Pithlit
Sep 20 2004, 04:47 PM
Well i had this idea on the way to my work so here it goes:
Wallwalking skulks should be slower than on the ground.
Realism reason: They cant run as fast because they have to get their claws in the hold on the walls to stay safly or make these hold while walking, thus slower speed.
Balancing reason: The wallwalking hitbox of the skulk isnt accurate since it doesnt realign with the model. As far as i know it only realigns with the view, so normally its still the same as on flat ground -> bad hit ratio on wallwalking skulks additional to the unnormal aiming style.
Wallcracking cele skulks are a pin to aim at and even when you get them you dont do the full damage you should.
With slower skulks on walls and ceiligs, you had better changes to get them down, and it would look better i think, than the curent crackwallwalking some players perform.
numbers are of course due to playtests, this is just the idea!
krimson
Sep 20 2004, 05:16 PM
this is a halfway decent idea.. it is a real bugger to hit them on ceilings/walls sometimes.. and since the hitbox is screwed up, this would be a temp fix for that
Stakhanov
Sep 20 2004, 05:30 PM
Hrm. It sounds good in theory , but I don't like it at all. Wallclimbing dodging techniques are pretty hard to learn and perfect (compared to bunnyhop) , so I'd say they give a fair advantage. Don't make skulks run slower on walls until alien bunnyhop is removed.
taboofires
Sep 20 2004, 07:54 PM
This would certainly have to be countered by making skulks tougher, which would then cause problems because of the crazy efficiency of bhopping skulks.
As it is, speed is the only thing that keeps skulks alive.
Bishop_X
Sep 21 2004, 02:04 AM
that and bugged hitboxes
Cheese
Sep 21 2004, 04:26 PM
hmm take out bunnyhopping for Skulks
Zek
Sep 21 2004, 04:30 PM
I don't like the idea. Bunnyhopping is used in favor of wallwalking too much as it is, and this would just make wallwalking useless except when absolutely necessary. In a perfect world, IMHO, we would get rid of bunnyhopping and make improvements to wallwalking/jumping to give skulks more natural mobility(and a more natural skill curve). Barring that, the least we can do is leave wallwalking as a viable option for mobility and hope for a more graceful solution to the hitbox problem.
That_Annoying_Kid
Sep 21 2004, 04:36 PM
another thing that I would like to see implemented for wallwalking would be the ability for skulks to jump off a wall, instead of just sink back to the floor, this would encourage people to use wallwalking more, as apposed to bhoping
RobB
Sep 21 2004, 05:09 PM
I'm against this, but when this is implemented, the skulks need some buffs on other ways:
1) Virtual ladder ("wallwalk") needs to be recoded to that extend that it checks if there is a climbable thing (wall or something else) before it enables the skulk to "swimup" on the ladder.
1a) This enables to make the dropdown-speed faster.
or
2) +crouch no longer drops you, it lets you use wallwalk (again: better no virtual fly up in the air)
3) more hitpoints and/or armor. skulks drop already like flys from the wall against some skilled players.
again: the automatic virtual ladder is annoying (especialy when leaping around in a ventilation system). it should be recoded no matter if the suggestion in the thread goes in or not.
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