Base Player Speeds
radforChrist
USA Join Date: 2002-11-04 Member: 6871Members, Constellation, NS2 Playtester, Subnautica Playtester
<div class="IPBDescription">How fast do we go?</div>I've noticed that a non celerity skulk and a non sprinting marine seem to be very close in speed, especially when strafing.
EDIT: Thanks to the tips below, I've gathered the info.
Base Skulk speed: 7
Strafe Skulk speed: 7
Base Skulk Leap: 11.3
Skulk Initial Wall Jump Velocity: 8.3
Celerity Skulk speed: 9.09
Celerity Strafe Skulk speed: 9.09
Celerity Skulk Leap: 13.5
Celerity Initial Wall Jump Velocity: 9.5
Base Marine Speed: 5.06
Strafe Marine Speed: 5.06
Sprint Marine Speed: 6.07
EDIT: See below for marine speeds with weapon changes
<b>What I've observed quickly with debugspeed</b>
<ul><li>There is a short ramp up for aliens to reach max speed. It's slight, but there.</li><li>Marines can walk/strafe almost instantly at max speed. Jump strafing is as fast as movement forward jumping.</li><li>Wall jump gives a nice little boost on initial, and it increases from wall to wall. Dropping from the ceiling first gives a little boost, too.</li><li>However, touching the floor, even once, kills it.</li><li>Wall jump with celerity doesn't seem to give nearly as much boost. How is this calculated?</li></ul>
Seems Marines shouldn't be able to run sideways as fast as they run straight. Especially without delay and jump strafing, where you can alter direction after leaving the ground (See fana's excellent point on it here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122000)" target="_blank">http://www.unknownworlds.com/ns2/forums/in...owtopic=122000)</a>
EDIT: Thanks to the tips below, I've gathered the info.
Base Skulk speed: 7
Strafe Skulk speed: 7
Base Skulk Leap: 11.3
Skulk Initial Wall Jump Velocity: 8.3
Celerity Skulk speed: 9.09
Celerity Strafe Skulk speed: 9.09
Celerity Skulk Leap: 13.5
Celerity Initial Wall Jump Velocity: 9.5
Base Marine Speed: 5.06
Strafe Marine Speed: 5.06
Sprint Marine Speed: 6.07
EDIT: See below for marine speeds with weapon changes
<b>What I've observed quickly with debugspeed</b>
<ul><li>There is a short ramp up for aliens to reach max speed. It's slight, but there.</li><li>Marines can walk/strafe almost instantly at max speed. Jump strafing is as fast as movement forward jumping.</li><li>Wall jump gives a nice little boost on initial, and it increases from wall to wall. Dropping from the ceiling first gives a little boost, too.</li><li>However, touching the floor, even once, kills it.</li><li>Wall jump with celerity doesn't seem to give nearly as much boost. How is this calculated?</li></ul>
Seems Marines shouldn't be able to run sideways as fast as they run straight. Especially without delay and jump strafing, where you can alter direction after leaving the ground (See fana's excellent point on it here: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=122000)" target="_blank">http://www.unknownworlds.com/ns2/forums/in...owtopic=122000)</a>
Comments
Ive seen speed related ###### asked several times, and someone finally responds with the command, thx, now maybe i can actually learn how to use the wall jumping. (I wish every game had q3 strafe jumping though :()
base skulk: 7
celerity skulk: 9
rifle out: 5.06 / 6.07 sprint
pistol out: 5.13 / 6.15
knife out: 5.31 / 6.37
dropping weapons makes you faster.
it looks like the rifle and the pistol are both "worth" .56 speed (so dropping your rifle and running with your axe out will give you 5.87 speed).
a marine carrying only an axe is 6.25 / 7.51 sprint
For instance, jump down from the where the wall meets the ceiling and you see a nice speed increase which you can keep up by walljumping and jumping in general. If you climb the walls again and jump down again you get the big initial boost again. So yeah, climbing walls and dropping down is the way to get those max speeds up right now.
It's a bit too situational for my taste, but it works very well in Crevice, Warehouse and other "High ceiling" areas...
Rather have base speed increased which is where it's needed in combat.
Base 8.5 would be nice
and Cel 10 or 10.5
Unfortunately, its a cheat-protected command right now (i.e. you have to have cheats enabled) which makes it functionally useless for actual gameplay.
Rather have base speed increased which is where it's needed in combat.
Base 8.5 would be nice
and Cel 10 or 10.5<!--QuoteEnd--></div><!--QuoteEEnd-->
because having a skill based mechanic (I don't see it as a gimmick) results in more interesting gameplay and the opportunity for big plays as opposed to every skulk performing the same
Something about "skill based movement" and "depth of gameplay" :P
I am on this side of the table...but I wouldn't say it's stupid. Just unnecessary. I have reasons which I've said before, but in the end, I guess I don't really care if wall jump stays in or not. Someone will always have a problem with how it's implemented.
Make skulks massive so even people with a touchpad can hit them always?
Make everything so slow that its all about numbers, 2 aliens beats your 1 marine?
celerity seems to interact very poorly with walljump in general - it doesn't even change your max speed, so it just makes it easier to get to. hopefully that's adjusted.
I'd like to point out that just because you can reach a max speed doesn't mean you can keep it up for long. I tried to account for this in the Tram map since it has that large tunnel. Each metric is equally useful IMO.
Tram Tunnel Speed Trial -Skulk Base movement w/nojumping -28 secs(max 7)
w/jumping - 28 secs(max 8.9) (i couldn't keep max speed very long and would sometimes stick to my target object on the wall jumping * a more skilled player could probably shorten this.)
Tram Tunnel Speed Trial -Skulk Celerity movement w/nojumping -21 secs (max 9.09)
Tram Tunnel Speed Trial -Skulk Celerity movement w/jumping -21 secs (max 10+)(*more skilled players could do better i bet)
Tram Tunnel Speed Trial -Skulk Celerity movement w/jumping/leap -17 secs (max 13+) (10 runs and this was the best I could do)
Tram Tunnel Speed Trial -Skulk Adrenaline movement w/jumping/leap - 20 secs (max 11.2) (2 runs as it wasn't much difference between them)
Its notable that I was able to get nearly 5 consecutive leaps in with adrenaline vs the 2 with celerity.
Dude are you freakin serious? Humans can out run most 4 legged predators, why do you think we evolved to be so smart and use tools? Oh I suppose you find axe running unrealistic too? Just think about it, a guy holding an axe approaches you: who runs faster, you or him? He does, obviously, because the axe is another limb now he's got 5 limbs. We can move just as fast sideways as we do forward because our higher center of mass gives us more traction on the ground for acceleration. It's the same reason why we can change direction midair.
I couldn't help but lol.
Well said.
Just think about it, a guy holding an axe approaches you: who runs faster, you or him? He does, obviously, because the axe is another limb now he's got 5 limbs.
*Snip*<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, I can guarantee you if there's a guy running towards me with an axe, I'll be running faster than him!
WTF...our education system has a lot to answer for...obviosuly your either being badly sarcastic or sadly stupid.
Cheetah or Ussain Bolt....my moneys on the cat, suggest you look into biomechanics behind what makes cheetah and other 4 legged animals faster.
We cant outrun these animals which is why we where forced to learn to use tools.
This is natural selection with ALIENS.
Aliens which have been designed and thought up by UWE to be fast and agile, yet weak unless it gains the upperhand ie ambushes or just completely out maneuvering marines. Or was i wrong in assuming that?
It was clearly sarcastic. I don't know how people aren't picking up on it.