Skulk wall jumping (build 215)

spaceturtlespaceturtle Join Date: 2012-08-03 Member: 154714Members
Wall jump seems pretty pointless. Either I fail at it, or it just gives minimal speed increase. I hear the "wall jump" sound going off yet it feels like I lose more speed taking the time to jump to the wall and off it than just running straight ahead. Is it meant to be this way? I was hoping for more complex mechanics ala Quake 3/Live where you can do some neat movement stuff. Pretty disappointed in the current iteration.

Comments

  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    Its still quite potent when you nail the timing. You can start a private game and type: cheats 1 and then debugspeed to see how much speed youre getting.
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    edited August 2012
    It is very powerful if you learn to do it well. In extreme situations, it is possible to get it up to 19.99 speed (the speed cap is 20), which is almost three times the default speed of the skulk (7). In the hands of a good walljumper, I would actually say that the current walljumping is too powerful and leads to poor gameplay -- the erratic nature of skulk movement without air acceleration and high speeds make for very random and unpredictable combat.

    IMO, the speed cap needs to be lowered drastically and air acceleration needs to be added to provide much needed predictability in skulk movement.
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    same confusion here. i created a big long hallway map to try this & while i get the speed bump sound repeatedly, the speed increase is minimal. i'm thinking i'm not taking advantage of the boost vector. seemed easier to notice a diff with celerity, but still not anywhere near 20.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    The sound doesnt really seem to mean much. Even though you get the sound, sometimes you get a very small boost. Its all about jumping instantly when you hit the wall, it even feels like you jump a little bit before you hit the wall because of lack of good feedback from collisions.
  • NeoRussiaNeoRussia Join Date: 2012-08-04 Member: 154743Members
    imo walljumping right now is too floaty, no control in velocity but too much control in direction. The current wall-jumping implementation doesn't work ingame as well as bhopping or rampsliding would as it really relies on how good the walls in the map are and any sort of detail in the walls can cause you to mess the jump up, even stairs mess up your speed. Either UWE needs to redesign their maps based on skulk movement as it is now or they need to introduce GoldSrc style movement which all veteran players agree to be the best movement physics yet. I know UWE wants to be original but for veteran NS1 players and new players alike, it's best to stick with what worked and made NS1 movement so original.
  • BicsumBicsum Join Date: 2012-02-27 Member: 147596Members, Reinforced - Gold
    It doesn't scale very well with celerity and leap.

    Without cele I think the speed is a bit too low.

    With cele it is a bit too much.

    I suggest nerfing leap and cele (wall jump) a bit in order to buff standard wall jumping, because imho aliens are a little bit underpowered in the early game.
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    The way it stores velocity and suddenly shoots it up is quite dodgy too. I got down to like 8 speed by missing a jump but then still accelerating up to 14 almost instantly. Also the way you dont really get any boost when you exit the wall, but then get it midair shortly after. Its pretty weird.
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    This really needs to be tightened up. It has the potential to be one of the iconic features of NS2 so I would devote plenty of (limited) time to it if possible.

    What I would like to see is a wallhop that has a success rate more dependant on skillful movement than it is on timing jumps. If we could reach a point where skulks truly need to navigate surrounds in clever ways to achieve maximum velocity, then wallhop will be a good addition to NS2. Timing jumps in general is just hard to implement intuitively and I don't think there's ever going to be a way to convince people not press 'space' as fast as they can while flicking their mouse wildly, nor do I think there'll be a satisfactory feedback system for timing jumps correctly. I think I would prefer either no penalty for spamming jump or further still, a wallhop that can be achieved through simply <i>holding</i> 'space'. Doing so, even for just one build, could also illuminate the components that comprise a good wallhopper.
  • CasusCasus Join Date: 2009-07-16 Member: 68153Members
    I'm having trouble getting wall jumping down.

    I always seem to just fall of the wall when I try to jump to another.

    Are there any tutorials out there to show how to do it?
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    <!--quoteo(post=1962294:date=Aug 13 2012, 02:48 PM:name=Casus)--><div class='quotetop'>QUOTE (Casus @ Aug 13 2012, 02:48 PM) <a href="index.php?act=findpost&pid=1962294"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having trouble getting wall jumping down.

    I always seem to just fall of the wall when I try to jump to another.

    Are there any tutorials out there to show how to do it?<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.youtube.com/watch?v=2SLCGdD_VK0" target="_blank">http://www.youtube.com/watch?v=2SLCGdD_VK0</a>

    Dated, but execution is the same.
  • CasusCasus Join Date: 2009-07-16 Member: 68153Members
    <!--quoteo(post=1962301:date=Aug 13 2012, 02:04 PM:name=Zomb3h)--><div class='quotetop'>QUOTE (Zomb3h @ Aug 13 2012, 02:04 PM) <a href="index.php?act=findpost&pid=1962301"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><a href="http://www.youtube.com/watch?v=2SLCGdD_VK0" target="_blank">http://www.youtube.com/watch?v=2SLCGdD_VK0</a>

    Dated, but execution is the same.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So it looks like...

    Run on wall, jump off, pseudo bunny hop, wall run, jump off, rinse & repeat?
  • TrCTrC Join Date: 2008-11-30 Member: 65612Members
    I would like to see a way to keep your speed on solid ground and initial movement gain much higher for quick execution of ambush.

    and animations need to be make more predictable without removing player control to be unpredictable.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    There is several problems with wall jump.

    The most important I think is the discontinuous efficiency curve. If you jump say 0.2 second too late you get maybe 50% bonus, 0.1 second gives you 70% and 0.001s 100%. If you jump too early however you get 0%.

    This discontinuity and asymmetry makes it much more difficult to learn, and appear buggy. It can be fixed pretty easily by checking the distance to the wall when pressing jump, the closer to the wall, the better the timing is, the more efficient the wall jump.
  • askerasker Join Date: 2012-01-29 Member: 142449Members, WC 2013 - Silver
    <!--quoteo(post=1962307:date=Aug 13 2012, 08:23 PM:name=Casus)--><div class='quotetop'>QUOTE (Casus @ Aug 13 2012, 08:23 PM) <a href="index.php?act=findpost&pid=1962307"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So it looks like...

    Run on wall, jump off, pseudo bunny hop, wall run, jump off, rinse & repeat?<!--QuoteEnd--></div><!--QuoteEEnd-->
    Except nowadays you don't get a speed of 9 just by simply jumping off a wall like in the video. I have no clue you're supposed to get any speed going with the current minimal speed gain that is lost before reaching the next wall.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1962353:date=Aug 14 2012, 07:32 AM:name=asker)--><div class='quotetop'>QUOTE (asker @ Aug 14 2012, 07:32 AM) <a href="index.php?act=findpost&pid=1962353"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Except nowadays you don't get a speed of 9 just by simply jumping off a wall like in the video. I have no clue you're supposed to get any speed going with the current minimal speed gain that is lost before reaching the next wall.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <a href="http://www.youtube.com/watch?v=Li68Fo4DgFw#t=6m4s" target="_blank">http://www.youtube.com/watch?v=Li68Fo4DgFw#t=6m4s</a>

    As many others have pointed out
    - The speed cap is too high although granted it is really difficult to get 19 speed.
    - Its sometimes buggy (8 to 14 speed instantly? :x)
    - 0 speed boost if jumping even 1ms too early
    - Too synergistic with cele (I'm fine with it being good with leap imo).

    I'd also like to add that needing to flick to set your walljump direction can be nauseous for some people.
  • extolloextollo Ping Blip Join Date: 2010-07-16 Member: 72457Members
    ^ that was helpful.

    made some progress. needs practice & kinda glitchy but was able to do pretty well with the wall - wall method. wall - floor - wall, not so much.
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    edited August 2012
    Nice video Elodea, is that from b215/216?

    Where can I DL that map, ATM i've just been ambushing / playing smart as skulk.
  • spaceturtlespaceturtle Join Date: 2012-08-03 Member: 154714Members
    Elodea's video should be a must watch for EVERY skulk. Dayum.
  • ellnicellnic Join Date: 2010-07-19 Member: 72559Members, Reinforced - Shadow
    <!--quoteo(post=1962380:date=Aug 13 2012, 11:49 PM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Aug 13 2012, 11:49 PM) <a href="index.php?act=findpost&pid=1962380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice video Elodea, is that from b215/216?

    Where can I DL that map, ATM i've just been ambushing / playing smart as skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->

    'Published on 12 Aug 2012 by elodens4' So i'd take a guess at 216
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    The problem I'm currently experimenting is that there are so many little pipes or dips in the wall that are throwing me off. I've been mostly practicing on summit and it seems like there is rarely a flatish wall that I can jump off anywhere XD. I can typically nail the timing about 75% of the time, but hitting a pipe or jumping too high off the wall jump and starting to either run on the walls or ceiling is really throwing me off. I lose all speed almost instantly and there's really not much I can do since I can't jump off the ceiling apparently XD.

    Not sure if this is just a problem of learning where all these annoying places are on each map or if it's a problem with the map design itself (assuming the former since people, who are much better than me, can still do wall jumping XD).

    If I was to nit-pick the mechanic itself, yes, the flick is annoying and can make people nauseous.
  • elodeaelodea Editlodea Join Date: 2009-06-20 Member: 67877Members, Reinforced - Shadow
    edited August 2012
    <!--quoteo(post=1962380:date=Aug 14 2012, 08:49 AM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Aug 14 2012, 08:49 AM) <a href="index.php?act=findpost&pid=1962380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nice video Elodea, is that from b215/216?

    Where can I DL that map, ATM i've just been ambushing / playing smart as skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->

    The footage from that map was from 215. Made it specifically to show the walljump thing properly but 216 broke my map somehow hence older footage :(. I don't think they changed anything in b216 so its still relevant. Its not really a very good training map, i think skie probably has a better one he hasn't shown anyone yet :p.
  • mf-mf- Join Date: 2008-06-17 Member: 64463Members
    I'll compare it to Tribes, people will just have to learn routes on how to attack certain positions.

    Might invest some time tonight learning the technique, then learning routes leading to RT locations / choke points
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--quoteo(post=1962456:date=Aug 14 2012, 02:14 AM:name=mf-)--><div class='quotetop'>QUOTE (mf- @ Aug 14 2012, 02:14 AM) <a href="index.php?act=findpost&pid=1962456"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll compare it to Tribes, people will just have to learn routes on how to attack certain positions.

    Might invest some time tonight learning the technique, then learning routes leading to RT locations / choke points<!--QuoteEnd--></div><!--QuoteEEnd-->

    Now that's a good idea, learn the best routes in the maps for wall-jumping. I might try that myself if I get a chance!!
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    edited August 2012
    About the mouse movement, I'm not sure what it optimal. But my guess is that if you want to maximize the jump distance you have to look completely up when you press jump, in order to get closer to the optimal 45 degree angle.

    Maybe it would be more intuitive if looking 45 degree up would be optimal.

    <img src="http://upload.wikimedia.org/wikipedia/commons/thumb/6/61/Ideal_projectile_motion_for_different_angles.svg/512px-Ideal_projectile_motion_for_different_angles.svg.png" border="0" class="linked-image" />
  • TweadleTweadle Join Date: 2005-02-03 Member: 39686Members, NS2 Map Tester
    Both of Yuuki's suggestion would be improvements - the '45degree optimal angle' and the 'check-distance-from-wall rule' make more sense.
  • lunsluns Join Date: 2010-12-05 Member: 75502Members
    they seriously need to adopt ns1 movement into this game, how long are we going to put up with sluggish movement? game so close to release, and our movement system still at this stage? just bring back ns1 movement, and stop fiddling with ideas that dont work.
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