Air control and ground acceleration
CommunistWithAGun
Local Propaganda Guy Join Date: 2003-04-30 Member: 15953Members
I see that screwing with skulk movement happened. My question is WHY. I understand the air control, that was kind of lame. However, why was ground acceleration screwed with? Skulk juking is going to be pretty much dead/useless now. Why are we encouraging aliens to be slow?
Comments
And what logic went into that exactly? If anything had issue before it was AIR CONTROL, NOT ACCELERATION. Why are we telling players not to be a ground running skulk, when the class is turning into just that?
While I don't speak for anyone other than myself I can say that it's generally agreed upon through out the community that the Skulk needs to have a lower skill floor and a higher skill ceiling. It was too easy for players to faceroll their keyboard while wall jumping, causing their model to twitch out and making them artificially more difficult to kill (by doing something they themselves are not controlling through skill, rather exploiting the animation system of the game).
The changes to acceleration and friction in 240 do alleviate this somewhat, but they are certainly not optimal. They accomplish neither of the goals I listed above (higher ceiling, lower floor). They will not be the last changes to skulk movement, however. Consider them a first step for changes that may possibly come in the future.
I would consider the movement in 240 an improvement over 239, in the end.. even if it isn't perfect.
• You don't gain as much forward speed from falling
• Friction is applied earlier and harder when you hit the ground
Movement is never done and more changes will be coming sooner or later. There was going to be a much bigger change originally but it almost made the PTs lose their minds so what we have now is pretty minor in comparison.
Go tell the top teams in NS2 that their skulks were only good because they facerolled, and you'll see why that's wrong.
Sounds like to me you just want to troll.
Then I played more later in Pub and got a better feel for it. I don't think it's 'bad' at the moment. It just feels that some of the hours spent playing as skulk have been wasted since now alot of the jumps and combos I used to be-able to make I can no longer do so. In the scrim I was landing a few meters in-front of marines instead of on their head.
The play now feels 'heavier' where you jump off a high wall and instead of arcing out; you do a normal jump range and then start to fall heavily. I'm also finding that I'm losing speed occasionally but I think half of that is me mistiming things and half is me trying to force the distance to make a jump I used to be-able to make.
rantology: Are skulks still able to make all jumps they could in 239? I would like to know if I've been using poor basics all this time or if I should adjust and learn new limits.