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Unknown Worlds Forums > Natural Selection > Natural Selection Discussion > Ideas and Suggestions Forum > Ideas for future versions
RobB
We all know, the skulk *should* be a small, speeding, evasive, stealthy little bast**d, hanging in the shadows and -well- skulking around.

He may be speedy, small and stealthy (thats another thread but not here, not now, not by me), but what he surely not is is evasive.

Try it yourself: Move forward, and strafe. you strafe that slow that you are dead meat before you realise that you move with max 25% of normal strafing speed. whats up there? skulks want more side speed! even when they have to sacrifice the advancing speed for it - being able to dodge the fire is more important then getting the idiot with the gun (ever tryed to run out an hmg?).

With celerity is the effect even more noticeable, imo.
In NS1.04 i edited the side speed, but afaik it got locked the week after that through the release of 2.0 - also, the thread i made about it is gone for some reasons.

whatever - i request, that the locked value of the side-speed is improved while the overall speed is kept the same.



as far as i remember, the HL move speeds are just %-priorites. the higher, the more speed this commands get. you can i.e. set strafespeed to 0 and are not be able to dodge-advance while you press forward/backward - but when you let loose of the +forward key, you crash into the next wall on your side (when you have pressed strafe before).

<edit: [i] is not closed by [/b]... biggrin-fix.gif>
theclam
I think skulk strafing is fine.

If you can't dodge well enough, then learn to bunnyhop, or ambush more often.
Diablo_fx
I thnik there should be other ways to dodge other than bhop. imo.
RobB
QUOTE (theclam @ Nov 4 2004, 08:31 PM)
I think skulk strafing is fine.

If you can't dodge well enough, then learn to bunnyhop, or ambush more often.

bhop is an exploit. period. even flay' intends it as possibility for the aliens, i still think its nothing more then an unaddressed cheat.

I should and I want to be able to use the NATURAL MOVEMENT granted by the NATURAL RULES OF PHYSIC!

PS - dont tell me that i cant dodge well enough, i play UT_1 on inhuman super speed hardcore vs bots and WIN!
crisano
QUOTE (RobB @ Nov 4 2004, 01:46 PM)
bhop is an exploit. period. even flay' intends it as possibility for the aliens, i still think its nothing more then an unaddressed cheat.

If you keep holding onto notions like that, then you'll only be limiting yourself. On a sidenote, bhopping isn't mainly used for dodging though it certain helps. The only thing that can help you dodge is hope that the marine player's aim is lacking. If you watch a lot of the top clans play each other, chances of skulks dodging is very slim, unless they already have cut down the distances between themselves and the marine, ie. ambushing around corners, double ambush from each side of the doorway. The day they make skulks being able to dodge HMGs easily or dodge lmgs easily while strafing around down a long hallway is the day aliens become uberly overpowered. Skulks are fine right now, they can even be seen as overpowering if they set up ambushes against equal number marines.
the_x5
*vote yes*

All I have to do to make it work with the backstory is to change the shape and muscle group placement and the skulk with be quite good at running side ways.

But more than this idea I want skulks to have AIR CONTROL. For crying out loud, skulks are really lightweight and a good portion of their weight is in their spikes which are also, aerodymanically speaking, somewhat of the appearance of rudders.

The backstory permits it, the gameplay and fun benefits so much from high maneuverability and lends so much more to skill and I have yet to see an example where upping the maneuverability is a negative. Perhaps it is yet another example of high entropy being better.
RobB
QUOTE (crisano @ Nov 4 2004, 08:55 PM)
QUOTE (RobB @ Nov 4 2004, 01:46 PM)
bhop is an exploit. period. even flay' intends it as possibility for the aliens, i still think its nothing more then an unaddressed cheat.

If you keep holding onto notions like that, then you'll only be limiting yourself. On a sidenote, bhopping isn't mainly used for dodging though it certain helps. The only thing that can help you dodge is hope that the marine player's aim is lacking. If you watch a lot of the top clans play each other, chances of skulks dodging is very slim, unless they already have cut down the distances between themselves and the marine, ie. ambushing around corners, double ambush from each side of the doorway. The day they make skulks being able to dodge HMGs easily or dodge lmgs easily while strafing around down a long hallway is the day aliens become uberly overpowered. Skulks are fine right now, they can even be seen as overpowering if they set up ambushes against equal number marines.

note: i can bhop, i just dont want to for various reasons - beeing lame is one of them.
i dont want to hop like a bunny on XTC through the maps, i just want be able to take momentum from my forward movement and put it on top of my side-moving momentum...


@x5: heh... did your ever used celerity and did run up a wall to reach the marines on the level above you? very annyoing when you jump slowmo-anime-robotech like above the edge and stay for 1-2secs moveless/to slow moving in the air to be blasted in the opposite corner of the rooms? that annoys me.
I would think
-a) make us able to close the gap between the edge of the wall to the ceiling or
-b) grant more aircontrol, like you said.
but i think, that none of those ideas will be used, so: whatever
Zunni
This is not the place for bhop discussions, especially in a thread about skulk movment..

I happen to agree, skulks moving side to side should be improved.
TommyVercetti
I like x5's idea about air control for Skulks. If NS gets ported to Source we can give the little buggers some folding antlion wings.
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