<!--quoteo(post=1980450:date=Sep 19 2012, 05:15 PM:name=TimMc)--><div class='quotetop'>QUOTE (TimMc @ Sep 19 2012, 05:15 PM) <a href="index.php?act=findpost&pid=1980450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I assume this is a troll thread.<!--QuoteEnd--></div><!--QuoteEEnd-->
Really? I thought it was pretty widely accepted in this forum that marine movement was far too sluggish (apart from sprint of course, which most people are against) and that marine jumping in particular was pretty much useless and needed to be fixed.
I don't know when this changed. Perhaps I misread the general opinion of the community.
@ironhorse Wow! That's an insane jump height already!
As for the physics of a crouch-jump, half-life 1 depicted it as a mantle in the training room: <a href="http://youtu.be/Z3nWnBfTxPs?t=2m44s" target="_blank">http://youtu.be/Z3nWnBfTxPs?t=2m44s</a> And I've always personally imagined it as more of a monkey-vault: <a href="http://youtu.be/YoSHryz88l0?t=48s" target="_blank">http://youtu.be/YoSHryz88l0?t=48s</a>
For proper unassisted crouch jumps, these two videos helped shed some light on the issue for me: Slow motion normal jumps: <a href="http://www.youtube.com/watch?v=cRTYRrpWd2c" target="_blank">http://www.youtube.com/watch?v=cRTYRrpWd2c</a> - We see ground clearance to the height of the other guy's waist. Slow motion tuck jump: <a href="http://www.youtube.com/watch?v=1mNo9IRrhZs" target="_blank">http://www.youtube.com/watch?v=1mNo9IRrhZs</a> - We see ground clearance to the height of the guy's pectorials.
Also, there's this: <a href="http://www.youtube.com/watch?v=eCgqmPkvlwo" target="_blank">http://www.youtube.com/watch?v=eCgqmPkvlwo</a> - The guy's torso barely moves while he brings his legs up, however it should be noted that he is bringing his arms down at the same time, so they could be counter acting on each other.
They should just add jumping power by holding the jump key. Using jump like people use it now (aka spam) would result in a jump thats less high (like -25% of the current jump orso), but you can still get back to that level by holding the jump key. Would also be nice on the gorge to have. :)
<!--quoteo(post=1980437:date=Sep 19 2012, 02:47 PM:name=PowerfuryOA)--><div class='quotetop'>QUOTE (PowerfuryOA @ Sep 19 2012, 02:47 PM) <a href="index.php?act=findpost&pid=1980437"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's seems like it's an unfair advantage that Skulks get to use their faster speed and teeth to get in close and bite Marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
swalkSay hello to my little friend.Join Date: 2011-01-20Member: 78384Members, Squad Five Blue
edited September 2012
<!--quoteo(post=1980465:date=Sep 20 2012, 12:40 AM:name=Chronibis)--><div class='quotetop'>QUOTE (Chronibis @ Sep 20 2012, 12:40 AM) <a href="index.php?act=findpost&pid=1980465"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->marines can bunny hop high enough as it is<!--QuoteEnd--></div><!--QuoteEEnd--> There is no such thing as bunnyhopping as marines. They are clumsy, fat and unreliable in their acrobatics. <!--quoteo(post=1981280:date=Sep 21 2012, 12:14 PM:name=Keldorn)--><div class='quotetop'>QUOTE (Keldorn @ Sep 21 2012, 12:14 PM) <a href="index.php?act=findpost&pid=1981280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They should just add jumping power by holding the jump key. Using jump like people use it now (aka spam) would result in a jump thats less high (like -25% of the current jump orso), but you can still get back to that level by holding the jump key. Would also be nice on the gorge to have. :)<!--QuoteEnd--></div><!--QuoteEEnd--> I don't even know why people think that marines have to spam space. If they spam space, they are not very hard to hit, they will just be bobbing up and down, while their jumps gets weaker and weaker. Jumping as marines in combat needs to be well timed if you want anything useful from it. That way you get pushed back by the first bite, or maybe even get outside the biterange of the skulk and get that extra half second before you die.
I actually really like the idea someone had about taking energy away from sprint to allow for jumping. Is there a slow down when you land? If so they should remove that and just have sprint and jumping focused around energy drain.
Also TRC is right, some air control would be nicer. But again, i'm not sure what the extent of this currently is.
I agree that whilst I in no way dislike marine movement, there is something sluggish about it. It feels sort of constrained somehow?
Comments
Really? I thought it was pretty widely accepted in this forum that marine movement was far too sluggish (apart from sprint of course, which most people are against) and that marine jumping in particular was pretty much useless and needed to be fixed.
I don't know when this changed. Perhaps I misread the general opinion of the community.
As for the physics of a crouch-jump, half-life 1 depicted it as a mantle in the training room: <a href="http://youtu.be/Z3nWnBfTxPs?t=2m44s" target="_blank">http://youtu.be/Z3nWnBfTxPs?t=2m44s</a>
And I've always personally imagined it as more of a monkey-vault: <a href="http://youtu.be/YoSHryz88l0?t=48s" target="_blank">http://youtu.be/YoSHryz88l0?t=48s</a>
For proper unassisted crouch jumps, these two videos helped shed some light on the issue for me:
Slow motion normal jumps: <a href="http://www.youtube.com/watch?v=cRTYRrpWd2c" target="_blank">http://www.youtube.com/watch?v=cRTYRrpWd2c</a> - We see ground clearance to the height of the other guy's waist.
Slow motion tuck jump: <a href="http://www.youtube.com/watch?v=1mNo9IRrhZs" target="_blank">http://www.youtube.com/watch?v=1mNo9IRrhZs</a> - We see ground clearance to the height of the guy's pectorials.
Also, there's this: <a href="http://www.youtube.com/watch?v=eCgqmPkvlwo" target="_blank">http://www.youtube.com/watch?v=eCgqmPkvlwo</a> - The guy's torso barely moves while he brings his legs up, however it should be noted that he is bringing his arms down at the same time, so they could be counter acting on each other.
Troll and if not, thats why you shoot them a far.
There is no such thing as bunnyhopping as marines.
They are clumsy, fat and unreliable in their acrobatics.
<!--quoteo(post=1981280:date=Sep 21 2012, 12:14 PM:name=Keldorn)--><div class='quotetop'>QUOTE (Keldorn @ Sep 21 2012, 12:14 PM) <a href="index.php?act=findpost&pid=1981280"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They should just add jumping power by holding the jump key. Using jump like people use it now (aka spam) would result in a jump thats less high (like -25% of the current jump orso), but you can still get back to that level by holding the jump key. Would also be nice on the gorge to have. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't even know why people think that marines have to spam space.
If they spam space, they are not very hard to hit, they will just be bobbing up and down, while their jumps gets weaker and weaker.
Jumping as marines in combat needs to be well timed if you want anything useful from it.
That way you get pushed back by the first bite, or maybe even get outside the biterange of the skulk and get that extra half second before you die.
Also TRC is right, some air control would be nicer. But again, i'm not sure what the extent of this currently is.
I agree that whilst I in no way dislike marine movement, there is something sluggish about it. It feels sort of constrained somehow?
The movement in those games are so satisfying.