Movement responsiveness

elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
edited March 2012 in NS2 General Discussion
Since b199 i've noticed that movement is slightly more unresponsive in terms of acceleration or atleast thats how it seems to me (both skulk and marine). For example strafing left and right is slower to respond and feels like you have weights tied to your feet. I figure how it works now is that pressing right while going left now also has to counteract your leftward velocity before going right? Just wondering if this was intentional or something that came with the movement system overhaul.

From the marine perspective, a new player for the most part presses w and s to 'dodge' so they don't exactly experience this unresponsiveness. As one becomes more experienced you realise that its actually best to use left and right in order to dodge skulks if you can predict their movements, and so this has really put a cap on the ability to strafe or strafe jump as a marine.

From the alien perspective, it feels unresponsive in terms of collision and acceleration as a skulk. Just a quick example - your chasing a marine from behind, there is a stutter or something that causes the marine to freeze for a split second and you bump into him losing all speed. It corrects itself and now you find the marine still ahead of you but it takes ages to build up speed again (in a combat situation). I guess this could also be applied to alot of other situations like overshooting a marine and needing to spend alot of time building up speed again which i think is the gap that wall jump just can't fill. In all cases, it feels perhaps bit sluggish in terms of point acceleration.

Personally i would love marine movement and/or acceleration (no idea what exactly changed from 199 that caused this) to be something more like pre 199 because it raised the movement skill cap and opened up alot more interesting spatial considerations in and out of combat while not being altogether jump spammy. What do you guys think, do you like the slower, slightly more unresponsive combat (compared to pre 199) we have now or do you find it slightly frustrating like i do? I've tried for the last few builds to get used to it and see how it plays, but i can't help but find myself sometimes feeling quite limited in terms of the options of movement i have available in any situation.

Comments

  • SewlekSewlek The programmer previously known as Schimmel Join Date: 2003-05-13 Member: 16247Members, NS2 Developer, NS2 Playtester, Squad Five Gold, Subnautica Developer
    that was an oversight. I changed skulk acceleration now to pre 199 values, let me know please if it feels better in the next patch, then i adjust the marine values as well
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited March 2012
    For the skulk, every patch it <i>feels </i>different, and thats because Sewlek (schimmel) is tweaking it, every patch. He's constantly honing in on what feels right, to include the next patch. This sort of descriptive feedback is helpful, imo.

    I feel you may not be utilizing your environment enough when you slow down like that from bumping something. That being said, i think jumping from the wall should give you something closer to feeling like leap, so that leap actually ends up being your "leap plus" or "air leap" and we actually see wall jumping usage increase along with fun skilled movement reward that can come with that meta game feeling if you know the map.

    As much as i hate to say it, the corkscrew, ultra air control patch (was it 199?) was the most fluid and free feeling there has ever been. it just felt right. <b>but was too easily abuse-able</b> and marines had a hell of a time adjusting for that spastic movement. There has to be a middle ground somewhere in between - and i bet it involves air control and distance of walljumps.

    <b>edit</b>: HA. he actually beat me to the post. ^
  • BiglinesBiglines Join Date: 2003-12-07 Member: 24094Members, Constellation
    <!--quoteo(post=1919684:date=Mar 30 2012, 10:17 AM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Mar 30 2012, 10:17 AM) <a href="index.php?act=findpost&pid=1919684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that was an oversight. I changed skulk acceleration now to pre 199 values, let me know please if it feels better in the next patch, then i adjust the marine values as well<!--QuoteEnd--></div><!--QuoteEEnd-->
    :O You just made my day. I'm getting used to the wall jumping, but in the actual fight I was still getting annoyed at how slowly the skulk seemed to react, if this is back to 198 values, I'll be very happy.

    and OT, schimmel, finally decided you didn't want to be called Fungus? :p (schimmel in dutch means fungus)
  • croncron Join Date: 2010-06-21 Member: 72122Members
    <!--quoteo(post=1919714:date=Mar 30 2012, 01:11 PM:name=Biglines)--><div class='quotetop'>QUOTE (Biglines @ Mar 30 2012, 01:11 PM) <a href="index.php?act=findpost&pid=1919714"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and OT, schimmel, finally decided you didn't want to be called Fungus? :p (schimmel in dutch means fungus)<!--QuoteEnd--></div><!--QuoteEEnd-->

    Since he is from Austria I assume it's the German word "Schimmel" (which I thought really means the same in Dutch) to which the translation would be mold/mould rather than fungus. Surely enough mould is a kind of fungus, but a specific one and if I recall that right he actually had a picture of something mouldy as an avatar.
  • Salraine_ChiSalraine_Chi Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
    <!--quoteo(post=1919678:date=Mar 30 2012, 08:24 AM:name=elodea)--><div class='quotetop'>QUOTE (elodea @ Mar 30 2012, 08:24 AM) <a href="index.php?act=findpost&pid=1919678"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since b199 i've noticed that movement is slightly more unresponsive in terms of acceleration or atleast thats how it seems to me (both skulk and marine). For example strafing left and right is slower to respond and feels like you have weights tied to your feet. I figure how it works now is that pressing right while going left now also has to counteract your leftward velocity before going right? Just wondering if this was intentional or something that came with the movement system overhaul.

    From the marine perspective, a new player for the most part presses w and s to 'dodge' so they don't exactly experience this unresponsiveness. As one becomes more experienced you realise that its actually best to use left and right in order to dodge skulks if you can predict their movements, and so this has really put a cap on the ability to strafe or strafe jump as a marine.

    From the alien perspective, it feels unresponsive in terms of collision and acceleration as a skulk. Just a quick example - your chasing a marine from behind, there is a stutter or something that causes the marine to freeze for a split second and you bump into him losing all speed. It corrects itself and now you find the marine still ahead of you but it takes ages to build up speed again (in a combat situation). I guess this could also be applied to alot of other situations like overshooting a marine and needing to spend alot of time building up speed again which i think is the gap that wall jump just can't fill. In all cases, it feels perhaps bit sluggish in terms of point acceleration.

    Personally i would love marine movement and/or acceleration (no idea what exactly changed from 199 that caused this) to be something more like pre 199 because it raised the movement skill cap and opened up alot more interesting spatial considerations in and out of combat while not being altogether jump spammy. What do you guys think, do you like the slower, slightly more unresponsive combat (compared to pre 199) we have now or do you find it slightly frustrating like i do? I've tried for the last few builds to get used to it and see how it plays, but i can't help but find myself sometimes feeling quite limited in terms of the options of movement i have available in any situation.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I feel the opposite of you. I feel the marines have too much movement now and not just in jump height and duration but also in side to side movement and air control. The backwards speed feels fine but its way too easy for marines to run in a circle around a Skulk and pressing W with either S or D he is even faster. I usually use ambush tactics as a skulk because of the above. But what normally happens is the Marine jumps 180 degrees, starts to spam jump and fire at his feet because invariably as a Skulk that's where you are. With the air control the players have it very hard to predict where the Marine will land and land the bites to kill him. Run into a group of Marines and they all spam jump, backwards, forwards and side to side and the Skulk has little to no chance.

    I didn't like the slower Skulk speed at first but now love it. It makes you think about when and where you attack now and makes ambushing and using dark areas of the map a necessity. If it were not for the pogo dancing marines it would be perfect.

    To sum my feelings up. Aliens should be quick (201 is great), especially the Skulk as its fairly weak. Yes, but atm its frustrating to play as the amount of movement marines have is too much and even as Fade etc the unpredictable movement and jumping makes a lot of kills feel more like luck than skill. The Marine side slightly too quick especially straff speed and straffing/jumping not only looks daft but makes the Alien kills feel like a lottery rather than anything else.

    Speed and agility for Aliens. After all they are melee based have have to get close. Marines should be a touch slower, a lot less jump spammy and that would force teamwork/strategy and less rambo style play and make use of the ranged combat they have with their various weapons.

    Sal
  • GORGEousGORGEous Join Date: 2012-02-19 Member: 146762Members, NS2 Map Tester
    I definitely noticed the skulk problems.

    I didn't notice any marine or general strafing problems, though.

    Also, you still have 100% air control. :/
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited March 2012
    <!--quoteo(post=1919684:date=Mar 30 2012, 08:17 PM:name=Sewlek)--><div class='quotetop'>QUOTE (Sewlek @ Mar 30 2012, 08:17 PM) <a href="index.php?act=findpost&pid=1919684"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that was an oversight. I changed skulk acceleration now to pre 199 values, let me know please if it feels better in the next patch, then i adjust the marine values as well<!--QuoteEnd--></div><!--QuoteEEnd-->

    Ok so i think i know what was causing the unresponsive feeling on skulks for me and i dont think it was acceleration afterall (although that might have been part of it too). Seems like its an old issue as well i think? <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=115490&hl=" target="_blank">http://www.unknownworlds.com/ns2/forums/in...=115490&hl=</a>

    When you land after a jump, you kinda 'slide' and lose directional control while on the ground if you have a movement key pressed down. I'm no programmer so i dno why this occurs.

    In terms of just skulk acceleration, i think it feels nicer now b202.
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