Bunnyhopping marines = invincible.
jkflipflop
Join Date: 2010-10-13 Member: 74423Members
It appears you can't hurt a marine that's bunnyhopping. I know I just ruined the game for the next 2 weeks, but I just came off a server where a single bunnyhopping marine managed to singlehandedly kill our hive with 4 skulks biting at his feet. Either marines need some sort of mid-air hit detection tweak or you need to make them only able to jump once every 10 seconds or so. Heading back into another server to test more.
Comments
The classic definition is a complicated way of using jumps and turns to gain more speed than normaly possible in quake engine based games.
Also remember jumping currently allows full air movement, so there's no way for the skulks to predict where did a jumping marine go.
Solution: add a cooldown for jumping, similar to the Skulk's leap cooldown. Maybe also try adding jump inertia in a build, just to see how it works.
But usually, as long as the skulk either jumps as well, it will hit. If you still have problems, try to go around the hive in opposite direction to rine, so you will collide with him straight on.
A tactic that always work is leap+bite, but I think it might be hard with 3 other skulks blocking your access to the rine (as you said it was 4 clinging on him at the same time).
I actually find it more difficult to hit a marine that is being attacked by another skulk, because the other skulk keeps getting in the way.
As per the Design Decisions Log, Aliens are to have skill-based movement, Marines are not.
This does not mean marines' movement should be crippled.
Didn't say that.
It was melee prediction lag, fixed in patch.
By the way, there is no bug in the skulk bite right now (extensive tests have been done), but there are two "problems".
First, the skulk bitebox is quite "small". its realistic if you look at it (you can activate the new tracers to see it), but in close combat with a moving marine, it can be hard to hit (especially because you don't bite a big hitbox, but the actual model, and often you will just bite between the legs and arms, and there is nothing there).
The second problem is when the server tickrate gets low, the marine almost never is where you bite. That combined with the small bitebox is a problem.
But the good news is, everything works as it should, its just some values that need to be adjusted
And yet that's what UWE has been doing since they slowed marine backward movement speed.
As a sidenote, I find it quite strange that marines will get a form of crowd control (melee throw). I was expecting aliens to get something like that (a la the tail sting from Alien vs Predator games), or at least a damage bonus when landing a successful leap on a marine (again a la AvP 2).
EDIT: One more thing, NS1 had a really nice disorienting camera shake when as a marine you got bitten/hit by a skulk/fade. How come that didn't return to NS2?
Anyway, if it was in 175 I'm not really surprised, I repeatedly won encounters with fades and skulks by using the mighty circlestrafe technique (and a shotgun).
Anyway, if it was in 175 I'm not really surprised, I repeatedly won encounters with fades and skulks by using the mighty circlestrafe technique (and a shotgun).<!--QuoteEnd--></div><!--QuoteEEnd-->
True... Bringing back that little slowdown after jumping might balance things out a bit.
And yes, circle-strafing alone without jumping seems to defeat most enemies, be they skulks or shotgun wielding marines.
It was like this in NS1. Go look in the old NS1 Kharaa forums, there are still threads telling new skulks to aim their bites at the marine's genitals.
EDIT: Also, lol @ "60% of the time it worked every time" :)
I tested this today. The effect of air movement during jumping is so minimal that it can be ignored. If you press left or right during the jump, you'll move like 30 cm to the side. If you turn with the mouse, you pretty much end up where you started.
Yes yes, NS1/2 isn't about realism. I agree and understand that; however, I would assume that NS would include something resembling common sense.