Skulk Walking

keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
Im not entirely sure wether this is actually a bug or intended, so sorry if this is posted in the wrong place.

Anyway its simple, when you hold walk as skulk you still quite often make noise, it is actually really difficult to move completly silently. The only way to do it is to hold walk and be really careful with your movement. You have to slow down before strafing/climbimg wall/jumping.

I find it very annoying when Im trying to sneak up on a marine only to bump into some little slope on the floor, make noise, and have the marine turn around and blast me in the face <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->

Id like to see it so that, if you are holding walk, you move completely silently. I mean whats the point in a walk at all if its not silent you might as well run lol.
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Comments

  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Yeah, I agree. All walk seems to do is make the skulk's "footsteps" less regular, but it only takes one footstep to tell that marine in front where you are. Goodbye, advantage of surprise. Hello, lead.
  • VerthandiVerthandi Join Date: 2002-12-12 Member: 10687Members, NS1 Playtester
    edited July 2004
    If you turn your view sharply or strafe, while at full walking speed, you will 'break the speed limit' and make unwanted noise. Just make your turns wider, or avoid walking and turning/strafing at the same time.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    <!--QuoteBegin-Verthandi+Jul 5 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Jul 5 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you turn your view sharply or strafe, while at full walking speed, you will 'break the speed limit' and make unwanted noise. Just make your turns wider, or avoid walking and turning/strafing at the same time. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yea I know this, what Im saying is, should you really have to?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    It's a good point actually. For the ambush class, it can be awfully hard to ambush. Crawling along slowly up to a marine who's looking the other way and then OOPS, I turned too fast. There's barely any time to get into attack mode then, he turns and you're dead.
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    why would u even bother to crawl after a marine, just bhop pwn his hiney...
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-CrS+Jul 5 2004, 01:48 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CrS @ Jul 5 2004, 01:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why would u even bother to crawl after a marine, just bhop pwn his hiney... <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Lol ya, try that vs good marines and see what happens. Most B-hop is predictable and i know right where to aim before you even get there. Take a skulk and a marine of = skill if the marine see the skulk 90% of the time its dead skulk. Skulks only hope (most of the time) is not being seen,heared,MTed intill the 1st bit hits, even then if they got lvl1 armor it might not be enuf.
  • CheesyPetezaCheesyPeteza Join Date: 2002-11-24 Member: 9784Members, NS1 Playtester, Constellation
    If you just tap forward constantly at the correct rate then you can actually go as fast, if not faster as holding the walk button and still making no noise.

    No sharp turn problems with that method.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The speed threshhold for making noise should at least be the same as breaking cloak.
  • kill4thrillskill4thrills Join Date: 2004-06-24 Member: 29506Members, Constellation
    skulk walk also breaks cloak, in addition to making noise. it is the most borked thing you can do as a skulk. best way i've found, and mentioned previously, is to hold walk, and then tap forward to move. once you find the rhythm to move quietly and stay cloaked, you can do some serious sneaking.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    If you walk forward while strafing (pressing W while also pressing A or D) you will uncloak and let out a footstep sound. I think that's the only time I've uncloaked while holding down my lovable shift button.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited July 2004
    Cloak was fixed during beta to basically not break at all as long as you don't strafe. Footstep sounds, sadly, were not.
  • saberxsaberx Join Date: 2002-11-01 Member: 3044Members
    <!--QuoteBegin-keep it *G*angsta+Jul 5 2004, 10:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (keep it *G*angsta @ Jul 5 2004, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Verthandi+Jul 5 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Jul 5 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you turn your view sharply or strafe, while at full walking speed, you will 'break the speed limit' and make unwanted noise.  Just make your turns wider, or avoid walking and turning/strafing at the same time. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yea I know this, what Im saying is, should you really have to? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Nope. It's very annoying. Same problem goes for when you try to cloak-walk and you strafe or move just a tad too fast and decloak right in front of the marine. If you hold walk, you shouldn't have to worry about making a sound or decloaking like that. That's my opinion at least.
  • EidolanEidolan Join Date: 2002-11-15 Member: 8694Members
    <!--QuoteBegin-saberx+Jul 5 2004, 07:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (saberx @ Jul 5 2004, 07:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-keep it *G*angsta+Jul 5 2004, 10:46 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (keep it *G*angsta @ Jul 5 2004, 10:46 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Verthandi+Jul 5 2004, 05:43 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Verthandi @ Jul 5 2004, 05:43 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you turn your view sharply or strafe, while at full walking speed, you will 'break the speed limit' and make unwanted noise.  Just make your turns wider, or avoid walking and turning/strafing at the same time. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Yea I know this, what Im saying is, should you really have to? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Nope. It's very annoying. Same problem goes for when you try to cloak-walk and you strafe or move just a tad too fast and decloak right in front of the marine. If you hold walk, you shouldn't have to worry about making a sound or decloaking like that. That's my opinion at least. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Yes wall walk cloak is hard. But if marines know there are cloakers about they almost NEVER check the walls and roof with random bullet sprays.
  • BuggyBuggy Join Date: 2003-11-08 Member: 22400Members, Constellation
    <!--QuoteBegin-CheesyPeteza+Jul 5 2004, 02:10 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (CheesyPeteza @ Jul 5 2004, 02:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you just tap forward constantly at the correct rate then you can actually go as fast, if not faster as holding the walk button and still making no noise.

    No sharp turn problems with that method. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    People should read this -very- carefully, because I hardly ever see anyone using this technique, and it works like a charm. It often goes about 30% faster than a walking skulk, without making sound.

    Do people just not know about this, or what..?

    Anyway, yeah, walking sucks. Hopeless button, a "bind shift say_team Welding Needed!" is about 10x more useful than a bind for walking...
  • Norml_E_HighNorml_E_High Join Date: 2003-03-30 Member: 15055Members
    Actually you can stay completely silent if you only move in straight lines. So if you want to turn, stop, turn, and keep going. I think that works for a marine too.
  • 999Hydralisk999Hydralisk Join Date: 2004-04-13 Member: 27907Members
    Yes Norm is correct. Another tip is jsut dont even use the strafe keys. To turn use the mouse only and stop just in case.
  • keep_it_Gangstakeep_it_Gangsta Join Date: 2003-06-23 Member: 17632Members
    Yea but even if you turn too sharply while walking you make noise <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html//emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif' /><!--endemo-->

    Ill give the tapping key a go, actually I used to do that back in the day in CS all the time. I just dont think you should have to, like tapping a key is so Street Fighter 2 not an advanced online game such as NS.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    PLEASE

    You defend bunny hopping... but you want THIS made simpler?

    Walking silent is a skill just like bunny hopping, so live with it.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    walking is fine...you guys fail to realize that if you make strafe walking silent then you have partially nullified the SILENCE upgrade...i understand that the upgrade allows you to walk at normal speed but the point is that if you didn't have to be careful when walking in order to be quiet then no one would get silence anymore therefore making it obsolete (atleast to non-lerks)
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    Not really - the big differences between silence and walking are that you can move at full speed, attack, and heal without making a noise. It's still a great upgrade.

    Why the hell should walking silently be a "skill"? Shouldn't we be <i>encouraging</i> skulks to creep around? Y'know, <i>skulking</i>? Christ.

    It's funny. To be a good alien you're expected to learn all these archaic methods, but the same doesn't apply to marines.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    That's because marines are focused on teamwork, not personal skill(supposedly anyway). Hence why bunnyhopping was removed. I'm just waiting for wallstrafing an "wiggling" to be eliminated as well, so marines will be REALLY boring to play for the skilled, since all they can do is aim and walk. And talk..
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Guys, don't try to turn this into an issue of newbs not being able to figure out why strafing makes noise. I know what I'm doing, I'm fully capable of walking in a straight line and turning as slowly as possible. Even with all that, walking is still EXTREMELY unreliable. I've made footstep sounds when walking on a flat floor in a completely straight line. It's also rather difficult to wallwalk without making a footstep sound and completely blowing your surprise. I don't know if it's bugged or what, but even its intended behavior is just way too sensitive. I can understand not being able to strafe to prevent speed increases, but making a footstep because you turned the mouse just a hair too fast? How does that help anything? It's ridiculous and it makes walking much more perilous than it should be.

    I'm not saying that walking should be guaranteed silence like in CS, though I don't see how that would be such a problem. I'm saying it should at least be forgiving enough that you won't make footstep sounds as long as you don't touch the strafe buttons. Cloaking was already fixed in this way, so why not walking?
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    A little messing around with cl_showspeed on and I think I'm seeing part of the problem here. A base skulk's walking speed is 140. The speed at which a footstep noise is played is about 145. Not much room for error. Turning too fast ups your speed, as anyone who knows how to do a proper glide jump can tell you. Thus it breaks the 'footstep barrier' and you make a noise.

    The strafing problem is kind of interesting. It seems like the ancient strafe running ability from doom (if anyone can remember back that far) works, on skulks, when the walk key is held down. (Basically: Move forward while strafing and the two speeds work together to make you move faster than you should be able to) It's an absolutely worthless engine exploit, as you're not going to get any useful speed up while holding down the walk key. But when walking and strafing at the same time, you will mantain a base speed of about 200. And just barely tapping strafe while pushing forward is enough to send your speed up over 145. Thus, you have your two normal movements that will cause you to play a footstep noise.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    <!--QuoteBegin-Align+Jul 8 2004, 04:53 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Jul 8 2004, 04:53 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> That's because marines are focused on teamwork, not personal skill(supposedly anyway). Hence why bunnyhopping was removed. I'm just waiting for wallstrafing an "wiggling" to be eliminated as well, so marines will be REALLY boring to play for the skilled, since all they can do is aim and walk. And talk.. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The trouble is that "skill" is being confused with "putting up with annoying bugs". The skillful part about ambushing shouldn't be about finding out a walk technique (on your own), but about being <i>sneaky</i>. Pulling off a successful ambush shouldn't be made artifically harder.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    <!--QuoteBegin-Zek+Jul 8 2004, 05:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 8 2004, 05:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Guys, don't try to turn this into an issue of newbs not being able to figure out why strafing makes noise. I know what I'm doing, I'm fully capable of walking in a straight line and turning as slowly as possible. Even with all that, walking is still EXTREMELY unreliable. I've made footstep sounds when walking on a flat floor in a completely straight line. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    you're doing it wrong...gg
  • BallistoBallisto Join Date: 2003-05-19 Member: 16503Members
    Skulks are so bad at ambushing now its not funny. I regularly blast them off the ceilings. And those picks are pretty distinctive... one and that skulk is yours. It's easier to be sneaky as a marine (because of the ranged weapon) - THAT is sad.

    If they fixed the walk... that is completely fubared. Walk should mean stealth, not WHOOPS i got blasted cause it screwed up! I think that so long as walk is on, no noise comes, and no cloak breaks.
  • wallerwaller Join Date: 2004-04-28 Member: 28281Members
    It's kinda hard to catch up with rines by only using walk anyway. that's the pleasure of silence <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> B-Hop with no sound <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo--> ahhh heaven..
  • LittleToeLittleToe Join Date: 2003-08-07 Member: 19163Members
    edited July 2004
    the best way to "walk" without makeing noise is not to use the walk key at all.

    tap "w" and not only do you move faster you make no noise (if done right).

    if you are trying to walk after a marien to kill him youll find that he can out pace you and/or worse the longer you folow the more likely he'll check his 6


    walk should be more usefull (like walking speed dose not show on MT)


    edit..

    teach me to read all the thread before replying
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-Snidely+Jul 9 2004, 12:25 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jul 9 2004, 12:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The trouble is that "skill" is being confused with "putting up with annoying bugs". The skillful part about ambushing shouldn't be about finding out a walk technique (on your own), but about being <i>sneaky</i>. Pulling off a successful ambush shouldn't be made artifically harder. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Erm, sorry, I was actually only replying to the last line in your post <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> I tend to be absent-minded like that.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Snidely+Jul 8 2004, 06:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Snidely @ Jul 8 2004, 06:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The trouble is that "skill" is being confused with "putting up with annoying bugs". The skillful part about ambushing shouldn't be about finding out a walk technique (on your own), but about being <i>sneaky</i>. Pulling off a successful ambush shouldn't be made artifically harder. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    People sure confuse bunnyhopping as a skill when its just a "annoying bug" in the physics engine.
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