Skulk speed is not lower

24

Comments

  • thefrozenonethefrozenone Join Date: 2013-02-24 Member: 183302Members
    nsguy wrote: »
    Does it matter if it's actually slower or not? It feels slower.

    Yes, actually it does.
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    You're just being pedantic.
  • thefrozenonethefrozenone Join Date: 2013-02-24 Member: 183302Members
    edited March 2013
    nsguy wrote: »
    You're just being pedantic.

    Insults aint okey - GISP
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    It'll be interesting to see where the game goes when this "momentum loss" bug disappears. Aliens are out of easy mode now for sure though, which is awesome.
  • thefrozenonethefrozenone Join Date: 2013-02-24 Member: 183302Members
    edited March 2013
    HeatSurge wrote: »
    It'll be interesting to see where the game goes when this "momentum loss" bug disappears. Aliens are out of easy mode now for sure though, which is awesome.


    I'm definitely having more fun as marines, I can tell you that much. The new phase gate is amazing. I just can't wait until people stop obsessing over gorges and stop dragging the team down.
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    edited March 2013
    nsguy wrote: »
    You're just being pedantic.

    No I'm not. Just because you "think" it feels slower, doesn't mean it actually is. You are suffering from post patch withdrawal and it's all in your head. Aside for the acceleration bug that is.

    Removed. This is a place for discussions, not arguments and flamewars. Keep things civilied - GISP
  • GlissGliss Join Date: 2003-03-23 Member: 14800Members, Constellation, NS2 Map Tester
    IronHorse wrote: »
    Important to note that losing momentum when touching the ground was unintended and is a bug.
    really? that's sad to hear. it's the only positive thing about this entire series of changes...
  • thefrozenonethefrozenone Join Date: 2013-02-24 Member: 183302Members
    edited March 2013
    nsguy wrote: »
    nsguy wrote: »
    You're just being pedantic.

    No I'm not. Just because you "think" it feels slower, doesn't mean it actually is. You are suffering from post patch withdrawal and it's all in your head. Aside for the acceleration bug that is.

    Perhaps your brain just isn't capable of spotting differences and thus hasn't noticed the slower feeling.

    Wow, just wow. There is no reason why I should even dignify this with a response. "I don't agree with someone, so he must be stupid!"

    Nice.
  • nsguynsguy Join Date: 2010-01-03 Member: 69869Members
    Wow, just wow. There is no reason why I should even dignify this with a response. "I don't agree with someone, so he must be stupid!"

    Nice.

    This is you suggesting that I have some sort of mental disorder:
    You are suffering from post patch withdrawal and it's all in your head.

    But to clear it up, I'm not saying you're stupid, just that if you haven't noticed that the Skulk feels sluggish (i.e. slow) then you may be incapable of spotting differences because a lot of us have noticed the change, and no doubt there has been changes to the movement of the Skulk. You're just picking on the fact that it isn't technically a speed change, which is irrelevant. People are ultimately saying that the Skulk feels slow, regardless if they aren't including the word "feels".
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited March 2013
    nsguy wrote: »
    You're just being pedantic.

    No I'm not. Just because you "think" it feels slower, doesn't mean it actually is. You are suffering from post patch withdrawal and it's all in your head. Aside for the acceleration bug that is.

    It actually is slower, because of the walljump momentum bug which is what everybody is talking about. The speed of a skulk running in a straight line is irrelevant because that's not how good skulks travel. Good skulks travel off of walljump momentum, and that speed is much lower in 240 since it vanishes after you touch the floor. Traveling the map takes longer than before, closing distance with marines takes longer than before. Skulks are slower.
  • JAMESEARLJONOSJAMESEARLJONOS Join Date: 2012-12-15 Member: 175155Members
    Skulks are called skulks for a reason. They are not meant to be, dipping and diving and doing impossible 720's mid-air. Their speed hasn't been lowered, only their ability to impossible maneuvers mid-air.

    The acceleration thing is just a bug.

    Skulks now are more reliant on hiding above doorways and attacking from behind, like they were SUPPOSED to be.

    One problem with that. Good marines are very rarely taken unaware at any point. Doing things like hiding above doorways is a really good way to instantly die as a marine enters the room. And who gets flanked from behind? Seriously.


    Speaking as a marine who routinely crushed servers (stuff like going 42-3 routinely) prepatch, this patch is just really, really easy in general. Not only do bad skulk players die even faster, but good players who already could rarely kill me 1v1 now struggle to do any damage at all. The balance just isn't in a good state this patch.
  • thefrozenonethefrozenone Join Date: 2013-02-24 Member: 183302Members
    And who gets flanked from behind? Seriously.

    Hold shift.

  • JAMESEARLJONOSJAMESEARLJONOS Join Date: 2012-12-15 Member: 175155Members
    And who gets flanked from behind? Seriously.

    Hold shift.

    You realize good marines are constantly looking around/behind them right? Good marines rarely get caught unaware. The style of gameplay you're suggesting that skulks should use doesn't actually work against people who are familiar with the game.

    It's just amusing to me that people in this game are under the misguided idea that skulks are supposed to be a unit that gets kills based on surprise. If you're a good marine, you have all the tools/knowledge necessary to avoid getting surprised 99% of the time. The only exception to that was pre-patch camo.

  • RainyCaturdayRainyCaturday Join Date: 2013-02-19 Member: 183202Members
    edited March 2013

    IronHorse wrote: »
    Important to note that losing momentum when touching the ground was unintended and is a bug.

    If that is true then it is very relieving.
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    It's just amusing to me that people in this game are under the misguided idea that skulks are supposed to be a unit that gets kills based on surprise. If you're a good marine, you have all the tools/knowledge necessary to avoid getting surprised 99% of the time. The only exception to that was pre-patch camo.

    ^^ this, it's fairly rare when a skulk actually gets a surprise jump.

    WIth that said, skulks who know the ins and outs of maps, knowing every nook CAN get the surprise jump on marines far more than the usual skulk. I would say I get the surprise jump on marines far more than the average skulk.

    Just one example: If there's marines coming into nano on Veil, I will go the opposite entrance from where they are coming and walk up the little used nook that is between the entrances and drop down on the marines when they are close enough. Can't tell you how many times I've caught marines off guard doing that.... even good marine players.

    However, the problem is, this is when defending an area. Aliens, by their asymmetrical design need to continually run and attack locations. You cannot get a surprise jump when running to attack to a location, let alone against any marines who are defending.

    Movement skills are absolutely needed in those situations.... especially against those marines who know how to "juke" really well.......also, marines being able to outrun skulks is pretty absurd.

  • PaLaGiPaLaGi Join Date: 2008-01-03 Member: 63331Members, Constellation
    Speaking as a marine who routinely crushed servers (stuff like going 42-3 routinely) prepatch, this patch is just really, really easy in general. Not only do bad skulk players die even faster, but good players who already could rarely kill me 1v1 now struggle to do any damage at all. The balance just isn't in a good state this patch.

    What name do you play under?
  • ResRes Join Date: 2003-08-27 Member: 20245Members
    edited March 2013
    PaLaGi wrote: »

    What name do you play under?

    Same one as his forum name. Albeit, it's not really all that hard to have a good score like that as a marine in pub play. (I've had scores like that myself as a marine, although I'm not as consistent.)

    I'm more impressed by skulks who have a good score.... which is nearly impossible now.
  • Kei-chanKei-chan Join Date: 2013-01-20 Member: 180898Members
    PaLaGi wrote: »
    What name do you play under?

    He plays under the name he posts under, and I can vouch for his server crushing abilities. I've been in many a server that he's emptied with his ridiculous skills.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    Nobody should have to put up with abuse like that. Outrageous behaviour.
  • JAMESEARLJONOSJAMESEARLJONOS Join Date: 2012-12-15 Member: 175155Members
  • 0ni0ni Join Date: 2012-08-30 Member: 156991Members
    I just now quit a server because of James Earl Jonos and another fellow were doing exactly what he said, pub stomping. It's really not fun to play against him. :(

    I mean, I'm a pretty middle of the road player. I know what to do, I got my wall jump skills coming along nicely, and I no longer spray clips at skulks and reload immediately after a kill that only took 12 bullets. So I'm not terrible, but I'll probably never call myself pro and certainly don't stand a chance against him... That said I parasite killed him tonight and I will treasure that moment forever because I'm sure it's the last.

    I've also noticed that good players tend to follow him resulting in brutal team stacks which is probably a big part of the server emptying quality Kei-chan describes.

    Basically I hate him, he ruins games. :<
  • Kei-chanKei-chan Join Date: 2013-01-20 Member: 180898Members
    0ni wrote: »
    I just now quit a server because of James Earl Jonos and another fellow were doing exactly what he said, pub stomping. It's really not fun to play against him. :(

    I mean, I'm a pretty middle of the road player. I know what to do, I got my wall jump skills coming along nicely, and I no longer spray clips at skulks and reload immediately after a kill that only took 12 bullets. So I'm not terrible, but I'll probably never call myself pro and certainly don't stand a chance against him... That said I parasite killed him tonight and I will treasure that moment forever because I'm sure it's the last.

    I've also noticed that good players tend to follow him resulting in brutal team stacks which is probably a big part of the server emptying quality Kei-chan describes.

    Basically I hate him, he ruins games. :<

    Don't misconstrue what I said, I don't hate him, or even dislike him.

    He's an excellent player, and he seems like a decent enough sort, he's just too excellent a player, because servers empty after a round or two because nobody wants to go up against him.
  • JAMESEARLJONOSJAMESEARLJONOS Join Date: 2012-12-15 Member: 175155Members
    0ni wrote: »
    That said I parasite killed him tonight and I will treasure that moment forever because I'm sure it's the last.

    The marine comm in that game was terrible. 20 second delay between asking for a medpack and getting one, resulting in that :[

    On a serious note though, there's really not much in terms of servers to play on, and certainly nothing resembling a high skill only server - even when it isn't 3 AM. People stacking on someone who plays well is probably a thing though, but there's not much I can do about that short of constantly changing my name.
  • 0ni0ni Join Date: 2012-08-30 Member: 156991Members
    Are drugs legal where you live? Or at least easy to get? I mandate that you should play absolutely piss drunk and stoned at all times to maintain a level playing field. I know it could get expensive but you'd be doing it for the community. In return I will do what I can to continue to improve. Then after you finish a bottle of bacardi 151 we can sit down and have a good, honest, even match.
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    0ni wrote: »
    I just now quit a server because of James Earl Jonos and another fellow were doing exactly what he said, pub stomping. It's really not fun to play against him. :(

    I mean, I'm a pretty middle of the road player. I know what to do, I got my wall jump skills coming along nicely, and I no longer spray clips at skulks and reload immediately after a kill that only took 12 bullets. So I'm not terrible, but I'll probably never call myself pro and certainly don't stand a chance against him... That said I parasite killed him tonight and I will treasure that moment forever because I'm sure it's the last.

    I've also noticed that good players tend to follow him resulting in brutal team stacks which is probably a big part of the server emptying quality Kei-chan describes.

    Basically I hate him, he ruins games. :<

    This is way off topic, and doesn't help anyone. Write a new topic about anonymous team stacking if you like, but this is a thread about skulks feeling slower this patch.

    I found the skulk slower when I messed up my wall jumps. Perhaps slower isn't the right word, less forgiving is more correct. I still went 6 - 0 (The marines were pretty derpy) as skulk in my last game. A skulk who is not near a vertical surface is a dead skulk. Against good marines, this has not changed. In pub servers, people are feeling the squeeze!

    Will be good to see how this translates to pugs and comp games.
  • XaoXao Join Date: 2012-12-12 Member: 174840Members
    edited March 2013
    Not sure what numbers are on old patch, waking along the ground = 7, walking on wall = 7, jumping off a wall = 8 down to 7 after a second, maintaining the jump brings it up to 9, 10, 11 etc, 11-12 is the highest I got fucking around in south tunnel/hub by myself with debugspeed out.

    Getting cele = 9, performing the first wall jump with cele on gives you no speed boost at all, you have to do 2-3 jumps before cele goes up to 10-11, * which is the same as without cele, seems kind of weird it doesn't straight away go up to 10 11 12 13.

    edit: *add words.
  • derWalterderWalter Join Date: 2008-10-29 Member: 65323Members
    countbasie wrote: »
    Kei-chan wrote: »
    May I say that despite being a terrible marine, I still try to play it occasionally, and since the patch went live, not only have I become worthless as a skulk, I've mysteriously become an incredible marine.

    Perhaps it could have something to do with skulks moving slow and predictably now...

    No, surely that's rubbish, a conspiracy concocted by disgruntled players who want to see alien win ratios climb with no concern for overall balance.
    Well, we all new the day of better HitReg would come, and that the marines will be much stronger then, so there's another reason you could think of.





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    Good one?

    max wont work on hitreg anymore because he think its fine and he dosent know about any problems :O

    i didnt manage to answer to him till now because.... :O

    :O

    but as they seem to start working on an other game already...
  • fat catfat cat Join Date: 2012-10-30 Member: 164696Members, Reinforced - Silver
    post patch, skulks feel like blocks of concrete with legs. /thread
  • XariusXarius Join Date: 2003-12-21 Member: 24630Members, Reinforced - Supporter
    edited March 2013
    I think people are exaggerating the skulk nerf, yes it's somewhat noticeable but no it's not the gamechanger some people here are making it out to be. I don't like that they are messing with such basic mechanics this far into release though, I hope they just tweak it a little and just let it rest. Skulk vs marine gameplay isn't the problem and if anything skulks need to become MORE fun in the lategame so they're not incredibly frustrating to use like they currently are. (I'm just dreaming now of course, I don't think they will ever put scaling back but they could at least buff xeno)
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    derWalter wrote: »
    countbasie wrote: »
    Kei-chan wrote: »
    May I say that despite being a terrible marine, I still try to play it occasionally, and since the patch went live, not only have I become worthless as a skulk, I've mysteriously become an incredible marine.

    Perhaps it could have something to do with skulks moving slow and predictably now...

    No, surely that's rubbish, a conspiracy concocted by disgruntled players who want to see alien win ratios climb with no concern for overall balance.
    Well, we all new the day of better HitReg would come, and that the marines will be much stronger then, so there's another reason you could think of.





    ....




    ...





    ..




    Good one?

    max wont work on hitreg anymore because he think its fine and he dosent know about any problems :O

    i didnt manage to answer to him till now because.... :O

    :O

    but as they seem to start working on an other game already...

    Are you saying you have a problem with hit reg? Please, please provide proof / how to reproduce this. There's no reason why max should be working on hit reg if there is no open bug report about it. I don't know of any hit reg issue from my own experience, for whatever that is worth.
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