Overly Chatty Penguins

The Ready Room => General => Topic started by: Lito on January 25, 2004, 02:01:34 PM

Title: Uber Skulks
Post by: Lito on January 25, 2004, 02:01:34 PM
Any others having trouble hitting skulks now?

The new hitboxes are a godsend (I CAN FINALLY HIT AN ONOS WITH A GRENADE LAUNCHER!)

but the skulks are REALLY hard to hit for me now.

Any suggestions?
Title: Uber Skulks
Post by: esuna on January 25, 2004, 02:09:18 PM
Quote
Any others having trouble hitting skulks now?

The new hitboxes are a godsend (I CAN FINALLY HIT AN ONOS WITH A GRENADE LAUNCHER!)

but the skulks are REALLY hard to hit for me now.

Any suggestions?
The reasoning behind this is because they used to be broken. The new hit detection means that the skulk can only be hit where the skulk is, the old hitboxes were roughly twice the size of a skulk.

To compensate for this is the skulk's lower armour.
Title: Uber Skulks
Post by: Black Mage on January 25, 2004, 03:10:49 PM
the skilk now has 10ap
the shotguns was an instagib before the reduction
get lv2-3 weap and a shotty, paint the walls with skulk
Title: Uber Skulks
Post by: JHunz on January 25, 2004, 03:38:28 PM
When a skulk is in motion, aim for their butt.
Title: Uber Skulks
Post by: Black Mage on January 25, 2004, 06:33:27 PM
i don't know how many times i've been saved from a leaping skulk by a friendly shotgun blast...

did you guys know that the shotgun is realllly powerful? especially at lv2+
Title: Uber Skulks
Post by: Malevolent on January 25, 2004, 07:59:16 PM
Yeah it is powerful. In combat you can have a party (esp. early in the game).
Title: Uber Skulks
Post by: Ulatoh on January 25, 2004, 08:12:27 PM
just so you know, the most effective strategies for combat are...

mines first for rines  (good passive way to kill stuff) then shotty and so on....


Focus directly after first 2 kills for skulk, then upgrades as you require
Title: Uber Skulks
Post by: BobTheJanitor on January 25, 2004, 11:16:27 PM
Maybe it's just my terrible aim (omg bob aim sux0r olo) but I seem to keep getting the hitbox bug where a small lifeform's hitbox lags behind them. You'll notice it if you watch for it, empty all your shotgun pellets at a moving skulk or lerk and you get the cloud of dust like you just shot a wall. The game thinks their hitbox is still back a little bit. I've had it happen to me too, watched bullets just puff off my skulky face. Something about difference in pings or somesuch, but it's really annoying.
Title: Uber Skulks
Post by: Sancho on January 26, 2004, 12:30:12 AM
Never heard of that problem in the HL engine.

And the skulks have less armor to make up for their small hit box.  I personally haven't noticed a difference, really.
Title: Uber Skulks
Post by: BobTheJanitor on January 26, 2004, 08:23:53 AM
Quote
Never heard of that problem in the HL engine.
There's a link to a video demo someone made of it, I'd send it to you, but it's on the ns.org forums. So if they ever come back up AND search starts working again (hahahaha) then I'll get that link to you.
Title: Uber Skulks
Post by: Keyser59 on January 27, 2004, 06:01:51 PM
I've played 3.0 for awhile, and I can say that even though the hitboxes for a skulk correctly displays with the model, they are actually buggy. Most playtesters would agree that hitboxes on fast moving objects are screwed up.

For example I was playing on one of the co maps, and I had a shotgun and was fighting a skulk. I could have sworn I put 3 shotgun shells directly into the skulk, but they all end up in misses or sparks. Finally I miss the skulk by shooting behind him a few inches, and the blood shows I got a full hit and he dies.

There there is the hitbox bug where one player's hitboxes shrunk to the point where it becomes impossible to kill him when he moves around. This is apparent when you have 3-4 marines all circle-strafing around one skulk but yet nobody can finish him off. It becomes more apparent with fast moving aliens such as the lerk and skulk, but it is still noticable when a fade or an onos has the hitbox bug, but they are still killable.

I hope max or Flayra figures out what happened in the net code and fix it asap. I'm going back to CS and 2.01 until aiming becomes more dependent on skill and less dependent on luck.
Title: Uber Skulks
Post by: Satiagraha on January 28, 2004, 08:22:33 PM
I seem to be able to more easily kill skulks...  Hmm.. maybe my aiming doesn't matter and them haveing less armor helps... o_O
Title: Uber Skulks
Post by: Anarki3x6 on January 30, 2004, 03:29:04 PM
/me pulls out pistol

thats how u take em down
Title: Uber Skulks
Post by: Grimm on January 30, 2004, 10:22:59 PM
Its easier for even me to kill skulks now, and usually I'm lucky if i can kill one or two every 5 deaths.

Also, I'm sure there is a problem with the hitboxes lagging behind the model, as there have been a number of times where I poke my head around a corner, see a rine, run back round the corner, then take damage after I'm 'safe'.
Title: Uber Skulks
Post by: BobTheJanitor on January 31, 2004, 12:51:22 PM
The shot around corner problem is actually due to lag compensation. I'm guessing NS didn't have it in previous versions, but I'm very used to dealing with it from playing Action Half Life for so long. In AHL, with the long blood trails that you get when you shoot someone, if you looked back at the right moment as you ran around the corner you could even see your own 'ghost' getting shot right before you died... =(