BT Mod: Skulk Movement - Video
male_fatalities
ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation
ausns2.org Join Date: 2004-03-06 Member: 27185Members, Constellation

Comments
Perdy good.
I'll have to try jumping around on summit. I've been using veil as a practice map but it's really hard to maintain speed through the 90º turns, summit looks like it would be better for getting the mechanics down (or at least you made it seem easy xD). I can get that fast on veil but definitely can't maintain it for that long.
Yeah dude its pretty crazy on a fade, and it makes it a lot easier to pick up speed
Yes, moving around during combat.
But its still fun to do, and i think that's what mf is focusing on.
Makes me wish the lerk could go faster than 12 speed in BT mod - going up and down like a roller coasting (which actually travels less ground than if you were to be going straight, gliding) spamming spacebar is not my idea of fun or skilled like this video demonstrates - nor do i think you can even reach skulk speeds as a lerk?
Thanks for the responses so far, definitely great points.
this community is full of irony
Lol, you really have no clue. BT skulk movement trades speed for predictability, if I even try and curve in the air or try and bounce between walls i'll come to a complete stop. B239 allowed you to reach similar speeds but without the predictability.
In this video I am basically travelling in a straight line, even the most basic marine would be able to shut me down.
@IronHorse
Yes, celerity is a requirement still. It takes me 4-5 jumps to hit near top speed, maybe 2-3 with celerity. Also celerity better for combat
@Grissi
Damn right
@Ezekel
Why the disagree! Sif!
The best part of this video is watching myself do it, I can see where I can improve. It's technically possible (done it once or twice) to travel from computer labs to flight control without hitting the ground so the skill ceiling is very damn high. I've put about 20 hours of play into BT mod, imagine 500+. Skill ceiling is so damn high!!! lurveeeeeeeee it
I have one problem with the BT skulk movement though, at those speeds the skulk is travelling basically silent to an incoming marine. This needs to be resolved, its a massive problem...
Fade has similar movement mechanics, however much easier cause of not needing to walljump.
Whereas a "high skill floor" would mean a steep entrance / difficult learning curve.
Yea, the skulk's "grunt" sound when he successfully walljumps should be audible to the rest of the world.
Same goes for the lerk's gliding "woosh" sound ... that way you wont have to make an unintuitive mechanic where you have to arbitrarily tap the spacebar at intervals - which is just confusing thanks to the immediate impression of preserving momentum through gliding.
(Edit: I have underestimated the difficulty of maintaining max speed like male_fatalities did. Kudos to you MF! I would be happy to see just the max speed reduced to around 10-12.)
The grunt sound is functional, but quickly becomes annoying after a few minutes of playing. A new set of sounds (to add variation) would be nice.
Trust me, that is not the highest skill ceiling. I've been able to go from ventilation -> flight control hitting the ground twice, but could not pull it off for the recording.
@Ghostthree3
Hmm.. I disagree. Although that is about 20 hours of playing BT mod, i've invested a stupid amount of hours into practicing all variations/implementations of walljump. To pick that up in a few hours from scratch would be insane
However, the movement mechanic should be easy. The skill is the decision making behind when to / not use it.
You can no where get speeds like this video anymore. There is a deacceleration when bhopping on the ground of about 0.5 per touch, so far doing these same routes I can only get to speed 14 chaining multiple walljumps for it to go back to speed 10-11 withom 2 seconds of hitting the ground.
I personally find it quite useless now
@Sewlek
Put an artificial cap on speed of 14-16, but allow us to keep the speed bhopping and not drain off when touching the ground.
Yeah, had that happen to me a couple of times. Just sitting there for an RT to drop, checking the minimap, then all of the sudden a projectile skulk turns the corner and flies into your face. I've seen them fly around in packs too. Some scary shit man.
The changes will not affect casual gamers. At all.
It's like comparing something like tracking (aiming) - it gives skulks something that can scale more with player skill. Are casual players who don't track particularly well unable to enjoy/play the game? There have been players of all skill levels playing the game for months, and the sky hasn't fallen. The only thing the movement changes hope to accomplish is to bring some of that skill ceiling potential marines have to aliens as well. It will change absolutely nothing for the casual player. It's really not a "casual VS competitive" change, it is simply a change that aims to bring more depth to the game, so that those who do enjoy sinking hours into the game will have something more to explore, as opposed to hitting a rather static and boring skill ceiling that the skulk movement on live has now.
It takes nothing away from the current skulk movement. It only adds more.
SKULK - i can get a moderate speed boost, but not the full. Wall jump + leap seem to be what I can do most reliably
FADE - so easy.
I'm not.
That the skill floor is low enough so that the movement system is equally as accessible as the live build - and personally i do not find this to be the case when observing the frequent scenario of 24 player pubs with BT mod. They flail about and nearly freeze in air, mid jump, with barely any momentum - basically its like shooting fish in a barrel for any marine.
I think it needs adjusting still.
Yeah, it's exactly like shooting fish in a barrel. I'm a half-decent marine in the vanilla build, but I completely wreck skulks in the BT version. Between the improved hitreg, the larger bullet size, and the lack of air control for skulks, there's really just no chance for pub aliens right now. It's probably not too bad for comp play since it's more organized/less diving head on into marines, but the current skulk movement is awful for the average pubber.
bring 239 movement back plz?