Why is Skulk not allowed to jump then leap?
OpolE
Join Date: 2008-04-10 Member: 64057Members
This sucks i log in and i cant jump in the air and leap to a wall or and area.
So how the hell can i get off the floor or wall without detaching myself from a surface
I really hope the game will impliment jumping and leaping otherwise its gonna be really frustrating trying to leap to places
So how the hell can i get off the floor or wall without detaching myself from a surface
I really hope the game will impliment jumping and leaping otherwise its gonna be really frustrating trying to leap to places
Comments
Common sense people, I know this is a game but it still has SOME basic sense of realism tied to it.
Also how about instead of complaining about it because it might be a tad bit difficult for you, spend a few hours, weeks or months to MASTER it and get good. I can't stand this instant gratification, I don't want to actually SPEND time to have skill and master anything attitude people have these days.
See, that was what I was confused with. you have to be stationary to leap if you don't have the <i>Running Leap</i> upgrade.
If you mean bascially double jumping then no. If you can do that in real life and film it (Put it on youtube or something) then maybe I will agree with you. Other than that; I back up TheGivingTree.
+1
Wasn't it like this in NS1?
Sorry but a bit off topic...
While I understand the desire to balance early game leap vs mid to late game leap. I really don't think the nerf on early game leap should be "You have to be still". It makes feel very broken to use. I feel like I never know what to except when I hit that button.
Can't the difference just be the speed of the leap? Like Weak leap and strong leap?
I'd prefer if it was simply a shorter leap, no restrictions on whether you're moving, then your upgrade is 'bigger leap' which does exactly what it says on the tin.
been saying that for awhile now.
the only different should be between mini-leap and running leap are the distances. So both can be triggered in any movement/motion whatever without being restricted in any way.
mini-leap would be amazing if they did this.
I wouldn't mind an increased energy cost over NS1 either, but the choice between many small leaps and one big leap would be interesting.
When you get re-occurring threads like this it means something is broken, and I agree that UWE should remove the un-intuitive 'leap when stopped' and just make it a full on upgrade.
I don't think anyone would mind that either, as long as it was an effective leap which it isn't at the moment. If it is a mechanic meant to get to high places (which it has been described as being) then something else is broken and I don't think this is an effective way of dealing with it. Especially as it is so confusing to the player.
I do love and overused the leap on mid-air but I found this new limitation as a challenge. Now I have to leap over surfaces so I can leap again and again from one surface to the other. It is the perfect way of movement for people with real skill, like me.
Common sense people, I know this is a game but it still has SOME basic sense of realism tied to it.
Also how about instead of complaining about it because it might be a tad bit difficult for you, spend a few hours, weeks or months to MASTER it and get good. I can't stand this instant gratification, I don't want to actually SPEND time to have skill and master anything attitude people have these days.<!--QuoteEnd--></div><!--QuoteEEnd-->
Do me a favor, be a dog like alien, see what happens.. oh wait you can't, its impossible.
HURRRRRRRRRRRRRRRRR
Just change the upgrade from "Running leap" to "Skulk Speed" and make it confer a bonus to max speed and increase leap range. Celerity was a really fun and strong upgrade in ns1, I think it should make a reappearance for ns2, why not combine it with the leap upgrade?
Another interesting leap upgrade would be increased bite damage while in the air after a leap.
Of course there should be a different reaction while leaping and running, currently you think its a bug that it does not work, because the animation is the same.
Same, I like the minileap that you get at the beginning.
As you said, "You can really surpise marines early in the game" and also I find it useful if I have low and I will then I can just leap around the corner out of site and run back to the hive.
I find easy to get that 1st hit on marines as well. Of the course lag makes it slightly hard but because they startled they spin around and fire at everything.
In my opinion:
Keep mini-leap.
As you said, "You can really surpise marines early in the game" and also I find it useful if I have low and I will then I can just leap around the corner out of site and run back to the hive.
I find easy to get that 1st hit on marines as well. Of the course lag makes it slightly hard but because they startled they spin around and fire at everything.
In my opinion:
Keep mini-leap.<!--QuoteEnd--></div><!--QuoteEEnd-->
...but get rid of the animation for doing mini-leap while running (which does not work anyway)
+1
HURRRRRRRRRRRRRRRRR<!--QuoteEnd--></div><!--QuoteEEnd-->
Do you grunt like a retard for ironic effect, or does it come naturally to you?
It's called internal consistency, or realism within the context. Google it.