My Two Biggest Annoyances In Ns

CaLFiNCaLFiN 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.

Comments

  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    I like the model rotation. Makes the skulk's movements seem seamless and natural (unlike when you are attached to the wall with your face).
  • EpidemicEpidemic Dark Force Gorge Join Date: 2003-06-29 Member: 17781Members
    It happens for me all the time, when I go from stomp to devour or from bite to leap as you said, nothing happens in 2 seconds or so, my arms/claws gets pulled out but no new ones comes in <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    I forgot to add. I understand it's there to stop scripters makign some vicous "leap, bite, leap, bite, leap, eat comm chair, leap" script. But I don't use scripts, I do everything manually and I'm getting punished for it.
  • DoggDogg Join Date: 2003-03-31 Member: 15063Members
    The anti-script code should be worked so that it doesn't prevent legit players from using leap/blink as effectively as we could. Cuz right now it's greatly hindering us. Also, to get around the script code, u use a script that has perfect delays so that the anti-script thing doesn't pick up on it.... totally defeating the purpose! This has been true since 1.0. The anti-script code <b>gives even more of an advantage to people using properly contructed scripts</b>
  • Brain_DamageBrain_Damage Join Date: 2002-12-11 Member: 10594Members
    Have you guys set fastswitch in your config.cfg file?

    hud_fastswitch "1"

    Weapons switch pretty fast this way. At least you don't have to hit a button to complete the switch.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    <!--QuoteBegin--Brain Damage+Aug 2 2003, 03:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brain Damage @ Aug 2 2003, 03:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Have you guys set fastswitch in your config.cfg file?

    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.
  • DraugluinDraugluin Join Date: 2002-10-31 Member: 1824Members, Constellation
    <!--QuoteBegin--Brain Damage+Aug 2 2003, 11:11 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Brain Damage @ Aug 2 2003, 11:11 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Have you guys set fastswitch in your config.cfg file?

    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
  • SeikedenSeikeden Join Date: 2002-11-02 Member: 5443Members
    so maybe you could try.. instead of pushing it immediately after you switch, a quick sidestep inbetween or something, or even ghost tap your mouse once then actually tap it <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> kinda lame but thats one way around it
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    Well marines have this problem when they run out of bullets and try to switch to handgun. It doesn't switch right away but it does switch.
  • YumosisYumosis Join Date: 2003-01-12 Member: 12222Banned
    These bugs a VERY annoying, nothing worse than xenociding then trying to leap only to find it didnt work and you died for nothing, another very annoying bug is showing names while cloaked, it was suppose to be fixed but I've seen it 3 times in play already. The skulk is fine, you'll get use to it.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    It's not a bug, it's just how the model orient's itself to the direction you face.
    Though, it is quite annoying trying to shoot a skulk that flop's around like a fish when it jumps.
  • Bosnian_CowboyBosnian_Cowboy Join Date: 2003-06-07 Member: 17088Members, Constellation
    In 1.04 they jumped like pogo sticks.
  • RuByRuBy Join Date: 2002-12-12 Member: 10732Members
    I have to agree about the skulk orientation. I dont mind it being a bit harder to shoot but skulks just look... odd now, to say the least. I find that even when walking flat on the ground the animation seems unnatural and it looks like the skulk just skims above all the surfaces instead of its claws really digging into the ground each time it moves.

    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!
  • fanaticfanatic This post has been edited. Join Date: 2003-07-23 Member: 18377Members, Constellation, Squad Five Blue
    This is 2.0, not 1.04. Adapt.
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    <!--QuoteBegin--Yumosis+Aug 2 2003, 10:48 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Yumosis @ Aug 2 2003, 10:48 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> another very annoying bug is showing names while cloaked, it was suppose to be fixed but I've seen it 3 times in play already. The skulk is fine, you'll get use to it. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • BeastBeast Armonkyi Join Date: 2003-04-21 Member: 15731Members, Constellation
    The reason so much is going wierd with the skulk now is because now i think, the skulk's head/body now actually moves to where the player is looking. This is helluva cool, but it needs a little work as it looks glitchy :E
  • SpazmaticSpazmatic Join Date: 2003-05-10 Member: 16184Members
    Yeah, the skulk sometimes looks a little weird when running around and jumping (I don't have so much of a problem when they're on walls, it seems to only be really weird when they're running down steps and all). That said, I'm sure I'll get used to it (just like the new crosshairs, which look bloody awesome even if they do obscure the view).
  • G-FreshG-Fresh Join Date: 2003-06-11 Member: 17208Members
    I havent run into any problems like that yet. I did find a bug where i cant climb railings as a skulk. When i try to go up railings like the one topping viaduct hive, it just pushes me down and i cant get over it. This happens to me with ladders too sometimes. Anyone know why this happens?
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    G-Fresh: I get the exact same problems on some servers... Other server work fine though.
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