Skulks In Gorgeous

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Comments

  • RippsyRippsy Join Date: 2013-01-16 Member: 179921Members
    pendelum5 wrote: »
    I must be the only player who didn't notice a thing in skulk movement. It might be because I never found out the ADADAD technique, or that I use wall-jump to get literally everywhere, but I think the new skulk movement is more or less the same as it was before the patch. I interpreted the patch notes as improving skulk animations and hitboxes, not changing movement values for skulks. Can a playtester verify this, or is it just skulks venting about dying now that they can't glitch out their model?

    I suspect this is accurate. But I've only played 2 games on the ground (commanded 3)
  • YMICrazyYMICrazy Join Date: 2012-11-02 Member: 165986Members
    I feel skulk still needs some work. Most people like marines because of the fun factor that you can still shoot things even when losing. Skulk as a base class needs tweaking to make it more fun. I am pro marine most of the time but man did gravity take a crap on the skulk. The thing feels like a brick now.
  • StardogStardog Join Date: 2004-10-25 Member: 32448Members
    It's depressing being skulk now. You hit the ground with an almighty thud.
  • AndinagamaAndinagama Join Date: 2012-12-23 Member: 176019Members
    edited March 2013
    With Gorgeous build:

    I actually performed much better on a skulk with decreased acceleration - I now find it easier to juke marines by running around them and biting. Something about it feels more precise. (What i do can be summed up as strike at an angle (to distract their fire), retreat, circle to the back and bite the marine as you circle around him (sick to him, keep the teeth facing towards him and rotate mouse, because air control is still good)

    Conversely, as a marine, I found it easier to aim at skulks that dont juke me and go straight for the kill but hang back and dance around i saw they were trying the ADAD maneuvre and now i can take them out with ease, even 2 of them.
  • Samus1111111Samus1111111 Join Date: 2012-08-07 Member: 154930Members, Reinforced - Shadow
    I'm honestly fine with the skulk changes. The only problem I have (and not sure if this is new to gorgeous) is that I can not keep my speed up. As soon as I hit the ground, I'm back down to 6.8-7 instead of the 9-10 I was at after wall jumping or jumping from a great height. This leads to having bursts of speed from when you jump off the wall to hitting the ground.
  • Snypr18Snypr18 Join Date: 2012-11-09 Member: 168566Members
    I personally did not notice any movement changes, but I am not a very good skulk.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    I'm honestly fine with the skulk changes. The only problem I have (and not sure if this is new to gorgeous) is that I can not keep my speed up. As soon as I hit the ground, I'm back down to 6.8-7 instead of the 9-10 I was at after wall jumping or jumping from a great height. This leads to having bursts of speed from when you jump off the wall to hitting the ground.

    I also noticed this. I understand nerfing acceleration to make it more difficult to juke bullets, but I'm not sure why the speed preservation of walljumping was nerfed as well.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    Air control on skulk is unchanged, on acceleration has changed.
  • StrikerX3StrikerX3 Join Date: 2012-11-08 Member: 168423Members, Reinforced - Shadow
    edited March 2013
    There's another small detail that was changed: the skulk no longer has that 300ms delay where you could run on the ground without friction. You slow down almost instantly when touching the ground, which makes walljumping speed boosts much harder to achieve because you pretty much cannot touch the ground. Not sure if this was intended, but it's definitely noticeable.

    I tested that with cheats, speed 0.5 (because my jump timing is not very good :P) and debugspeed. Railgunning on the Cargo force field wall to hit ~30 speed, then jumping off straight into the ground, no matter how quick I jump off it I always lose about half my speed. If I connect to a wall and jump off it, I keep most of my speed. Air control seems to be a bit slower because of the reduced acceleration.

    EDIT: apparently I didn't read properly the above posts which state exactly what I said here... oh well. At least I gave a technical explanation of what happened.
  • 1dominator11dominator1 Join Date: 2010-11-19 Member: 75011Members
    edited March 2013
    Tyrsis wrote: »
    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.

    Didnt take very much skill at all imo (unless you count not being a ground skulk skill). The skill was in navigating the poor collision jump spam clusterfuck of melee, which has not changed at all. IMO this game's movement and physics in general are pretty crap compared to what they were in it's predecessor.
  • PakarsPakars Join Date: 2010-11-24 Member: 75262Members
    edited March 2013
    All in favor of calling skulks "bricks"?

    I for one intensely dislike the skulk speed change, especially the fact that it's extremely difficult to keep your momentum now.

    It feels bad to play skulk, and it's super easy to destroy skulks as a marine if you can aim. It feels like target practice.
  • ritualsacrificeritualsacrifice Join Date: 2012-11-14 Member: 171148Members, Reinforced - Shadow
    This skulk change isn't nearly as bad as the last one they did, and I didn't even see anyone complain after that one :(

    If it's deemed that this version needs to be "fixed" then we should just go back to the crazy ass walljumping from late beta/early release where you could maintain speed forever.
  • 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
    StrikerX3 wrote: »
    There's another small detail that was changed: the skulk no longer has that 300ms delay where you could run on the ground without friction. You slow down almost instantly when touching the ground, which makes walljumping speed boosts much harder to achieve because you pretty much cannot touch the ground. Not sure if this was intended, but it's definitely noticeable.

    I tested that with cheats, speed 0.5 (because my jump timing is not very good :P) and debugspeed. Railgunning on the Cargo force field wall to hit ~30 speed, then jumping off straight into the ground, no matter how quick I jump off it I always lose about half my speed. If I connect to a wall and jump off it, I keep most of my speed. Air control seems to be a bit slower because of the reduced acceleration.

    EDIT: apparently I didn't read properly the above posts which state exactly what I said here... oh well. At least I gave a technical explanation of what happened.

    Well described.

    You can eliminate the spastic ground movement using this method, without punishing wall hopping - by tapering the velocity when first hitting the ground, which would encourage less time on the ground too, furthering the incentive to continue wall hopping.

  • HalfcentaurHalfcentaur Join Date: 2013-01-30 Member: 182612Members
    I've just noticed that using wall jumping to get that speed boost still works, but it causes you to really feel glitchy when you're jumping around - slowing down and then speeding right back up again.

    Just makes the skulk just seem even more jerky than it was before when you're trying to wall jump.
  • _jay_jay Join Date: 2012-11-04 Member: 166951Members
    Well I suppose it's made everyone forget about bunny-hopping marines.
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