Just tested and I can get over 8 speed just from from my crappy bunnyhopping but it takes a while. Default speed is 7 and it's 7.25 when walking along a wall.
Yea ok so I made this post actually before 250 was released so yea the panting is not there.
When 250 was released, the skulk movement felt a LITTLE different from what it was prior 250. Now, after it has been out about a week and I've gotten to play it, I LOVE it.
Ok, so to address everyone who is saying you dont need this, or it's overcomplicated, or that I'm WRONG about the way it works...
You don't need it, you're right. I saw someone go 50-1 as skulk/fade yesterday without doing any of the movement that I talked about... just tapping blink and doing a few hops after. Problem was, he was going TERRIBLY slow as a fade compared to how fast you can POSSIBLY go. And he was getting caught up on being stuck on things, and honestly the marines never tried to SG him down, so w/e.
But for everyone who says im overcomplicating it... well, I'm just writing EXACTLY what I do in-game, and in pubs the speed I can get allows me to ALWAYS get a bite off before the marine even knows whats happening. That + the better hit reg for bites that came out with 250 (in bt I never felt my bites as a skulk were being accurately awarded to me, but now they are. When you're aiming and it feels like you got the bite, you will get it.) and I'm a strong pub skulk.
Back to 50-1 man... he didn't do any of the advanced movements with the fade but his melee aim was good and he didn't get greedy. But I'm pretty sure with better marines who weren't basically complete rookies, he would have gotten blasted b/c he was moving too damn slow.
For those who say it's difficult... it's definitely not supposed to be something you get overnight. I probably spent the first 30-50 hours playing bt just working on the skulk psuedo-bunny hop, going like 5-24 lol.
But I reread my original post and I still stand by what im saying... and honestly, trying to write out how to do the advanced movement makes it seem more difficult than it is. You can get it, but it's not gonna happen overnight.
When I get back to my NS2 comp on friday, I'll fraps a video and put it up on youtube. I'll try to explain what I'm talking about in the original post better.
But for those who think the pseudo-bunnyhopping mechanic doesn't do anything, THAT i have to disagree with. I know it provides a very small acceleration, as another poster posted above, you can get to the first skulk growl without wall jumping simply by bhopping successfully over 10-15 jumps. However, the speed you get from the wall jump is huge... so you maintain that speed with successful bunny hops.
I NOTICED SOME PEOPLE SAY THEY SIMPLY CAN'T MAINTAIN SPEED. TIPS:
1. Small, smooth mouse movements. Get a fade in practice server, go to flight control (Summit I think), tap blink and on your next jump, just be pressing D and do ever so slightly a look in the right direction. I mean like, 1/2 of a degree (if you imagine spinning the fade completely around to be 360 degrees). I promise you will see that you maintained all the blink momentum. (ACTUALLY THIS WILL HAPPEN WITH THE FADE EVEN IF YOU GET THE BHOP WRONG. WHEN YOU DO THE SAME THING ON YOUR NEXT JUMP AND YOU CAN MAINTAIN THE SPEED, YOU'VE DONE IT RIGHT). What I want you to do is blink tap across flight control, get one jump in with D and a small mouse movement. Then, your second jump will land somewhere on the far side of flight control. Doing a 2nd jump + holding D, smoothly guide your fade into the hall that leads to crevice. You don't need to keep switching back between D and A, in fact, that's very difficult. I usually do two D jumps then 2 A jumps. Eventually it becomes second nature and you'll even manage to do it in combat. It just starts to feel intuitive.
2. For early game skulks, even I have a difficult time maintaining the skulk sounds. When I'm going across map, I'll try to maintain the wall jumping business, but honestly it's pretty easy to mess up. You are still very powerful against a marine, being able to crawl on walls, ambush, move erratically, etc. Its late game, when you're using leap + celerity, that really keeps the skulk viable all the way to the end of the fight. I don't expect to be perfect with the movements in the early game b/c you don't need to be. In late game, that's where you're gonna realize you need to maintain the tremendous speeds you can get from leap+celerity. And it's also more easy to tell at that point if you're doing it correctly or not.
Oh yea, good looks Mr. Pink. Holding crouch as a fade will DEFINITELY help you move around better. You won't get stuck up on so much stuff.
Writing about this movement is difficult lol :P Everything seems convoluted, but I promise it's not. If we met in-game, I could explain this all much better using my mic!
GOOD LUCK. I WILL POST MY VIDEO HERE FRIDAY OR SAT!
There is no snakey mouse movement involved in NS2 because the act of turning does not increase your speed at all last I checked - the OP is misinformed. The strafe keys just improve your speed retention on corners, which is a boost for advanced players but not mandatory to go fast. In either case, on a straightaway you just hold forward and go straight.
Strafe jumping does provide a very small speed boost. You can check this in your own listen server and by using cheats 1 + debugspeed. I've said this before, but it takes about 13-15 strafe jumps (without wall jumping) in order to reach the first skulk sound. By comparison, it only takes a single wall jump + strafe turn in order to reach this speed. Strafe jumping provides speed retention and a bit more on top of that, as well as more consistent speeds. You're absolutely right that it's not mandatory, though. Wall jumping is still the best source of speed and strafe jumping is there to help you keep it.
I find that I am paying most of my attention to getting the damn skulk to make more sounds rather than watching my map and watching for marines to bite. More often than not, I get killed because I am paying so much attention to getting this cryptic speed boost to work! One false move and you are back to slow motion! Its very annoying .. take out the strafe part of it, its dumb. Just make it so a wall jump every 3-4 jumps is enough to get speed boosted to max. Why does it need to be more complex than that?? I really do not understand all the people who love the idea of this incredibly difficult jumping process. It just gets in the way of actually playing the game, hunting the marines.
I find that I am paying most of my attention to getting the damn skulk to make more sounds rather than watching my map and watching for marines to bite. More often than not, I get killed because I am paying so much attention to getting this cryptic speed boost to work!
I was like this in the beginning man, you're just feeling it out. Eventually it's not like that, and you will learn it, I promise. The movement is supposed to raise the difficultly of the advanced movement abilities... when you get owned by someone using them you're like, "damn, I wanna do that." At least I am.
Comments
When 250 was released, the skulk movement felt a LITTLE different from what it was prior 250. Now, after it has been out about a week and I've gotten to play it, I LOVE it.
Ok, so to address everyone who is saying you dont need this, or it's overcomplicated, or that I'm WRONG about the way it works...
You don't need it, you're right. I saw someone go 50-1 as skulk/fade yesterday without doing any of the movement that I talked about... just tapping blink and doing a few hops after. Problem was, he was going TERRIBLY slow as a fade compared to how fast you can POSSIBLY go. And he was getting caught up on being stuck on things, and honestly the marines never tried to SG him down, so w/e.
But for everyone who says im overcomplicating it... well, I'm just writing EXACTLY what I do in-game, and in pubs the speed I can get allows me to ALWAYS get a bite off before the marine even knows whats happening. That + the better hit reg for bites that came out with 250 (in bt I never felt my bites as a skulk were being accurately awarded to me, but now they are. When you're aiming and it feels like you got the bite, you will get it.) and I'm a strong pub skulk.
Back to 50-1 man... he didn't do any of the advanced movements with the fade but his melee aim was good and he didn't get greedy. But I'm pretty sure with better marines who weren't basically complete rookies, he would have gotten blasted b/c he was moving too damn slow.
For those who say it's difficult... it's definitely not supposed to be something you get overnight. I probably spent the first 30-50 hours playing bt just working on the skulk psuedo-bunny hop, going like 5-24 lol.
But I reread my original post and I still stand by what im saying... and honestly, trying to write out how to do the advanced movement makes it seem more difficult than it is. You can get it, but it's not gonna happen overnight.
When I get back to my NS2 comp on friday, I'll fraps a video and put it up on youtube. I'll try to explain what I'm talking about in the original post better.
But for those who think the pseudo-bunnyhopping mechanic doesn't do anything, THAT i have to disagree with. I know it provides a very small acceleration, as another poster posted above, you can get to the first skulk growl without wall jumping simply by bhopping successfully over 10-15 jumps. However, the speed you get from the wall jump is huge... so you maintain that speed with successful bunny hops.
I NOTICED SOME PEOPLE SAY THEY SIMPLY CAN'T MAINTAIN SPEED. TIPS:
1. Small, smooth mouse movements. Get a fade in practice server, go to flight control (Summit I think), tap blink and on your next jump, just be pressing D and do ever so slightly a look in the right direction. I mean like, 1/2 of a degree (if you imagine spinning the fade completely around to be 360 degrees). I promise you will see that you maintained all the blink momentum. (ACTUALLY THIS WILL HAPPEN WITH THE FADE EVEN IF YOU GET THE BHOP WRONG. WHEN YOU DO THE SAME THING ON YOUR NEXT JUMP AND YOU CAN MAINTAIN THE SPEED, YOU'VE DONE IT RIGHT). What I want you to do is blink tap across flight control, get one jump in with D and a small mouse movement. Then, your second jump will land somewhere on the far side of flight control. Doing a 2nd jump + holding D, smoothly guide your fade into the hall that leads to crevice. You don't need to keep switching back between D and A, in fact, that's very difficult. I usually do two D jumps then 2 A jumps. Eventually it becomes second nature and you'll even manage to do it in combat. It just starts to feel intuitive.
2. For early game skulks, even I have a difficult time maintaining the skulk sounds. When I'm going across map, I'll try to maintain the wall jumping business, but honestly it's pretty easy to mess up. You are still very powerful against a marine, being able to crawl on walls, ambush, move erratically, etc. Its late game, when you're using leap + celerity, that really keeps the skulk viable all the way to the end of the fight. I don't expect to be perfect with the movements in the early game b/c you don't need to be. In late game, that's where you're gonna realize you need to maintain the tremendous speeds you can get from leap+celerity. And it's also more easy to tell at that point if you're doing it correctly or not.
Oh yea, good looks Mr. Pink. Holding crouch as a fade will DEFINITELY help you move around better. You won't get stuck up on so much stuff.
Writing about this movement is difficult lol :P Everything seems convoluted, but I promise it's not. If we met in-game, I could explain this all much better using my mic!
GOOD LUCK. I WILL POST MY VIDEO HERE FRIDAY OR SAT!
This is basically what I'm getting at.
And...
This is exactly my understanding of how it works (beyond the first jump... first jump maintains your momentum, in skulk and fade I THINK).
I was like this in the beginning man, you're just feeling it out. Eventually it's not like that, and you will learn it, I promise. The movement is supposed to raise the difficultly of the advanced movement abilities... when you get owned by someone using them you're like, "damn, I wanna do that." At least I am.