Viewpoint is near center of rotation. From a suggestion just like this in the I&S forum, it seems that the HL engine doesn't allow for an elegant fix to this problem, so the best option is just to stay back a bit.
Yep, you have no idea how annoying this is, hanging about 2 or 3 metres at least back in the vent where you cant see anything, yet you gt pistoled from nowhere. GG HL
By that standard, everything is just practice. Can't take down a whole team of upgraded marines as a lone skulk? You just need to practice more.
Practice or no, some things are just stupid in the first place. Skulks sticking out way beyond their viewpoint is one of those.
Oddly, rather than changing the viewpoint, one of the ways this could be fixed is by altering the "teeth" display to show an extended view of the throat. Show the skulks view from where its eyes really are, about the centre of its body.
<!--QuoteBegin-Kwil+Aug 31 2004, 05:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Kwil @ Aug 31 2004, 05:44 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Can't take down a whole team of upgraded marines as a lone skulk? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd--> I cant?
marines ae going to have a hard time if they walk arround starring up at the ceiling the whole time and is really really fun to wait till one is right below you, press SHIFT and bite his head off. He'll never know theres a skulk right about to land on him, no sound when you release.
PS: mapmakes need to make ceilings more skulk accessible and hidden behind masked textures.
Yes, I mention in my thread that while I wish maps took ambushing into account more, beyond the usual formula of a space above a door/vent everyone knows to check, it probably won't happen. It would probably just be too much work, when I rarely see anyone even bothering to ambush these days.
I'll agree to all of this. Don't blame NS though, blame HL.
I do wish there were more original ambushing spots in the maps, but who knows, maybe there are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
When I think of original ambush spot, I think of the rt in messhall on nancy with that mesh screen thing above it that you can drop through. I'd love to see some more screens and such that make it hard to see through but you can still walk through, because smoke effects - while they look great - just don't provide adequate cover most of the time.
Pretty sure they already adjusted this to as best as possible in one of the previous versions. I'm sure if they messed with it a bit longer they could probably make it a wee bit better, but they way it is now is 100 times better than it used to be. For now all you can really do is try to adjust your position to take into account for this problem.
Maybe there should be a 'scrunch up' button which pulls the cute little claw-legs really close to the body, like a little skulkball, hiding in the corner, ready to explode... <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
Comments
blah blah blah its just practise.
Practice or no, some things are just stupid in the first place. Skulks sticking out way beyond their viewpoint is one of those.
Oddly, rather than changing the viewpoint, one of the ways this could be fixed is by altering the "teeth" display to show an extended view of the throat. Show the skulks view from where its eyes really are, about the centre of its body.
I cant?
*blushes*
Anyways how about this: wall and ceiling
marines ae going to have a hard time if they walk arround starring up at the ceiling the whole time and is really really fun to wait till one is right below you, press SHIFT and bite his head off. He'll never know theres a skulk right about to land on him, no sound when you release.
PS: mapmakes need to make ceilings more skulk accessible and hidden behind masked textures.
I do wish there were more original ambushing spots in the maps, but who knows, maybe there are <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->