Skulk wall-attraction's strength

SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
<div class="IPBDescription">Needs some adjustments</div>Hey

What do you think about the skulk's wall-attraction at the moment? It was made much stronger in patch 175, if I recall correctly, but I find it too powerful.

Especially when trying to leap perpendicular to a wall that you're clinging to, you're just sucked back against the wall instead of going where you want to. Also it takes a couple of seconds for the skulk to "settle" in place when you stop moving. For example when you walk underneath a power node to get that pixel-perfect position where you can still bite the node and watch for oncoming marines, the skulk keeps sliding slowly in place because of the attraction, and you get missing bites.

Maybe add a secondary feature to some button that you can press to cancel the attraction (leap/crouch/jump maybe?), but also I'd like to see it made a bit weaker/snappier because it's disturbing movement at the moment.

Comments

  • AezayAezay Join Date: 2003-04-19 Member: 15660Members
    edited May 2011
    <!--quoteo(post=1843984:date=May 4 2011, 05:05 PM:name=Skie)--><div class='quotetop'>QUOTE (Skie @ May 4 2011, 05:05 PM) <a href="index.php?act=findpost&pid=1843984"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe add a secondary feature to some button that you can press to cancel the attraction (leap/crouch/jump maybe?), but also I'd like to see it made a bit weaker/snappier because it's disturbing movement at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Crouch already does this, just like in NS1.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    I think its great. Skulks wall-walking is finally easy and useful.
  • OPIEOPIE Join Date: 2002-11-12 Member: 8343Members
    The added "clingyness" was put in to solve problems such as skulks not being able to climb over railings and over small ledges on the walls. It just takes some getting use to.

    There are a lot more details in NS2 then in NS1. Adding in many more fun things petruding off walls, skulks were having lots of issues rounding ledges and corners before they put in these fixes. Like I said it just takes some practice to get use to all of this. I actually kind of like it better.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    I wish they'd add a reverse behavior (non sticky by default, sticky when holding a button).

    AvP2 had this as a keybind (C, I think), you could toggle it on and off on the fly while playing.
  • mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
    I agree i think skulks are way way to sticky. Its annoying when ur trying to jump at someone or get somewhere and u get pulled onto a wall. I think there should be a way to toggle noob wall walking mode or something. The stickyness should be cut in half imo. It was to sticky before the patch and it way to stick now.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    edited May 2011
    It does feel a bit too sensitive now. The problem is the amount of stickiness/magnetism is entirely circumstantial. What would be best is to leave the default/active stickiness/magnetism somewhat loose (similar to how it is now), and make the Movement Modifier button (Shift by default) increase the stickiness/magnetism such that it's impossible to leave a surface without either leaping or releasing Shift. Then by default you've got something in the middle, a button to increase it (Shift), and a button to remove it (Ctrl).
  • mobettamobetta Join Date: 2010-07-23 Member: 72693Banned
    Or make it so as a skulk u can scroll up on the mouse to make it more sticky or scroll down for less. Well scroll is used for changing the weapon thingy. Well i use the number keys for that and if its for the skulk only i think the scroll would be best. Then you would not have to hold a button to stay sticky. All tho imo the way it was like 10 builds ago was perfect. Now i dont like it. Thats just me i guess. I like getting from point a (where i am) to point b (where the human is) in the shortest amount of time. If im getting pulled or jerked to the walls along the way it slows me down. I dont like it.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo(post=1844088:date=May 5 2011, 07:08 AM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ May 5 2011, 07:08 AM) <a href="index.php?act=findpost&pid=1844088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and make the Movement Modifier button (Shift by default) increase the stickiness/magnetism such that it's impossible to leave a surface without either leaping or releasing Shift<!--QuoteEnd--></div><!--QuoteEEnd-->+1
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2011
    when you stand next to a wall you can't jump either. Magnetic walls are magnetic :P


    <strike>Haven't checked it in thirdperson, but I'm fairly certain the Skulk is on the wall while you expect him to be on the floor...</strike>

    Well apparently you're just standing on the floor, while attached to the wall (jump sound is played and animation as well)
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1844078:date=May 4 2011, 01:26 PM:name=Vic)--><div class='quotetop'>QUOTE (Vic @ May 4 2011, 01:26 PM) <a href="index.php?act=findpost&pid=1844078"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->AvP2 had this as a keybind (C, I think), you could toggle it on and off on the fly while playing.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I think this would work if its toggle-able. I personally think the wall-walking stickiness is perfect right now. Wall-walking is the main advantage of being skulk so it should be as easy and seamless as possible IMO. However, if you don't play skulk like its in a 3D environment (i.e. you stay mostly on the ground and use leap a lot) I can see how it would be annoying.
  • SeraphaceSeraphace Join Date: 2011-04-26 Member: 95644Members
    I think the wall stickyness is perfect right now imo
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited May 2011
    <div align='center'>This is what I meant with the "unable to jump thing"

    <center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/bugssczYa3M"></param><embed src="http://www.youtube.com/v/bugssczYa3M" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
    unlisted <a href="http://www.youtube.com/watch?v=bugssczYa3M" target="_blank">http://www.youtube.com/watch?v=bugssczYa3M</a></div>
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    If I recall correctly, in NS1 you wouldn't latch on to walls until you hit the peak of your jump, or at least that was the effective result most of the time. You could always jump to climb the wall, even if you were already on it. Perhaps this is the difference?
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