Leap while in the air
NurEinMensch
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.
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.
Comments
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.
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.
Actually leap shouldn't do damage anyway, not with bite on the primary attack...
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.
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 ;)
Yes, definitely. I think the best option is just to wait until beta and playtest both options.
It feels very odd almost like your missing a limb...
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.
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.
Yeah. Marines would be more fun if they could double jump. Let's do that too.
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"
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.
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.
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.
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.
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.