why is leap not a default ability!?
NS-Soldier
Join Date: 2013-01-16 Member: 179856Members
if marine can jump 5 feet backwards then why skulks leap jump require the alien commander to upgrade?
most of the players don't know skulks can leap off the wall but if marine require to jump farther back only from a higher object aka crate or railing!?
most of the players don't know skulks can leap off the wall but if marine require to jump farther back only from a higher object aka crate or railing!?
Comments
Can't expect skill movement to be gimped/nerfed anymore then it already has been just because you won't learn the mechanics.
Leap is actually currently underpowered in NS2 which is why alot of coms don't upgrade leap near the start to be honest i think it should go back to being an instant passive second hive upgrade for skulks so more skulks suddenly start using it.
But then again, you're missing out on the flipside of your question, if it becomes a default upgrade then that means that the marines are going to start having trouble aiming at leaping skulks so in effect you're making it even harder to kill skulks right at the start which causes balance issues, i mean for me i would love to have that leap because i dominate with it and that would ruin balance.
to fix, you could enable leap as a passive second hive ability as it was in NS1 (i know some previous builds tried it and it didn't work out to well) but also increase the leap height when aiming up + speed of leap to gain air-control) that way the commander wouldn't have to upgrade anything other then get a second hive.
Sometimes jumping is what makes a marine win, sometimes jumping is what makes a marine lose.
Sometimes jumping is what makes a skulk win, sometimes jumping is what makes a skulk lose.
Same for lots of things like wiggling. You and the skulk always have choices of how to interact with each other to win the engagement. Leap is just strong than all these normal interactions, and that's the point, you're rewarded with power for taking care of your 2nd hive.
So, you should look for how to play that you play best. What gives you the highest killchance % in x scenario.
aaaaaaaaand... stopped reading
DAE marines can spam pogo jump at a million miles an hour with no restrictions/penalties - NERF PLZ
Jesus fucking christ I thought these type of threads had gone extinct but apparently that would be too good to be true.
Well, that's because it's still an issue.
I do agree that marine jumping is still pretty... eh. Fixworthy. But rather than work on the symptom by increasing leap availability I'd like to see marine's pogo sticks removed.
Although this will probably give aliens an advantage, so we'll have to watch out for that.
Just think about playing marine against leaping skulks and you have nothing. No shotguns, no upgrades, no jetpacks, nothing..
Make leap free and marine wins would become an extremely rare thing.
I do agree that skulk jumping mechanisms could be changed to be more intuitive to learn.
Yes but this is a cause of (sometimes great) frustration for rookies or casual players on public sessions.
(disagree on OP though, Leap is an upgrade and quite well placed on the upgrade path)
Being the pub player that I am:
It's very easy for me to see the effects of low pings and high pings.
OFTEN a player who's able to not get bit has a ping twice as high as everyone else. I am not someone who spams the bite button either.
As a marine, there's many times where I dodge too much considering their lifeform. When I push down their fade who took too many swipes at me. I'd love to agree that aliens have proper mellee fairness but they DO NOT. A fades arm should be able to slide the head of any nearby marine. It's not like the marine has to choose duck or jump. Just move out of the way randomly and let their ping do all the work.
A server that monitored pings would be nice, but empty half the time for sure, but to be able to place all your opponets on the same tick would be great.
I have heard from people in pubs that it's very difficult for players to bite jumping marines. I do think there needs to be tutorial videos and instruction on what to do as a skulk. It's great to go over walljumping, but if players don't know what to do when they encounter a good marine player that moves away from them, all the wall jumping stuff they worked on isn't going to help.
I'm sure it can be frustrating for many players as skulk when they try to get close to marines that are jumping away from them, and they may feel like they have no chance. I think it would be better if there was, "what to do in the battle" tutorials. Or video instruction from devs or experienced players on how to attack a marine player that jumps away or creates distance from you.
There also should be tutorials on what to do as a marine. I think how to improve your accuracy as marine/be more of a threat and skulk in the battle tutorials couldn't hurt.
Also, if you ever did release these, I would promote them somehow or direct people to them that wanted to compete at a higher level/improve their skills. They could also be called how to be a pub star videos.
Skulk bite reg is affected by lag/jitter. With lag the marine movement becomes jerky/unpredictable and with jitter it becomes extremely unreliable/bouncy. This gives the impression of "marine too far away to bite".
They could maybe fix it by doing something like a short 1 second delay before the walljump speed boost wears off. That way colliding with a Marine wouldn't be enough to completely steal all your speed. (after all it is extremely hard to not collide and lose speed while biting at them)
Leap as default is still incredibly OP though... Like so OP that it would be comparable to giving Marines Jetpacks as default.
Hold ctrl always when walljumping. If you run straight into them, you'll stop. But if you graze and bite, you won't lose momentum and can get behind them. Also prevents you from losing speed when traversing the map with wall jumps and you hit an odd angle or w/e.
http://steamcommunity.com/app/4920/discussions/0/451850020338265411/
Its basicly:
I cant kill enemys, so the game has to change into a way i can.
How about this instead:
I cant kill enemys, so i have to change the way i play.
Well, its always easier have the 1st, right?
Im far away from the best players, but i think my skulking is atleast ok.
And while jumping marines can be a bit annoying sometimes, most times its kinda funny to see them jumping like idiots unable to dodge while they are relative easy to kill.
And the real good players avoiding jump spam for exact that reason, they cant dodge anymore.
Yep and this is the exact point where that oh so important skill ceiling is
I know most of us here already know these things, but it's worth mentioning anyways for new readers. Get close and strafe around their legs while chomping. Jumping puts your right into their line of fire.
No, green servers are not the solution. We need better training tools.