My Two Biggest Annoyances In Ns
CaLFiN
Join Date: 2002-11-04 Member: 6909Members
<div class="IPBDescription">(Not balance related)</div> Before I start, this is not flamebait in any way, so no flaming. This is my critical observation on these two things.
1. The delay from switching between weapons. VERY VERY annoying as Skulk. This scenario has happened atleast three times in a small amount of games: I have been biting a Resource Tower as a Skulk, a Marine comes along and starts shooting me. I have fire held down from biting and then switch to leap (manually), but nothing happens... My energy goes down and sometimes I hear a leap sound, but nothing. I then have no evergy to attack the Marine because of the biting and a failed leap, if I do have energy then I miss where I want to go because the situation has changed. The three times it has happened, the Marine killed me.
2. Skulk model rotation. Firstly, I love this idea, but at the moment it just doesn't work for me for the following reasons:
- You do not know what your model looks like when you are hiding.
- Movements are very unrealistic.
- Sidestepping and moving forwards makes you look smaller.
- You can make your model look like it is floating on some surfaces.
- You can hide your legs and head in the floor at the correct angle.
The first two points are my biggest problems. With the model rotation you have no idea what your model would look like, hiding in corners and on slopes. When I have explained this to people, the tell me, "don't hide there then," but this is just avoiding the issue.
Along with this is the unrealistic movements. Almost all of the time a Skulk falls from somewhere or it is sidestepping, the model twists at an angle and the movements just do not look correct at all (making it harder to shoot, which is not always a bad thing.) On several occasions when a Skulk jumps on you to bite you, the model will rotate around making it really hard to hit it.
OK, no flames please. Some constructive posts would be nice.
1. The delay from switching between weapons. VERY VERY annoying as Skulk. This scenario has happened atleast three times in a small amount of games: I have been biting a Resource Tower as a Skulk, a Marine comes along and starts shooting me. I have fire held down from biting and then switch to leap (manually), but nothing happens... My energy goes down and sometimes I hear a leap sound, but nothing. I then have no evergy to attack the Marine because of the biting and a failed leap, if I do have energy then I miss where I want to go because the situation has changed. The three times it has happened, the Marine killed me.
2. Skulk model rotation. Firstly, I love this idea, but at the moment it just doesn't work for me for the following reasons:
- You do not know what your model looks like when you are hiding.
- Movements are very unrealistic.
- Sidestepping and moving forwards makes you look smaller.
- You can make your model look like it is floating on some surfaces.
- You can hide your legs and head in the floor at the correct angle.
The first two points are my biggest problems. With the model rotation you have no idea what your model would look like, hiding in corners and on slopes. When I have explained this to people, the tell me, "don't hide there then," but this is just avoiding the issue.
Along with this is the unrealistic movements. Almost all of the time a Skulk falls from somewhere or it is sidestepping, the model twists at an angle and the movements just do not look correct at all (making it harder to shoot, which is not always a bad thing.) On several occasions when a Skulk jumps on you to bite you, the model will rotate around making it really hard to hit it.
OK, no flames please. Some constructive posts would be nice.
Comments
hud_fastswitch "1"
Weapons switch pretty fast this way. At least you don't have to hit a button to complete the switch.
hud_fastswitch "1"
Weapons switch pretty fast this way. At least you don't have to hit a button to complete the switch. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
It's not that, it's simply that after you've switched to the weapon it takes a while before you can do anything with it. If you remember the old HMG when you switched to it there was a brief time where you couldn't fire.
hud_fastswitch "1"
Weapons switch pretty fast this way. At least you don't have to hit a button to complete the switch. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
My favorite cvar ever
Though, it is quite annoying trying to shoot a skulk that flop's around like a fish when it jumps.
But I find my greatest complaint about the new skulk is that I'm not too sure when its really dead. Because in its death animation the skulk usually flips backwards and lies on its back it was usually pretty obvious in 1.04 when a skulk died, even when it jumped straight at you. In 2.0 the damn thingspins like a top as it jumps and its much harder to estimate when you've really got one down... saving some of those precious bullets!
I've had this too... It would be quite annoying, I imagine, but I was marine <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Well, I suppose it's not as bad as getting killed like in 1.0... But now I've played ns 1.x for 8 months, I've gotten used to leaping and now it's changed it's very hard to adjust and just frustrates me.