Agiel
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I have to say, this is a pretty amazing piece of code. Aside from one small typo that would make a few things not work as intended :P
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PvE is a term mostly used in MMOs and stands for players versus environment (as opposed to player versus player). Another term I like to use in the context of NS2 is inverted turret defence. The less of this the better IMO.
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Go into options, disable camera animations, ?, profit!
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(Quote) You don't need to be a feminist to prefer realistically depicted females in games.
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(Quote) Something that does matter however, is what speed your mouse is set to in Windows. For a 1:1 mapping between DPI and pixels the slider needs to be set to 6/11. Anything higher than that and it will skip pixels and anything lower than that…
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Celerity does decrease air friction for skulks actually
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The problem here is even mentioning bunnyhopping when there's really no need to. Just read my post above (third reply) where I manage to explain everything you need to know about the new skulk movement in 3 simple steps.
People are makin… -
(Quote) The fade has more inherent air control and less air friction which makes it easier to maintain the speed when not using the strafe keys. Can't say I have a good explanation for why the numbers are what they are :P
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I think you're overcomplicating it slightly. I've used this explanation in the past:
1. Use the walls to your advantage! Walljumping works just like in the previous version. In addition you will notice that skulks are now a lot fas… -
(Quote) Discouraged, yes. Punished, no. The alien commander now has a lot more to do which should encourage him to stay in the hive. I don't see the point in punishing someone for temporarily entering the cc/hive in an emergency situation. The sa…
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(Quote) I'm not sure why you're arguing against me here. Your skulk beginner video clearly has first a part on walljumping, then a part on bunnyhopping on the ground and then you start combining the two. All I'm saying is that, if someone …
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My point was that rather than teach how to bunnyhop you should teach how to turn without losing speed. The rest will come as an extension of that.
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These videos are really good, but I fear that your approach to bunnyhopping might feel a bit intimidating for new people. Rather than teaching people how to bunnyhop on the ground I'd weave it into walljumping. Start by teaching them how to walljump…
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Is it really that unintuitive though? You want to go left, hold strafe left, you want to go right, hold right strafe. I often do that even with the old movement code. What most people I've talked to find unintuitive about bunnyhopping is that you ne…
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Some parts of that changelog are very outdated. Andi has been slacking off
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(Quote) Why drag the HMG into this? To me it sounds exactly like the LMG from NS1.
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Shadowstep still has its uses. The fact that it redirects your current velocity rather than adds to it can be used in very interesting ways once mastered (which I don't think anyone has yet).
As for the rifle spread, the old formula for … -
(Quote) I really don't understand people who say this. The ground friction in NS2 is insanely high compared to most other FPS games, not to mention NS1. Yes, the friction is a bit lower in the BT mod but it's barely noticable on anything other th…
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(Quote) You don't gain any speed from the current "bunnyhop" so this doesn't make any sense.
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(Quote) Timing isn't the problem, you lose almost all your speed even if you jump. Stairs and slopes aren't a huge issue because you can learn to work around them but uneven terrain definitely is. Sometimes you land on an small edge or seam in th…