Question About Leap Attack...

AsanoAsano Join Date: 2004-01-21 Member: 25560Members, Constellation
<div class="IPBDescription">Bug?</div> I've seen some skulks use leap attack on a marine and he was olny taking abot 3 dmg? I though that leap attack did 80... He olny had like lvl 1 armor or so. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
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Comments

  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    It does 80 damage per second I think...4 damage everytime you touch a marine. The skulk probably has to stay on the marine for a while, and even then armor blocks out most of the damage.
  • AsanoAsano Join Date: 2004-01-21 Member: 25560Members, Constellation
    Aw i was hopin leap could be more useful than for just getting around the map.
  • matsomatso Master of Patches Join Date: 2002-11-05 Member: 7000Members, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Shadow, NS2 Community Developer
    Actually, a perfect leap (a marine standing by the wall, the skulk pressing himself betwen the marine and wall, then leaping) does 60 pts of damage in one second.

    You would be better off using harsh language.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Leap itself does pitiful damage unless you're actually leaping RIGHT against a marine for a couple of seconds, which is borderline impossible. Most of the time marines take damage in the single digits from a skulk that accidentally hit them during a leap. It's a combination of Leap and Bite that actually kills marines when using Leap.
  • AsanoAsano Join Date: 2004-01-21 Member: 25560Members, Constellation
    ohhh, ok thx for the info <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Leap HAS to be fixed.... this is not an option FLAY you HAVE to fix leap. thats right i am commanding you to make leap usefull agian.

    Leap back in 1.04 was EXTREMELY USEFULL. A skilled leaper could kill a still marine in 1 second and then a fully upgraded HA marine in about 2.
    was it had as hell to pull off? yes. But like most things that own with skill the noobs cried and so it was reduced to this pitifull pile of bull poop that it is now, same with charge.

    Leaps damage needs to be taken back to level of 1.04 at a fps of 60. It would do about 180 damage in 1 second. If a leap conntacts a marine for its full duration (about a second) then the alein deserves the kill. I MEAN SERIOUSLY how does a full throtle charge with slashing claws do 10 damage? from a realism and gameplay standpoint the leap right now makes no sense.

    change it... i command you.
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    <!--QuoteBegin-NightCrawler.+Feb 2 2004, 09:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Feb 2 2004, 09:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Leap HAS to be fixed.... this is not an option FLAY you HAVE to fix leap. thats right i am commanding you to make leap usefull agian.

    Leap back in 1.04 was EXTREMELY USEFULL. A skilled leaper could kill a still marine in 1 second and then a fully upgraded HA marine in about 2.
    was it had as hell to pull off? yes. But like most things that own with skill the noobs cried and so it was reduced to this pitifull pile of bull poop that it is now, same with charge.

    Leaps damage needs to be taken back to level of 1.04 at a fps of 60. It would do about 180 damage in 1 second. If a leap conntacts a marine for its full duration (about a second) then the alein deserves the kill. I MEAN SERIOUSLY how does a full throtle charge with slashing claws do 10 damage? from a realism and gameplay standpoint the leap right now makes no sense.

    change it... i command you. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Having FPS dependacy will bring back when Onos could take down an entire comm chair in one charge.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    Please do not think i would want fps dependancy to be re-implemented

    im saying i want the leap to be changed to what a leap WOULD HAVE BEEN in 1.04 at a 60 fps. understand?
  • TransmissionTransmission Join Date: 2003-03-12 Member: 14456Members
    Where did he say anything at all about FPS dependancy coming back? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    Anyway, leap is a mode of transport, not an attack. Just use bite for damage.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    edited February 2004
    why limit a clas in such a way by gimping it with a ability used only for mobility. Why not instead increse the skill level and versitility of the skulk by giving it another viable attack.

    I did not just wait FOR 2 HIVES just to get an attack that SUCKS. Useing leap for mobility isnt even effecient.... i can hear a leaping skulk coming from a mile away -= dead skulk. The skulk is based on steath untill engaged why the hell would you want to break away from this with an annoyingly loud and useless ability. Leap just doesnt seem to fit the way it is now.... its like turning bile bomb into.. "warm love tickle bubble" would anyone want any other class to have a useless ability?? i thought not, Then why give one to the skulk?

    o yeah AND CHARGE IS IN THE SAME BOAT IT SUCKS TO
  • BattleTechBattleTech Join Date: 2002-11-02 Member: 4137Members
    Let's not even get started on charge.. I tested it earlier, made what appeared to be three contacts on a LA marine, did 0 dmg and he just sat there trying to knife me so I just devoured him.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    edited February 2004
    Leap and charge use hte same code... just differnt damage values....

    you think its hard hitting somone with charge?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> try it with leap.

    ill give you and idea of leap compared to charge in terms of ease of use.

    take an onos strap 5 rockets to its back and alow it to stick to walls.. thats leap.
    atleast with charge you can stay on the ground and use it to guide you, with leap you almost nothing.. not only that but the collision box is soo small that you often fly right by them dealing 0 damage.

    Edit: It took a very very large amount of skill to use the 1.04 leap, so when the noobs couldnt duplicate the damage even with their 100 fps they cried NERF. NERF NERF.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I agree totally that it should be brought back to some serious damage. Leaping people in 1.04 was the greatest thing in NS. At least test some different damage values like doubling it again. I mean it used to max out at 400 damage per second I would think 180 is reasonable.
  • Mr_GrimMr_Grim Join Date: 2002-10-01 Member: 1395Members
    why does the damage have to be ticks per second <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->

    just make a fixed damage value ie. skulk leaps and if it hits a marine it does 60 damage, and thats it.

    same for charge, but i think there's a thread on the charge issue allready.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    edited February 2004
    Its hard to explain why it has to coded the way it is......
    but i know exactly why it is and why it has to stay that way.

    leap damage just needs to be at least doubled. A vent camping marine back in 1.04 was leap fodder, but now in 3.0 a marine can camp in a vent and survive agianst waves of skulks.. is this how its supposed ot be? marines controling the vents? Back in 1.04 marines couldnt sit in a corner and camp, because if they did i could leap around the corner and into their face and they would die in under a second, but now a single marine can camp in an area that all aleins know hes in and the only way to beat him with skulks is to give him free kills till he runs out of ammo. Should this be? Allow a marine to camp in a corner or a vent and not fear skulks? WHY? Give marines somthing to fear... make them fear 2 hives, make them fear skulks.

    edit: my god you guys take forever to post.... c mon im bored hurry up!
  • KaineKaine Join Date: 2002-08-07 Member: 1096Members, Constellation
    leap atm pretty much acts only as a means of transport. if its going to stay this way it shouldn't be so bloody loud. i agree it should be an attack, double its damage or make it a set amount of damage for a hit. change something, 'cause its useless as is
  • EndEnd Join Date: 2003-11-11 Member: 22566Members, Constellation, Reinforced - Shadow
    i hate alien lover
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    yes double the damage.

    it says in leaps text that its usefull for movement and combat.... what a lie.

    change text to:

    leap- a poor excuse for a hive 2 ability. When used for movement everyone in a 1 mile radius hears you, not only is this the #1 way you can tell marines you have a 2nd hive but you can also use it to tell marines were you are so they can get free kills. When used for combat big red lettering scrolls across your screen saying "you are a stupid noob for useing leap as an attack", also use this to make marines laff, its a good support skill because while the marines are laughing uncontrolably at the newb skulk useing leap their aim will be thrown off giving your teamates time to kill them.
  • TransmissionTransmission Join Date: 2003-03-12 Member: 14456Members
    Leap has good uses. You can leap a marine at the end of a hallway, switch to bite, and hopefully mop up afterwards/get away with leap. Albeit this doesn't work nearly as well the higher the level of play is, the advantages are still existent. I see no problem as having leap as just a quick, gravity defying, jump.

    I remeber playing with you in 1.04 nightcrawler, and most of the time your leap kills could have been had even easier with bite. A good marine won't let you stick to him for long enough to kill him, even in 1.04. That's why you bite while you're in range. This is the reason focus works so well. Marines are always away from you, so focus allows you to make the maximum of the always short time you have in contact with the marine.

    Conclusion: leap is fine.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    edited February 2004
    See the thing is that flayra didnt want you using quick switch in the first place. He purposely went around and disabled all ways to enable quick switching of weapons thereby disableing leap biting and blink swiping. These were not INTENDED parts of the game, flay very specificly went around disabling their use. Now i have no idea why flay didnt diable it in the steam versions of ns.. maybe he cant, but quick switch was never ment to be a part of ns.

    Saying that biting is a more effective attack show you how BROKEN leap really is... for crist sake i spend recources to get a hive up to improve my existing lifeforms with MORE effective attacks. Leap is a step down fromt this. Not only is leap hardly usefull as a movement ability but its also useless as an attack. It seems as if leap should be the primary attack with bite being the 2 hive attack.

    Yes back in 1.04 most times biting was more effective than leaping,, even i can admit that i used leap even in stupid situations.. just because i wanted to learn it inside and out. I remeber trying to leap a single bunny hoping marine in viaduct who took almost 40 damage and in the end killed me with his knife. If i had used bite whould i have won? Yes, But that only stresses the potential a\leap could have as an attack. Leap should be used for the campers and the poeple who dont know how to strafe, And then bite being used for the bunny hoping crack ****.

    Edit: the delay between switching was indeed unitentional NOT a script preventions thing. Mods have no problem with leap biting and is a viable part of the game

    Leap should be used primarily for killing campers and movment, and thats exactly what it was used for in 1.04, untill flay killed it into uselessness
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    <!--QuoteBegin-NightCrawler.+Feb 4 2004, 01:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Feb 4 2004, 01:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->See the thing is that flayra didnt want you using quick switch in the first place. He purposely went around and disabled all ways to enable quick switching of weapons thereby disableing leap biting and blink swiping. These were not INTENDED parts of the game, flay very specificly went around disabling their use. Now i have no idea why flay didnt diable it in the steam versions of ns.. maybe he cant, but quick switch was never ment to be a part of ns.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ummm... explain this quick switch disabling thing to me please? Because last I knew, Max, a developer, said this "anti-scripting feature" (the lag between weapon switching) which was present in NS 2.0 was a bug, and eliminated in NS 3.0...

    Supposedly if you don't use "lastinv" to quick switch between weapons (which needs the server to tell it what your last weapon was), and you use a switch such as slot2, then your client will update weapons immediately, and there is no "anti scripting delay" any more...
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    edited February 2004
    in the 2.0 change log im pretty shure it said somthign like last inv disabled.

    hell prove me wrong and ill gladly agree.

    Edit ::the delay between switching was indeed unitentional NOT a script preventions thing. Mods have no problem with leap biting and is a viable part of the game
  • sawcesawce Join Date: 2002-12-14 Member: 10787Members
    edited February 2004
    <!--QuoteBegin-NightCrawler.+Feb 4 2004, 01:56 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NightCrawler. @ Feb 4 2004, 01:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->in the 2.0 change log im pretty shure it said somthign like last inv disabled.

    hell prove me wrong and ill gladly agree.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Ok <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
    There's a post in the Constellation Member's forums which has the explaination of this "anti scripting delay" thing, which was fixed in 3.0. (If any CM needs a link it's <a href='http://www.unknownworlds.com/forums/index.php?showtopic=58423&hl=' target='_blank'>here</a>)

    Max says this:

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    The delay was eliminated. In 2.01, weapon switches had to take a round trip to the server before they took affect on the client. A lot of people incorrectly said we put this delay in 2.01 as some sort of way to prevent people from using scripts.

    If you switch weapons with lastinv you will still have this delay because lastinv is a server command. Hopefully we'll be able to replace that with a predicted version in the future. In the meantime I would recommend using hud_fastswitch 1 and the number keys.

    With this new code you should theoretically be able to hit people with leap/bite or leap/xenocide regardless of your ping.

    Max
    <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    You may, however, be confusing this with the "mp_blockscripts" server variable which will block scripts which contain "wait", "_special", "exec", or a semi-colon if the server admin activates it (by default it's set off, and most servers keep it off).

    Now, back on topic...

    Leap sucks for damage, yes. Leap, however, more than makes up this sucking of damage with the insane speed which it sends you flying. In 3.0 beta 1 for combat, when spent levels determined your respawn time, I would buy only leap until about level 8-9 (then go lerk and get all my upgrades). Why? Simple, for a couple reasons:

    Faster transportation around the map
    Easier access to some vents

    And probably the most important:

    You can take marines who don't have absolutely perfect aim head on and most of the time walk away victorious, especially if you get your leap/bite timing down.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    I stand corrected.....

    ill add an edit to my other posts stating so.

    Leap shouldnt be a suplementry skill to bite thats not what "I" want.

    I want leap to be another indivdual viable attack. I have to be moving fast all thetime and leap in 1.04 alowed me to be the fastest land animal thile getting kills at the same time. Nothing since has matched my 1.04 leaping skulk joy. Dont turn leap into complementry skill.

    Heres my idea to keep leap as movment ability and make leap bite still possible WHILE making leap its own SKILL!!!!

    Make it so you have to press and hold the attack button with leap to get it to deal dammage. So just a tap will make you leap ( for leap biting) But if you press and hold you'll leap and then start dealing damage with it. OMG ISNT THIS A PERFECT FIX?<!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> tap attack- makes you leap only ::::::: press and hold - makes you leap plus deals damage after.

    Please i jsut thought of this idea and would really like it if i got some feed back on this possible and viable fix for me and YOU <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Other than per touch damage what about the one time touch damage at current values. That really wouldnt be that bad I guess as multiple leaps could kill. It would take a lot of skill out of it though which I dont think is necessarily a good think. The other option is if you leave leap anywhere near what it is now it has to use less energy. I'd rather see a damage boost but if they dont want leap to be an attack they definitely should make it cost less making it more useful at 2 hives.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    edited February 2004
    I once thought that charge/leap damage should be either the movespeed or a multipul/fraction of the movespeed.

    Say the onos goes 300 max speed (which it most likely doesn't, but this is just an example). he runs into a group of marines in a hall. he hits the first marine, 300 damage is instantly done to the marine and the onos move speed is reduced to 0 (for how long can be tested, but NOT THAT LONG) he then continues towards the next marine building up speed.

    Another thing you would have to change is change how the onos picks up speed. Right now i believe it takes literally seconds to reach full speed... now something as big as an onos would seem to me something that would take some distance to pick up speed. This can be changed (IE: speed up or slow down acceleration for the onos) to balance the "ultimate" ability for the onos.

    The same thing for leap can be implimented, leaping onto a marines face now RIPS IT OFF... thus killing him, like it should be. If you miss the marine and you run into him right after missing, you wont be moving that fast, thus not do much damage (that is, if the leap is still in effect)

    Also, cerelity will up the damage done by charge, as you move faster (and possibly pick up speed faster if you decide to slow the onos acceleration) leap i think is not affected by cerelity, you always leap at the same speed.

    I like Charge the ability, it really fits the onos... but right now it sucks. Please realise that damage over time abilities suck unless you can shoot them (spores) and run away letting the damage soak into the rines.

    Leap is also a fav of mine. How many alien type movies have you seen an alien LEAP onto a marine killing him? tons of times! CHANGE THE LEAP AND CHARGE!
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    meh, a skulk with focused bite and leap pretty much fits the bill here. All it takes is a few more button presses, a cooperating team, 2 res and ....skill.
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    I think we're all missing the big problem here:

    Blink is slower than leap, and does no damage at all!

    1.x blink = go from A to B instantly. (yes it was buggy as hell, but it was still COOL)
    Since then it's gone down to the point where a skulk would beat a fade in a race down tram tunnel. Is this right?
    Discuss.
  • NightCrawlerzNightCrawlerz Join Date: 2003-04-18 Member: 15609Members
    DO NOT RESPOND TO THE TROLL ^^^^ hes tryign to hijack my thread
  • MrWizardMrWizard Join Date: 2002-11-02 Member: 4860Members
    why need quickswitch? imo that is useless.

    *use arrow keys*
    *presses page down for leap*
    *leap + press delete for bite*
    *bite*

    is it really that hard? no, not really. leap is a great attack assistant. leap in bite bite leap out, heal(maybe) and repeat. It also works great for xeno. It's either me though, or there's a delay bewteen leeping and actually biting than from 1.04, but no worries because that just makes focus easier to use <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    blink is in slot2, so you just need 1 hive for it. that's probably why it doesn't deal damage <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->

    keep leap how it is. keep blink how it is. imo they are fine.
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