Nooooooo!

curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
<div class="IPBDescription">SC gone lover to hater</div> I used to be a great cloacked skulk, but now cloacking kinda stinks if there's no sensory chamber near by. What was once level 2 cloackign is now level 3. It takes significantly longer to cloack, and walking uncloacks you most of the time (well, once is enough to get seen and killed...) This happens especially when straffing.

Is this a bug, or is it intentional? Most people complain that cloacking/sc is ineffective/3rd rate, so why the huge nerf?

Now cloacking is kinda useless unless there's an sc nearby.

Comments

  • FmarvezFmarvez Join Date: 2002-11-12 Member: 8364Members
    Welcome to nothing new, you have to hold shift to walk cloaked. You go slower, but you are still cloaked. People underestimate the power of sensory, Focus can own marines early on.
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    edited February 2004
    What I'm saying was that even if you hold shift, it will often uncloak you where it wouldn't in 2.01.
  • AposApos Join Date: 2003-06-14 Member: 17369Members, Constellation
    This was a bug on the buglist which they said they corrected. Maybe you're still playing on beta 1 servers?
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    <!--QuoteBegin-curlydave+Feb 4 2004, 09:02 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (curlydave @ Feb 4 2004, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> What I'm saying was that even if you hold shift, it will often uncloak you where it wouldn't in 2.01. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    i think its a bug. It's been said before, I think.
  • thedraftthedraft Join Date: 2002-11-01 Member: 2919Members
    Nah, it still happens in beta 2, and yeah, I've noticed it tends to happen when you strafe walk.
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    uncloaking for no reason kills ollj many times.
  • UnderDOGUnderDOG Join Date: 2003-04-05 Member: 15221Members
    Yeah walk cloaking seems to hardly work anymore.


    Also, is it just me, or do you have to be standing perfectly still and wait for about 3 seconds for a sensory to cloak you, but as soon as you move, your uncloaked again.

    Were sensory chambers changed and I missed it?
  • SilverAxSilverAx Join Date: 2003-10-26 Member: 21976Members
    If you are cloaked and are moving forward while strafing you will uncloak.

    Solution: Do not strafe while cloaking, look in the direction u want to go and walk forward.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    When you strafe and move forward, your combined speed is greater than your speed when you *only* move forward *or* strafe.

    Arbitrary numbers: imagine you move forward at a rate of 4m/sec and strafe at a rate of 3m/sec. When you strafe and walk forward simultaneously, imagine those as two sides of a right triangle. The third side, the hypotenuse, is your movement along the diagonal -- geometrically, moving at 5m/sec (3^2 + 4^2 = 5^2).

    Imagine that cloaking is designed to work when you go 4m/sec or slower. When you strafe *and* move forward, then, you are moving faster than 4m/sec -- and uncloak.

    It's a flaw in HL's movement code.
  • FunkapotamusFunkapotamus Join Date: 2003-11-19 Member: 23164Members
    <!--QuoteBegin-coil+Feb 4 2004, 02:37 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Feb 4 2004, 02:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->When you strafe and move forward, your combined speed is greater than your speed when you *only* move forward *or* strafe.

    Arbitrary numbers: imagine you move forward at a rate of 4m/sec and strafe at a rate of 3m/sec.  When you strafe and walk forward simultaneously, imagine those as two sides of a right triangle.  The third side, the hypotenuse, is your movement along the diagonal -- geometrically, moving at 5m/sec (3^2 + 4^2 = 5^2).

    Imagine that cloaking is designed to work when you go 4m/sec or slower.  When you strafe *and* move forward, then, you are moving faster than 4m/sec -- and uncloak.

    It's a flaw in HL's movement code.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Not to poke at the code (which I havn't even seen) but...

    Rather than mess around with math and add to the total processes, why not use a flag of some sort to tell if the player is holding down the walk key? (If I recall, such a flag already exists in a clean SDK) If the flag is true, don't uncloak.

    This method is open to exploit however, as one could manipulate the flag through clever timing of the walk key. Perhaps a better method would be a combination of the two. With a 'walk' flag in place, it is possible to raise the "4m/sec" speedlimit to high enough levels so it doesn't interfere with walking- and yet, still uncloak a skulk once it reaches 'run' speeds.

    Although your example was only for the sake of argument. It'd be interesting to see how Flayra was actually coding this. From not seeing anything, I'd gather that if the player moves faster than X speed (the forward vector of the player's velocity), have the skulk uncloak. Even so, the two methods can still be combined to make skulk cloaking less "gimpy". It's a minor fix that would extend the gameplay of cloaking to more strategic levels.
  • BigMadSteveBigMadSteve Join Date: 2003-02-12 Member: 13472Members
    <!--QuoteBegin-Funkapotamus+Feb 4 2004, 07:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Funkapotamus @ Feb 4 2004, 07:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    Not to poke at the code (which I havn't even seen) but...

    Rather than mess around with math and add to the total processes, why not use a flag of some sort to tell if the player is holding down the walk key? (If I recall, such a flag already exists in a clean SDK) If the flag is true, don't uncloak.



    <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Wouldn't players then have to hold in the walk key while waiting in an ambush spot?
  • Rotten_FleshRotten_Flesh Join Date: 2002-11-18 Member: 9203Members
    When you walk up or down ramps or parts of the floor that are higher, go really slow or you go off a bit in the air and uncloak <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->
  • curlydavecurlydave Join Date: 2003-10-21 Member: 21855Members
    Well how did they work around this in 2.01? I know that angles and elevation changes would often uncloack you, but now the effect seems amplified, in addition to the uncloacking bug.

    Also I didnt' notice in the change logs that the time to cloack was increased, but it definitely has been. Level 3 cloacking works in about the time it took level 1-2 to work in 2.01.
  • raz0rraz0r Join Date: 2003-07-24 Member: 18395Members
    the way i see it is as follows:

    in 2.01 the defualt cl_sidespeed, cl_backspeed and cl_forwardspeed were 400, so when you walked, you went at a certain speed, albeit very slow, but you never uncloaked, but in 3.0b2/1 i believe those commands are locked at a higher value, like 1000, or more, which makes you uncloak because you are going too fast
    i dont know why they removed those commands, baceause it didnt affect your movement speed while not walking/crouching

    i may bee completely wrong, so dont take my word on it
  • DC_DarklingDC_Darkling Join Date: 2003-07-10 Member: 18068Members, Constellation, Squad Five Blue, Squad Five Silver
    these days you also uncloak on stairs, ladders. well... anything. I crawled / walked to many bases without obs only to get owned cause a freaking slight change in height caused a uncloak. I mean, come on.
  • FunkapotamusFunkapotamus Join Date: 2003-11-19 Member: 23164Members
    <!--QuoteBegin-BigMadSteve+Feb 4 2004, 05:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (BigMadSteve @ Feb 4 2004, 05:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Wouldn't players then have to hold in the walk key while waiting in an ambush spot?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    No. Only allow checks to be made when moving.

    If the player's forward vector is 0, there's no need to even look at the walking flag.
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