Reduced overhead of isa method.
Improved server performance.
Reduced the cost of updating entities in the query manager.
Improvement
Added super-sampling when generating reflection cube maps to improve quality.
Balance
Increased Babbler run speed from 5 to 7.
Fix
Fixed bug that prevented an Alien from evolving if they had Babblers attached to themselves.
Eliminated uninitialized data when sending packets with strings less than the maximum length (may cause problems with some firewall rules) Fixed exploit which allowed Gorge tunnels to be build outside of the map.
Fixed bug which caused Skulks to lose all their momentum instantly when touching the ground.
Fixed bug where mines were ignoring damage falloff.
Fixed bug where Alien attacks got blocked by attached Babblers.
Fixed bug where fullscreen windowed mode forced vsync on.
Changed the maxfps console command to only allow values above 30 FPS to prevent exploitation
Sorry Kouji but everyone in competitive i know disliked that changes, do u are a marine who couldnt kill a skulk? i cant MISS a skulk now.
They remove the bug in the floor and put those in the walls.
Sorry Kouji but everyone in competitive i know disliked that changes, do u are a marine who couldnt kill a skulk? i cant MISS a skulk now.
They remove the bug in the floor and put those in the walls.
People are overacting, Skulk was plenty fast even with the floor speed nullifying bug. Before 241/240 the Skulk was simply amazing with extreme speeds and a change was just waiting to happen. It was still veryl possible to hit, but it also had very erratic behavior, due to superior air control which was was silly. Facerolling Skulk is what he was, jump spam for random angles and you win. Right now they are only less maneuverable in mid air, but still have their speed. Now you actually have to plan your attack vectors and speed gains once more.
Also I play mostly Skulk and even with the bug in 240, I'm left wondering why everyone is calling him a brick Skulk... Adapt your playstyle...
[Now you actually have to plan your attack vectors and speed gains once more.
Here's the thing about that: Anything that doesn't fall under the umbrella of erratic and unpredictable is by definition predictable. Predictable skulks are easily slaughtered by good marines. You can try to "plan" as much as you want, but at the end of it, you're stuck with an easy to hit model that has no real way of juking good marines on a regular basis. The skulk of last patch that you're claiming was overpowered, is still a skulk that lost 1v1 to good marines.
If last patch's skulk got trashed by good marines 1v1, what hope does the current skulk have? And people were calling the 240 a brick skulk because it was utterly 1000% useless against anyone with a pulse. Period. The 241 skulk has the speed to get in and kill average marines now, but still lacks the dodging power to even give the slightest hint of a prayer against anyone who's a high level player.
I can't believe people still try to perpetuate the myth of the "tactical" skulk. When up against players who are aware, knowledgable, and have the basic tech sense to set their gamma to max, the only thing you're really left with is your movement and ability to dodge. Movement is now immensely predictable, and the ability to dodge is non-existent. It's really that simple.
Comments
WHEN unknown worlds will fix balance without remove mobility?
Fixed.
Reduced overhead of isa method.
Improved server performance.
Reduced the cost of updating entities in the query manager.
Improvement
Added super-sampling when generating reflection cube maps to improve quality.
Balance
Increased Babbler run speed from 5 to 7.
Fix
Fixed bug that prevented an Alien from evolving if they had Babblers attached to themselves.
Eliminated uninitialized data when sending packets with strings less than the maximum length (may cause problems with some firewall rules) Fixed exploit which allowed Gorge tunnels to be build outside of the map.
Fixed bug which caused Skulks to lose all their momentum instantly when touching the ground.
Fixed bug where mines were ignoring damage falloff.
Fixed bug where Alien attacks got blocked by attached Babblers.
Fixed bug where fullscreen windowed mode forced vsync on.
Changed the maxfps console command to only allow values above 30 FPS to prevent exploitation
And added one where skulks lose all their momentum instantly when touching walls.
If your are running just the game, Steam will do it for you.
They remove the bug in the floor and put those in the walls.
People are overacting, Skulk was plenty fast even with the floor speed nullifying bug. Before 241/240 the Skulk was simply amazing with extreme speeds and a change was just waiting to happen. It was still veryl possible to hit, but it also had very erratic behavior, due to superior air control which was was silly. Facerolling Skulk is what he was, jump spam for random angles and you win. Right now they are only less maneuverable in mid air, but still have their speed. Now you actually have to plan your attack vectors and speed gains once more.
Also I play mostly Skulk and even with the bug in 240, I'm left wondering why everyone is calling him a brick Skulk... Adapt your playstyle...
Here's the thing about that: Anything that doesn't fall under the umbrella of erratic and unpredictable is by definition predictable. Predictable skulks are easily slaughtered by good marines. You can try to "plan" as much as you want, but at the end of it, you're stuck with an easy to hit model that has no real way of juking good marines on a regular basis. The skulk of last patch that you're claiming was overpowered, is still a skulk that lost 1v1 to good marines.
If last patch's skulk got trashed by good marines 1v1, what hope does the current skulk have? And people were calling the 240 a brick skulk because it was utterly 1000% useless against anyone with a pulse. Period. The 241 skulk has the speed to get in and kill average marines now, but still lacks the dodging power to even give the slightest hint of a prayer against anyone who's a high level player.
I can't believe people still try to perpetuate the myth of the "tactical" skulk. When up against players who are aware, knowledgable, and have the basic tech sense to set their gamma to max, the only thing you're really left with is your movement and ability to dodge. Movement is now immensely predictable, and the ability to dodge is non-existent. It's really that simple.