Movement in 222
male_fatalities
ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
<div class="IPBDescription">Great work UWE!!!!</div>Hi UWE,
B222 is by far the best build I've seen for movement in a long time.
<b>Marines</b>
Yes!
No deaccel/accel when changing between strafe keys
Ability to chain jumps off different surfaces
This has literally made marines so much better. They feel responsive, like I'm finally playing a twitch shooter and not ghost recon / insert realism game.
<b>Aliens</b>
Walljump
It might not of been how I would implement it, but it seems to be doing its job quite well.
- You can chain jumps along the ground and maintain speed 9
- You can drop down from medium heights to get speed 11 and maintain it by walljumping
Great job!
Bite
I know this is not related to movement, but I just want to say bite right now feels perfect. Have to be quite precise with your bite aim, so it rewards skilled skulks and punishes skulks who hold mouse 1. This is great!
Fade
Blink feel so good. You reverted the changes!
Thank you
Great patch UWE. Its certainly not as much as I would like, but your going in the right direction now. The game just got harder :) grats
B222 is by far the best build I've seen for movement in a long time.
<b>Marines</b>
Yes!
No deaccel/accel when changing between strafe keys
Ability to chain jumps off different surfaces
This has literally made marines so much better. They feel responsive, like I'm finally playing a twitch shooter and not ghost recon / insert realism game.
<b>Aliens</b>
Walljump
It might not of been how I would implement it, but it seems to be doing its job quite well.
- You can chain jumps along the ground and maintain speed 9
- You can drop down from medium heights to get speed 11 and maintain it by walljumping
Great job!
Bite
I know this is not related to movement, but I just want to say bite right now feels perfect. Have to be quite precise with your bite aim, so it rewards skilled skulks and punishes skulks who hold mouse 1. This is great!
Fade
Blink feel so good. You reverted the changes!
Thank you
Great patch UWE. Its certainly not as much as I would like, but your going in the right direction now. The game just got harder :) grats
Comments
I'll be making a video shortly showcasing the speed / utility the new ceiling drop / walljump combo can create. It's not 216 crazy speed 20 style, but its very strong.
Closing the distance, traveling, dodging.
Tracking bites is part of the skill.
Just two things: With the lerk you can actually get a little faster by looking at the ground (20-30°) and spamming space. Just like you can glide against walls for ever and keep your speed.
+1
Just two things: With the lerk you can actually get a little faster by looking at the ground (20-30°) and spamming space. Just like you can glide against walls for ever and keep your speed.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't like the sound of this.
In my opinion, flapping should hamper your forward velocity, and be used primarily to get side to side movement, and to gain height. Gliding should be optimal for gaining speed, though trying to use it for side to side movement, or using it to gain height, should result in significant slow down.
Nice that you added it in, UWE, but why no feedback sounds? That combined with a lack of mention in the patch notes will cause a lot of people to assume nothing was changed. Fix this ASAP please.<!--colorc--></span><!--/colorc-->
Have you played the build? Because for me it's actually a lot easier to land bits in this one, a lot more enjoying too because spaming mouse1 is even more useless than before.
Nice that you added it in, UWE, but why no feedback sounds? That combined with a lack of mention in the patch notes will cause a lot of people to assume nothing was changed. Fix this ASAP please.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
You don't get speed from walljumping anymore, you get speed from ceiling drop. You use walljump to maintain the speed, hence no reason for the old walljump feedback sound.
It goes:
Ceiling drop > walljump > walljump to ceiling > ceiling drop
You can also maintain speed 9 by walljump > 45 degree angle to floor > walljump
In my opinion, flapping should hamper your forward velocity, and be used primarily to get side to side movement, and to gain height. Gliding should be optimal for gaining speed, though trying to use it for side to side movement, or using it to gain height, should result in significant slow down.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah flapping may cause you to lose forward velocity when sitting level, but think of how it works when you are aiming down. Think of a helicopter. If you are aiming down a bit, you should be able to gain speed by flapping. It is pulling you up, which is also angled forwards when aiming down.
It goes:
Ceiling drop > walljump > walljump to ceiling > ceiling drop
You can also maintain speed 9 by walljump > 45 degree angle to floor > walljump<!--QuoteEnd--></div><!--QuoteEEnd-->
Its probably easiest to just try it out but I'm at work ;p can you explain a little more how this is done?
You hit the jump key from the ceiling onto the wall where you need to immediately hit jump again to go back to the ceiling (or floor) - is there a little bit of leeway on the timing or is it like bhop on the wall kind of?
It goes:
Ceiling drop > walljump > walljump to ceiling > ceiling drop
You can also maintain speed 9 by walljump > 45 degree angle to floor > walljump<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--coloro:#FFC0CB--><span style="color:#FFC0CB"><!--/coloro-->I understand what you're saying, but there should still be some kind of feedback.<!--colorc--></span><!--/colorc-->
That would be fine if the lerk was a helicopter, and he gained momentum via a spinning rotor. With wings, however, they need to be drawn up, and if you are angled downwards, drawing your wings up means pulling them directly against the current of air passing over you, stopping you dead, if not breaking your wings off.
I don't have the beta and on a completely unrelated note, I need more NS2 vids to satisfy my cravings
NS2HD and unknownworlds isn't enough
Tracking bites is part of the skill.<!--QuoteEnd--></div><!--QuoteEEnd-->
Tell that to the ethereal marines skulks keep phasing through.
Marines have INFINITE f-ing acceleration, meaning they can at any moment MIRROR their speed in the opposite direction! This is absolutely RIDICULOUS when playing as skulk and trying to land bites as marine movement is 100% unpredictable! Combine with the jumping of 3m and by the time I manage to get to a marine, he magically teleports making me need to spend another 0.5s to get to him again all while he can fire 5 more bullets, doing potentially 50 more dmg.
Marines are supposed to be the non-agile ones relying on ranged attacks, and aliens having to come into melee range but having all kinds of powerful movement abilities to do so. Now marines have both. WTF (first contradiction)
Sure NS1 had the same thing, but the biting was much MUCH easier to land, skulk was smaller, and it worked - in NS2 it DOESN'T work!
If this is the direction the game is to go, then why in the world was the twitchy/irratic/random skulk model animation improved???????
That's two contradictions!
Skulks are now viable before leap against reasonable marines, meaning the second hive rush isn't necessary.
The bite is perfect now too, it should be small and require alien players to accurately land bites. After all, marines can't just walk in to a room and spray bullets praying something hits (aliens shouldn't either just spam attack).
Great work UWE, great work!
I have no experience with ornithopters, maybe I am missing something obvious but if you are in a dive the relative wind should still be parallel to the wing.
So it's practically impossible to lose speed?
Patch 224
Lerk speed has been reduced from 11 to 6.
pretty much, yes.
Skulks are now viable before leap against reasonable marines, meaning the second hive rush isn't necessary.
The bite is perfect now too, it should be small and require alien players to accurately land bites. After all, marines can't just walk in to a room and spray bullets praying something hits (aliens shouldn't either just spam attack).
Great work UWE, great work!<!--QuoteEnd--></div><!--QuoteEEnd-->
You forgot /end sarcasm.
We all know because the games asymmetrical only 1 side can have spam weapons...and thats marines.
GL's....
Flamers....
SG's (just point in general direction and it will hit)
Exo's (limitless amo)
space bar spam (for free knockback life saving moves)
Clearly the idea of just pressing a button and watching the other side die has been taken by the marines.
Simply jumping up a ramp means no issues spamming jump, marines move better than skulks do.
Wow, you really ARE clowning around. Aliens (and skulks) pre T2 are NOT fine, to even suggest that is ridiculous.