Marines and their sprint ability
Macpersil
Join Date: 2007-11-15 Member: 62918Members
Just watched the ingame clip again and i have to say i am really amazed. I love it.
The only thing i can't imagine for competitive gaming is the Marine's sprinta ability.
In ns1 it requires some skills to be faster than normal. Sprinting is making this easier here
and I already see the bar which is empty for me 24/7 because i can't stop sprint !!!
Maybe just enable that fast movement if the rine got a cata and include "marine bhop" ?
Just an idea...
The only thing i can't imagine for competitive gaming is the Marine's sprinta ability.
In ns1 it requires some skills to be faster than normal. Sprinting is making this easier here
and I already see the bar which is empty for me 24/7 because i can't stop sprint !!!
Maybe just enable that fast movement if the rine got a cata and include "marine bhop" ?
Just an idea...
Comments
I think the "skill" involved is that you have to time your sprints and know when to use them.
But my issue with sprinting is that it apparently serves more of a purpose to fast map-travel than to close combat.
It seems rather dull to me, if you have to turn around to sprint away from a skulk to avoid that last bite.
Apparently though in ns2 you don't crackjump away from the skulk, but gun-melee the skulk away from YOU, which might already be considered as movement/dodging replacement for marines.
My idea from ensl forum:
They should rather add some kind of long jump like in hl1.
Of course it should only be slighty farther than a normal full speed jump (if at all) but when you can use it while standing/crouching and go in every direction (like only once in a few seconds) it would help to make close combat more interesting opposed to sprint, which rather seems to help faster map-travel.
Assuming Marine has Bash/Melee like from L4D, you do not need any of this.
NS2 is going to be differen't from HL Engine Exploits, accept it. It is easier to start now.
Although that is a good idea for the Catpacks, to allow infinite Sprinting until it wears off.
We also do not know if sprinting will let you outrun a skulk, skulks are built (in upper muscle wise, not legs) like dogs (34-45mph) so in this sense, even running at your fastest (27.89), the skulk will always be faster, its just common sense there, and if they don't already then I don't see why not. Even an alligator can reach speeds of 25mph.
I don't know if this is already taken into consideration and already applied, I am just saying incase it isn't
Covering distance?
This makes me wonder about why the marines are getting the ability to sprint.
The alien team relies on speed and maneuverability to take down opponents. The marine team relies on advanced technology and long ranged weapons. It doesn't seem that logical to include sprinting.
Hovering Jetplanes cover distance too, let's include those in NS2 plz.
There you go. Beyond that, we don't know how sprint will - if at all - work. Do you specifically have a problem with it being too easy to do?..
The alien team relies on speed and maneuverability to take down opponents. The marine team relies on advanced technology and long ranged weapons. It doesn't seem that logical to include sprinting.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh I agree, its a little confusing why one class gets it but not the others *shrug* (but we dont know if they do or not, just a light assumption) I find in ns now its really not that hard to shoot a skulk with celerity and even if they zigzag i can track them pretty well, there isn't really any challenge, they do not have the speed to make it hard to shoot them (i dont play marines so when i do its usually one every few months, but i find marines are pretty damned easy compared to a skulk), a sprint ability would really help skulks have a better chance of covering ground to get to their opponents and also make it harder for them to be shot at. But again ppl can train to adapt to the speed increase.
You know, the biggest irony about calling bunnyhopping 'skill' is that it's always the same in every ###### game, so really there's no skill to that either - you just want it to be the same as the last game you played so you don't have to learn anything new or risk being a "noob".
You know, the biggest irony about calling bunnyhopping 'skill' is that it's always the same in every ###### game, so really there's no skill to that either - you just want it to be the same as the last game you played so you don't have to learn anything new or risk being a "noob".<!--QuoteEnd--></div><!--QuoteEEnd-->
Different games have different movement. The important thing is that it's there to begin with.
TF2 had no bunyhopping but RJ'ing with offset explosives and decent air control, Quake has RJ's with centered rockets and almost no air control along with strafe jumping (and different movement if you play in CPMA) along with plasma climbs and such, UT has double-jumping and dodge based movement, NS has bunnyhopping that is distinct from Quake strafe jumps and works differently between aliens and marines along with a few unique tricks like mine ladders and skulk elevators, etc.
The important thing is that all of these add an interesting layer of depth to the game and force you to take the terrain into consideration when moving. "Hold Shift for speed" doesn't work at quite the same level.
Aim is often nearly the same between games. Does that make it less of a skill?
Or maybe the devs realized that only 1 in 50 marine commanders dropped cat packs (or know the advantage of using them)... maybe the ns2 marine commander does NOT drop ammo/meds/cat in NS2... maybe the marine sprint also lets them build stuff faster... that'd be cool huh. I remember they had this interest in accelerating how fast a marine could take down enemy rts... so perhaps this is tied into that... marines come standard with cat packs! coooolll :P
I highly doubt they've implemented such features at this point. The sprint was also visible in the first tech vid demonstrating the lighting effects. And it completely looks like sprint too.