No Sticking To Players In 1.1i
civman2
Join Date: 2002-11-03 Member: 6116Members, Constellation
<div class="IPBDescription">Think about it for a second.</div> When you leap, the longer you stick, the more you hurt. Not sticking here is definantly a bad thing.
When you jump out of a vent onto a marine's head to bite it off, sticking is good, it keeps you out of his view.
When you leap past a fade, you, erm, tend to get blocked.
If you get a gorg to climb on your back in a large room and then both jump, uhh...
Make it so we only stick to marine players. Aliens are covered in bacteria that make them hard to stick to, but those yummy metal armors that the rines wear are full of little holes to cling to.
Unless skulks are too powerful in 1.1 (I hear word of armor increases), I think that sticking to rines is something that should be left in.
[/poorly worded arguement]
When you jump out of a vent onto a marine's head to bite it off, sticking is good, it keeps you out of his view.
When you leap past a fade, you, erm, tend to get blocked.
If you get a gorg to climb on your back in a large room and then both jump, uhh...
Make it so we only stick to marine players. Aliens are covered in bacteria that make them hard to stick to, but those yummy metal armors that the rines wear are full of little holes to cling to.
Unless skulks are too powerful in 1.1 (I hear word of armor increases), I think that sticking to rines is something that should be left in.
[/poorly worded arguement]
Comments
- RD
I do it too, very useful to use leap at its best. I dont really get what u mean by sticking to a marine... I never stick to a marine when I leap him... Oh thats maybe because I hold crouch then :/
I think the sticking to other players is regarding the new Wall-orientation of the skulks.
So when you touch a player (alien or marine) the skulk automatically orientates to the body , resulting in a very ridiculus look.
Another thing i want to say : When skulks are touching marines longer while leaping resulting in a much higher damage is just a bug , which has already been fixed . (see 1.1 Changelog thread stickied in the beta forum)
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->O Fixed leap/charge exploit<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
That does not say that "when skulks are touching marines longer while leaping resulting in a much higher damage is just a bug"
I alway thought Leaps were intended to do 10 damage (according to ingame help and manual) and I have read no where that you can higher the amount of damage when you stick to the player.
Someone who knows please confirm or rectify.
I alway thought Leaps were intended to do 10 damage (according to ingame help and manual) and I have read no where that you can higher the amount of damage when you stick to the player.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
neither do I and Ive never noticed that by myself...
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->1) Level 0 ARMOUR 100HP and 210ARM
leap 1 takes HA down to 11 armour and 100 health.
leap 2 kills HA
2) LEVEL 1 ARMOUR 100HP, 230ARM
leap 1 takes HA down to 43 and 100 health.
leap 2 kills HA
2) LEVEL 2 ARMOUR 100HP, 260ARM
leap 1 takes HA down to 75 and 100 health.
leap 2 kills HA
2) LEVEL 3 ARMOUR 100HP, 290ARM
leap 1 takes HA down to XX and 100 health.
(IT IS NOT YET KNOWN IF LEAP 2 KILLS HA or if a third is required... see further work)
All results are in duplicate.
Discussion
clearly an ODD numbered value for armour after an entire leap (based on n*4) means that armour must absorb some damage without reducing the armour value by the full amount:
Level 0 damage to armour in 1 leap = 199 (0.5%)
Level 1 damage to armour in 1 leap = 187 (6.5%)
Level 2 damage to armour in 1 leap = 185 (7.5%)
Level 3 damage to armour in 1 leap = 182 (9%)
<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
(it is on page 3 written by Roobubba who has got this numbers by checking the logfile of a server)
I can't believe that this is the way leap is inteded to be.
I always thought it was made for dodging and fast movement and not for killing a Heavy Armour Marine in 2 leaps.
This is what i always thought of being the "Leap Bug/Exploit".
I hope a dev or PT can help out with this , if this is the way it should actually be or not.
Doesn't anyone like the idea of the skulk staying 'stuck on' just so you can picture all the marines firing wildly, with one screaming 'Get if OFF! GET IT OFF! FRAG!!!!' just before the inevitable crunch of vertebrae being severed?
Leap
# of "touches" on target x 4
It is the same os onos charge. It is an attack and a dodge.
you can believe what u like, but reading a games manual before you play is advisable TBH.