<!--quoteo(post=1848278:date=May 25 2011, 12:55 AM:name=Dank McShwagger)--><div class='quotetop'>QUOTE (Dank McShwagger @ May 25 2011, 12:55 AM) <a href="index.php?act=findpost&pid=1848278"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In ns1 there was a way to completely disable the alien FP visuals and only have a rectile which made attacking much easier. Maybe they have plans for that as well in ns2. (this may have been a visual mod that I had tried out... I cant remember)<!--QuoteEnd--></div><!--QuoteEEnd--> cl_drawviewmodel 0.
Some Anglo Saxons called, Harimau. They're upset some Romance language speaking Normans injected some bs into their wholesome tongue. F* Middle English.
<!--quoteo(post=1849194:date=May 30 2011, 09:18 AM:name=cookman)--><div class='quotetop'>QUOTE (cookman @ May 30 2011, 09:18 AM) <a href="index.php?act=findpost&pid=1849194"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some times i also get disorientized by the confusiating moveableness design. I think that they should make the coorientation system more intertuitive and liquiditic.
Irregardless, it's too operose at present momentum to make good judgementations regardiating playgame, if per-formance is held in considerizationotational wab wab squibbili doo<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL @ the irony. I imagine that's exactly as one would find it in the dictionary. <img src="http://i189.photobucket.com/albums/z249/jkflipflop/Deluded.jpg" border="0" class="linked-image" />
<!--quoteo(post=1849384:date=May 31 2011, 11:54 PM:name=jkflipflop)--><div class='quotetop'>QUOTE (jkflipflop @ May 31 2011, 11:54 PM) <a href="index.php?act=findpost&pid=1849384"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><pic><!--QuoteEnd--></div><!--QuoteEEnd--> Why on earth did you blank out his date-of-post?
<!--quoteo(post=1849445:date=Jun 1 2011, 05:45 AM:name=player)--><div class='quotetop'>QUOTE (player @ Jun 1 2011, 05:45 AM) <a href="index.php?act=findpost&pid=1849445"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah, I might've got that joke if it weren't for his <a href="http://www.thefreedictionary.com/dismal" target="_blank">dismal</a> photoshopping-skills.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1849498:date=Jun 1 2011, 11:40 AM:name=player)--><div class='quotetop'>QUOTE (player @ Jun 1 2011, 11:40 AM) <a href="index.php?act=findpost&pid=1849498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Making suggestive remarks regarding someone's intellect, on the interweb? Hot damn, I tip my hat to you good sir.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's been going on this entire thread, catching on a bit late hmm.
Harimau, thank you for making me feel like a better person. No matter how much of a ######head you may be there is always a bigger, more foul, and excrement laden ###### waiting to release the glorified crap it has been holding in to the world.
In regards to the OP:
I agree and hopefully as development continues it will become easier for skulk hit registry. However, if it does not, I envision maybe like an alien lock on ability - possibly for parasited marines - that when the button is held you will keep facing them making it easier to bite them in the active movement of battles. Although this would take away from the skill of rashly swinging a mouse around holding down the primary button hoping to get a hit but may make game play slightly less irritating as a skulk.
I'll respond to the initial post because the above two admin posts indicate reading the whole thread will make me /facepalm...
I too find it disorientating at times. However, it forces you to be more precise with your bites. I'm guessing a command could be added to stop it, but quite frankly that would be unfair on the defending marine. I couldn't really offer a better solution though.
I was thinking of a laser sight type feature, let's call it "alien instinct" or something.
So when you go in for a bite, the target or a UI element would subtly glow (or otherwise give an indication) that the attack will be a successful one at the current position and distance from the target. Perhaps a visual cue inside the actual mouth of the alien (tongue extension, fang protrusion, etc.)?
Does that sound like a good idea? I'm not even sure.
What about little arrows on the sides on the screen that point to nearby parasited marines. Like mission pointers in some games. Have it limited to parasited marines and have a small area so its not abused as a wall hack. Or even have it track marines that the alien as hit in the last 5 seconds.
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
Having the parasite idea from this topic: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113590" target="_blank">Parasite idea</a> And have parasited marines drawed even when the mouth of the skulk closes. That would make the parasite and the skulk alot more useful.
<!--quoteo(post=1849511:date=Jun 2 2011, 05:27 AM:name=Rulgrok)--><div class='quotetop'>QUOTE (Rulgrok @ Jun 2 2011, 05:27 AM) <a href="index.php?act=findpost&pid=1849511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Harimau, thank you for making me feel like a better person. No matter how much of a ######head you may be there is always a bigger, more foul, and excrement laden ###### waiting to release the glorified crap it has been holding in to the world.<!--QuoteEnd--></div><!--QuoteEEnd--> This is easily my tamest work. You should see me on Facebook.
@Insane: To be fair, the only thing I said in this thread to begin with was a single word: "disorienting". Others took offense and attacked me for it, so I responded in kind. My bad.
<!--quoteo(post=1849661:date=Jun 3 2011, 03:18 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jun 3 2011, 03:18 AM) <a href="index.php?act=findpost&pid=1849661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having the parasite idea from this topic: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113590" target="_blank">Parasite idea</a> And have parasited marines drawed even when the mouth of the skulk closes. That would make the parasite and the skulk alot more useful.<!--QuoteEnd--></div><!--QuoteEEnd--> This I like. Or just, anything in hive sight in general.
Comments
cl_drawviewmodel 0.
Yes, it was blocked after 1.0 if I'm not mistaken. Though I heard there was a way to work around the lock somehow.
Irregardless, it's too operose at present momentum to make good judgementations regardiating playgame, if per-formance is held in considerizationotational wab wab squibbili doo<!--QuoteEnd--></div><!--QuoteEEnd-->
<3
Thanks for all the advice, guys. And sorry for using the wrong word, I hope I didn't offend you too much.
EDIT: I forgot a comma and I didn't want to cause another meltdown.
<img src="http://i189.photobucket.com/albums/z249/jkflipflop/Deluded.jpg" border="0" class="linked-image" />
Why on earth did you blank out his date-of-post?
No. No, I don't think you would have.
That's been going on this entire thread, catching on a bit late hmm.
In regards to the OP:
I agree and hopefully as development continues it will become easier for skulk hit registry. However, if it does not, I envision maybe like an alien lock on ability - possibly for parasited marines - that when the button is held you will keep facing them making it easier to bite them in the active movement of battles. Although this would take away from the skill of rashly swinging a mouse around holding down the primary button hoping to get a hit but may make game play slightly less irritating as a skulk.
--Cory
Give it a rest.
I too find it disorientating at times. However, it forces you to be more precise with your bites. I'm guessing a command could be added to stop it, but quite frankly that would be unfair on the defending marine. I couldn't really offer a better solution though.
So when you go in for a bite, the target or a UI element would subtly glow (or otherwise give an indication) that the attack will be a successful one at the current position and distance from the target. Perhaps a visual cue inside the actual mouth of the alien (tongue extension, fang protrusion, etc.)?
Does that sound like a good idea? I'm not even sure.
Have it limited to parasited marines and have a small area so its not abused as a wall hack. Or even have it track marines that the alien as hit in the last 5 seconds.
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113590" target="_blank">Parasite idea</a>
And have parasited marines drawed even when the mouth of the skulk closes.
That would make the parasite and the skulk alot more useful.
This is easily my tamest work. You should see me on Facebook.
@Insane:
To be fair, the only thing I said in this thread to begin with was a single word: "disorienting". Others took offense and attacked me for it, so I responded in kind. My bad.
<!--quoteo(post=1849661:date=Jun 3 2011, 03:18 AM:name=swalk)--><div class='quotetop'>QUOTE (swalk @ Jun 3 2011, 03:18 AM) <a href="index.php?act=findpost&pid=1849661"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Having the parasite idea from this topic:
<a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=113590" target="_blank">Parasite idea</a>
And have parasited marines drawed even when the mouth of the skulk closes.
That would make the parasite and the skulk alot more useful.<!--QuoteEnd--></div><!--QuoteEEnd-->
This I like. Or just, anything in hive sight in general.