Wall-running

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Introduction

Wall-running is a passive ability for the Skulk; it can drive its sharp leg spikes into crevices to walk on walls or ceilings as smoothly as on the ground. Wall-running doesn't cost energy nor slow you down, thus it is useful for dodging gunfire, confusing enemies, or hiding. It is an essential ability that allows the Skulk to access various vents prominent in all official Natural Selection 2 maps.

Background

Equally at ease on the ceiling as the floor, speculation is that the bladed feet of these Kharaa have retractable microscopic spines that shoot out when a spike's tip pierces a surface, and retract when the foot is lifted. This ability gives them access to vents and passage ways that, all too often, serve as shortcuts and safe-passage all over a ship or base. This also encourages ambush behavior. A Skulk can be hiding on absolutely any surface. Never trust an empty room.

Wall Jumping

Wall-jumping is a Wall-running technique which increases ground move speed and wall jumping distance; this technique allows the Skulk to repel itself off the surface of a wall at a longer distance than normal, as well as gain a brief speed bonus upon hitting the ground. This feature was introduced to take the place of Bunny Hopping, a technique used in NS1 and other Goldsource based games that allowed the user to gain speed by continually jumping.

To perform a Wall Jump, simply climb upon a wall (including railings) and jump in the direction that you wish to be propelled. The amount of bonus speed gained upon hitting the ground is accumulated by the number of subsequent Wall Jumps made prior to making contact with the ground. The speed bonus for Wall Jumps lasts for only a very brief period of time, but can still be used to quickly navigate the map and provide a significant advantage in combat.

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