Skulk movement control
Nemausus
Join Date: 2011-08-18 Member: 117214Members
<div class="IPBDescription">Quality of life improvements</div>Hi all, Skulk is my favorite class to play in NS2, however while the movement and wall running is a vast improvement over NS1, I feel it could be better with some minor tweaks.
I believe there are two easy changes needed: The first is that hitting the Ctrl button toggles wall running on/off instead of just turning it off while you hold it down. It can be tricky to hold the button down and press two or more other keys at the same time as well. I would like this change in combat as occasinaly the smart wall running will attempt to stick you to nearby railings or walls thinking you are trying to run up them, when infact you are munching on a Marine just out of reach.
The second change would be to add a special button which means that if you are either:
<ul><li>Trying to run on a wall/ceiling</li><li>Move around while cloaked</li><li>Both a and b at same time</li></ul>
then it will 'lock' you in that mode. This would mean that you can not fall off walls if you aim camera wrong way accidently or de-cloak you if you collide with some bad world geometry. The locked mode would fix your max speed to cloaked speed (if try to move cloaked) and lock you to wall running if you are currently on a wall/ceiling.
Hitting spacebar should automatically unlock you from either mode or you can simply hit the lock button again (probably Shift key) to naturally unlock. Jump should also 'launch' you off a wall rather than upwards, however I think this is already being implemented (I remember reading somewhere).
Nemausus
I believe there are two easy changes needed: The first is that hitting the Ctrl button toggles wall running on/off instead of just turning it off while you hold it down. It can be tricky to hold the button down and press two or more other keys at the same time as well. I would like this change in combat as occasinaly the smart wall running will attempt to stick you to nearby railings or walls thinking you are trying to run up them, when infact you are munching on a Marine just out of reach.
The second change would be to add a special button which means that if you are either:
<ul><li>Trying to run on a wall/ceiling</li><li>Move around while cloaked</li><li>Both a and b at same time</li></ul>
then it will 'lock' you in that mode. This would mean that you can not fall off walls if you aim camera wrong way accidently or de-cloak you if you collide with some bad world geometry. The locked mode would fix your max speed to cloaked speed (if try to move cloaked) and lock you to wall running if you are currently on a wall/ceiling.
Hitting spacebar should automatically unlock you from either mode or you can simply hit the lock button again (probably Shift key) to naturally unlock. Jump should also 'launch' you off a wall rather than upwards, however I think this is already being implemented (I remember reading somewhere).
Nemausus
Comments
I think vaulting off walls is a planned change; as far as a "locking" mode, I don't think that level of complication is necessary, they just need to fix the code so accidental decloaking isn't so easy even while you're holding shift. In addition, to prevent falling while wallwalking AND to add a finer level of control for high-level play, they just need to add vertical-strafe-up like in NS1.
It will be so sweet to take full advantage of the great new wallwalk code once vertical strafe is implemented.
What you're talking about sounds neat, but could you explain a little more? I played NS1 a while back, but I don't remember a vertical strafe thing.
how is that an improvement? its not like the skulks could already walk on the ground and on walls in ns1.
they lost bunnyhop and walljump (i know its comming back) but still thats directly the opposite of an improvement
The console command was "+swimup". It worked as if you were looking straight up and pressing forward, only you could be looking any direction you want.
I would bind caps lock for slow walk mode, and just use shift for strafing up. Then with ctrl key right below it, it's like up/down controls on the wall. With a little practice, you could always keep your view on your target while strafing up and down on the wall. Very nice.
But that's not all. You could also be on the ceiling and be looking down at an angle, then press swimup and forward together, and you would move forward on the ceiling while looking down with your eyes on your prey, maybe even parasite a couple times while moving in for the kill. Very nice again.
If you're on a 2D surface like a wall (or the ground) in an fps game, you simply must have strafe capability to move while watching your enemy. Otherwise it's like playing quake with mouse only.
However, to do this in NS1 you really had to know your ceiling/wall geometry. But in NS2 with the new wallwalk code, vertical strafe would be even more killer.