Marine Power Jumping
Donner & Blitzen
Join Date: 2010-03-08 Member: 70879Members
I'm not sure what the generally accepted term for this is, but it basically involves a marine player being able to jump an unusually long distance. (I'm not referring to the jump-packs you pick up in those god awful siege maps). The situation is usually that a skulk is inches away from biting range, when the marine reacts at the last second to propel himself far out of range of the skulk, and subsequently kill him, or if the marine is reloading, continuously perform these maneuvers until he can finish doing so.
As a skulk, especially early in the game, I find it unfair that marines should be able inherently negate a major (if not the only) advantage skulks have over marines, that is, close quarters combat. I realize that someone will inevitably argue that it is a matter of skill on the marine's part to perform such a jump, but I disagree on two counts.
1. It is not skill to be able to perform a jump which a skulk cannot, by virtue of his own skill, counter. Of course, I could argue the same about jetpacks and heavy armour and more powerful weapons, but the difference is that these are not inherent abilities. They have to be earned (through resource gaining). As far as I know, a skulk has no such equivalent ability or counter until leap is acquired.
2. I assume this is a legitimate tactic. I personally don't know how to pull this off as a marine, and upon asking it seems to be regarded as some kind of secret exploit. It's already been stated on these forums, that game mechanics should not be the result of obscure engine mechanics, and it's unreasonable for certain players to have an advantage over others simply because of some secret finger-fu movement exploit. Skill is about being able to defeat another player because you are better, not because the game favours you to.
I'm far from a pro player, so please tell me. Is my initial observation even correct at all? If so, do you agree that such a mechanic should make it into NS2?
As a skulk, especially early in the game, I find it unfair that marines should be able inherently negate a major (if not the only) advantage skulks have over marines, that is, close quarters combat. I realize that someone will inevitably argue that it is a matter of skill on the marine's part to perform such a jump, but I disagree on two counts.
1. It is not skill to be able to perform a jump which a skulk cannot, by virtue of his own skill, counter. Of course, I could argue the same about jetpacks and heavy armour and more powerful weapons, but the difference is that these are not inherent abilities. They have to be earned (through resource gaining). As far as I know, a skulk has no such equivalent ability or counter until leap is acquired.
2. I assume this is a legitimate tactic. I personally don't know how to pull this off as a marine, and upon asking it seems to be regarded as some kind of secret exploit. It's already been stated on these forums, that game mechanics should not be the result of obscure engine mechanics, and it's unreasonable for certain players to have an advantage over others simply because of some secret finger-fu movement exploit. Skill is about being able to defeat another player because you are better, not because the game favours you to.
I'm far from a pro player, so please tell me. Is my initial observation even correct at all? If so, do you agree that such a mechanic should make it into NS2?
Comments
<a href="http://en.wikipedia.org/wiki/Strafe-jumping" target="_blank">http://en.wikipedia.org/wiki/Strafe-jumping</a>
However, strafe-jumping is an artifact of the quake/hl engine and I wouldn't expect it to appear in the spark engine.
I'm sorta hoping that the mechanic stays in NS2, but I'm doubting it because I think Marine sprint will be replacing it which is actually not such a bad thing, because in the end, it does the same thing which is get you out of an area at a fast pace. The only negative effect to sprinting is that you can't fire your weapon while doing so where as in NS1, you were able to fire your weapon while taking monstrous bunny hopping leaps.
@Crispix: Good point, I hadn't considered that Marines are able to sprint in NS2. Though I would think this would be balanced by the Skulk's now default leap, and a smart marine may be able to sprint away when he suspects that a Skulk's adrenaline level is low (assuming the Marine survives that long).
I dislike the mechanic of sprinting taking away your ability to fire your weapon. Impose an accuracy penalty, but let me at least have the illusion of fighting back :P