Skulks In Gorgeous
Halfcentaur
Join Date: 2013-01-30 Member: 182612Members
Were there changes to how Skulks maneuver when attaching to walls and whatnot? I feel like I'm slowly down a lot whenever I jump on a wall or try to walk up a wall. There just seems to be some weird drag whenever I'm a skulk.
I'm curious if I'm just being crazy, or if this is actually a thing that was tweaked.
I'm curious if I'm just being crazy, or if this is actually a thing that was tweaked.
Comments
I love that Skulks will visibly jump off of walls now (animations improved), and they're slower, making the fights fairer. Let's be honest, it's easier to mash the space bar and hold the left mouse button, than making 50 rounds count in a tight corridor with frame drops.
Thank god skulks have ranged options instead of being mostly a melee only focused unit.
however, the ground acceleration should be reverted closer to its previous state. one of the most basic and useful things about Skulking is juking with A-D-A-D juking at a marine's feet, and it's pretty much impossible right now.
Holding Ctrl to unstick from walls now slows you down to walk speed.
I'm not quite sure, but I'm hoping your post was sarcastic. (Italics helps!) Parasite is not really a ranged combat option outside of the beloved early game 1 para 2 bite system.
I couldn't stand to stay Skulk in any of the games I've played since the patch. It just feels wrong. It feels as wrong to me as how strange the Lerk felt when it got fatter and lost the ability to 180 and accelerate away like a drag racer.
Yes balance is important but good balance wouldn't take fun away from the game (I'm not saying skulks are not fun anymore). You can balance skulks while keeping the "fun" movement.
Also, Skulks being slower plus the improved hitboxes and animations all add up to what people are feeling with the skulk right now. Slower and Easier to hit. A dip in "Fun Factor".
I wish they would have saved these movement changes for when they do the walljumping adjustment patch. Instead of splitting them up.
That said, I'm learning to get back up to my old speed with skulk and it's not to bad.
I'm not entirely sure what "fairer" means. It was pretty fair as it was. It was a difficult fight against a good marine who could aim, and usually required at least 2 to take out one, but now you're just fodder, and will be lucky if 3 can take out one good guy due to how slow they move. The other issue is that it completely kills mid and late game skulking, due to how hard it is to close distance and bite on a shotgunner now with how weird leap functions. Time will tell I guess.
The "crazier" stuff is where the skill actually was. Being able to use gravity + proper wall jump to close distance on marine was really the only way to kill a good player, and even then it was still a toss up especially if the marine knew how to properly inside shoot (fighting skulks inside melee range). Now it's just pure target practice.
rofl its like you think i haven't played the game before. walljumping is fine, as far as I can tell it's literally not any slower, you just can't get as crazy with it (like doing 180's off the wall at full speed).
As long as I did not go for a kill, i was able to run and jump around marines for about a minute and watch them unload all their ammo into the walls. That's what you call skill, I call it broken hitreg. Learn to attack from multiple directions, ambush and use the same amount of teamwork the marines have learnt to do. It is called positioning.
A movement system that provides flexibility, freedom, depth and predictability already exists. It hops.
The less responsive strafing ADADAD thing is more the result of slightly lower ground acceleration than ground friction i believe, and i actually kinda like it. It might end up needing a very very slight tweak upwards, but it's good that you can no longer super rapidly ADAD to screw up your animation. Strafe dodging just requires that you use walljumps and environment now.
I believe this is a good thing, especially as @bertor has said - I frequently saw a Skulk who was virtually un-hittable jumping around in a Marine base drawing fire from 3/4 marines and not dying. Maybe there aim WAS that bad - but a base life form able to out manoeuvre 4 players who aren't firing from the same direction? That isn't good movement, that's broken hit-reg. Now that is fixed, and movement has been adjusted slightly we'll see where this leads us.
If with the new hitreg movement can be adjusted back up that's probably going to be the answer, or a slight tweak to it in some circumstances (Dropping of ceilings etc) but it'll take sometime to see where the problems really lay here.
I believe it can only be for the best, as a few have said, now you cannot always escape due to obscene mechanics from an engagement going wrong as a Skulk - you will die for your failure :P
I've had around 20 games for the last week and can't remember a single time, when bullets wouldn't hit skulk.
More than that, personally, and yes. The only "hit registration" issue is marine players who can't aim or have terrible ping or performance issues, though the latter go just as much for laggy alien players.
I've watched several videos with aiming tips and I got surpized how good I can actually take down skulks now. There were hit-reg issues before, but not in 239. Let's see what 241 will bring us tomorrow
I played 5 games last night, 2 Marine wins, 3 alien wins. Same server, similar teams. Felt pretty good imo.
Going crag/shade early used to cripple some alien players not only because it became more important to pick, choose, and survive your encounters (due to how long it could take to get back to where you died), but because tanking marine bullets was a far less effective strategy than simply moving so erratically that they had a hard time hitting you.
Now we've got all the detriments of going crag/shade early without the benefit of celerity. Celerity basically "normalizes" skulk now, which shouldn't be the case, as it's no longer sufficient to lock down an advantage, just to be able to perform normally against the marines in the early game.
I really, desperately want to believe that this isn't the intended change and that a decimal point got misplaced somewhere. Even Leap feels weak and short-ranged and underwhelming now...