabab Join Date: 2003-12-15 Member: 24384Members, Constellation
    First thing I noticed that felt wrong was no jump leap...

    It feels very odd almost like your missing a limb...
  • LucidLucid Join Date: 2002-12-11 Member: 10534Members, Constellation
    As far as realism goes, I really don't care. Make up any kind of lore excuse for it that you want. However, I do have a few concerns with the current leap. First of all, I don't think it should be available out of the gate. It should be some kind of mid-game upgrade, or unlocked after a second hive is built, anything to delay it. Why? Because I've always felt that the heart of this game was the cautiously advancing marine vs the sneaky, camping, baiting skulk. Leap diminishes the core of that match-up way more than I'm comfortable with. Early game as a marine, I want to feel moderately safe while holding a good position in a room that shows me most of a skulks possible attack angles. When I'm advancing through doorways, pasts vents or around suspicious architecture, that's when I should feel incredibly vulnerable.

    If leap does have to be a base ability, I would like it to have somewhat of a limitation. I too would hate not being able to jump-leap, so maybe there could be some sort of speed limit imposed. Jumping would not surpass this limit, but trying to double leap would. Falling a distance greater than your typical jump could also pass this limit. A system like this would probably be too quirky and unpredictable, but I'm just spitballing here.
  • locallyunscenelocallyunscene Feeder of Trolls Join Date: 2002-12-25 Member: 11528Members, Constellation
    I prefer it but maybe I hould be an upgrade. T1 leaping is pretty powerful, Actually, no. It's be such an automatic ugrade that it would really feel like a step back. Leap should probably be balanced around it.
  • SnoowSnoow Join Date: 2010-07-22 Member: 72659Members
    +1 for leap in mid air.
  • rofldinhorofldinho Join Date: 2009-07-25 Member: 68259Members
    Skulks are weak enough as it is. With leap jump, it'll make them useful enough for good players to use effectively.

    Might make things slightly harder for newbie marines, but meh, gamers like a challenge and with shotgun being so powerful against skulks in particular, you have the required balancing act already within the game.
  • Lemming JesusLemming Jesus Join Date: 2010-04-13 Member: 71385Members
    <!--quoteo(post=1791430:date=Aug 3 2010, 08:57 PM:name=msleeper)--><div class='quotetop'>QUOTE (msleeper @ Aug 3 2010, 08:57 PM) <a href="index.php?act=findpost&pid=1791430"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All things considered, "realism" is a really weak defense for not including it.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yeah. Marines would be more fun if they could double jump. Let's do that too.
  • KwilKwil Join Date: 2003-07-06 Member: 17963Members
    <!--quoteo(post=1791543:date=Aug 4 2010, 02:18 AM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Aug 4 2010, 02:18 AM) <a href="index.php?act=findpost&pid=1791543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah. Marines would be more fun if they could double jump. Let's do that too.<!--QuoteEnd--></div><!--QuoteEEnd-->
    He was right though.. realism is a weak argument. The argument against marines being able to double jump I think would be along the lines of they're not supposed to be the super maneuverable ones.

    Personally, don't care either way myself, although I always have, and still do, think of jump+leap as "fart hopping"
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    +1 for being able to leap from mid air.

    I think being able to chain leaps effectively would be a great movement skill for players to have to learn with a lot of benefits for getting past marines. It would add a little depth.
  • shivshiv Join Date: 2010-04-11 Member: 71341Members, Constellation
    <!--quoteo(post=1791498:date=Aug 3 2010, 10:54 PM:name=rofldinho)--><div class='quotetop'>QUOTE (rofldinho @ Aug 3 2010, 10:54 PM) <a href="index.php?act=findpost&pid=1791498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Skulks are weak enough as it is. With leap jump, it'll make them useful enough for good players to use effectively.

    Might make things slightly harder for newbie marines, but meh, gamers like a challenge and with shotgun being so powerful against skulks in particular, you have the required balancing act already within the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    How do you know how weak the skulks are? Are you playing some sort of feature complete advanced copy of NS2 without the hitbox and performance issues? If so, please send it over, I'd love to check it out.
  • QuadLMGkillQuadLMGkill Join Date: 2010-07-19 Member: 72576Members
    edited August 2010
    Another movement nuance left out. I noticed it nearly straight away, it feels so restrictive only being able to leap from the ground. But hey there was an auto-bite on leap so I guess this makes it easier for new people. Timing leaps in the air could stress out many players, it's just too much to think about. Hopefully there's a tutorial on ground leaping.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    It's look really stupid so no.

    I wouldn't mind being able to charge leap though to go further at the expense of having to stay still while charging, also a charged leap could do impact damage so it makes it an ambush option.
  • DelphicDelphic Join Date: 2006-11-02 Member: 58262Members
    edited August 2010
    I actually like the only leaping from ground it adds a bit more complexity to the skulk, rather than just spamming leap. Also it balances the ability somewhat, having mid-air leap straight away might be a bit over powered.

    At people concerned that skulks might be too hard to kill to begin with (with leap but no mid air leap), whilst for the average player you have a case, having leap makes it a lot easier for different skill levels to compete, because without leap good marines are just going to wipe the floor with inexperienced alien players, and even with leap they are likely to still win most of the time. The best tactic will still be to ambush skilled players.

    I really don't want to see a return to no leap skulk, whilst it'll be great for balanced skill games that evolve equaly, games with imbalanced skill or where marines gain an early advantage will become frustrating and not fun for the aliens, to the point where I think it will damage the appeal of the game.
  • snooggumssnooggums Join Date: 2009-09-18 Member: 68821Members
    <!--quoteo(post=1791543:date=Aug 4 2010, 03:18 AM:name=Lemming Jesus)--><div class='quotetop'>QUOTE (Lemming Jesus @ Aug 4 2010, 03:18 AM) <a href="index.php?act=findpost&pid=1791543"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah. Marines would be more fun if they could double jump. Let's do that too.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Forget double jump, just give everyone in the game jet packs and lasers.

    Leaping requires pushing off a surface, air leap looks ridiculous. Evolve some wings if you want air based acceleration. If a skulk leaps in mid air he needs a fart effect to show that he is being pushed around.
  • SyknikSyknik InversionNS2.com Join Date: 2002-11-01 Member: 2064Members, Constellation, NS2 Map Tester, Reinforced - Supporter, Reinforced - Shadow
    There should totally be the double/trip leap as there was in NS1, where you also had air control, leap is very powerful, and one could say it's an easy movement skill one that can possibly be hard to master, hmmm? =)
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