Reinforcement Skulk skins and visibility issues

thelawenforcer
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11 December 2013 - 00:44 CET
#1
Does anyone else find that the darker skulk (that comes with the Onos pack i think) is considerably harder to 'spot' or track visually?

Does anyone else think that these skins should be disabled in competitive games? whilst its not quite pay to win, it does have a detrimental effect on performance for those on the receiving end imo.

what do you guys think?
Wob
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11 December 2013 - 10:25 CET
#2
No it's fine for me just like female marine isn't particularly small enough to bother me.

I guess people are going to have problems though so it should be changed to enforce an equal playing field but that's kind of fussy and it's such a negligible effect that it's not worth changing.

Although if someone could add a command like the nsllights one that enforces the same skin on client side, that could work. (Like CSS)
tealc
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The Binguses
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11 December 2013 - 13:34 CET
#3
I find all the darker skins a lot easier to track and spot. Normal skulk almost has no colors and blends better with walls
ZEBROE
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11 December 2013 - 16:02 CET
#4
Skins will actually give a disadvantage because people tend to focus shadow skins like. "Focus the shadow lerk!" It will help the recieving team al little, but not as much that needs to be changed.
ritual
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11 December 2013 - 16:52 CET
#5
The only issue I have with the shadow skins is it makes clog walls look ugly :p

I think on some maps (Biodome, Descent) it actually makes them easier to track. I could see the argument that shadow skulks blend in more on darker maps, but personally I find them easier to spot on all maps. The stripes make it a lot harder to blend in with the textures behind you.
thelawenforcer
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11 December 2013 - 23:36 CET
#6
fair enough - imo visibility is terrible in ns2 already, and the flashlight doesnt work anywhere near as well with shadow skulks as with normal skulks (not to spot them in the dark, but to highlight them a bit better when they are in your beam).

forcemodels would be a pretty good solution like wob says, its a pretty common feature in any serious competitive FPS...
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