Fix the Marine Jump PLEASE!

frmehefrmehe Join Date: 2012-07-08 Member: 153980Members
edited October 2012 in NS2 General Discussion
<div class="IPBDescription">so frustrating as alien, so annyoing SO STUPID!</div><!--sizeo:5--><span style="font-size:18pt;line-height:100%"><!--/sizeo-->in every game marines are jumping like bunny's.
and there is a bug, if a marine crouch jumps like idiots!
this is so freaking annyoing and very frustrating.
please fix the marine jumping, why can they even shoot if they jumping around?
why you change jumping so good for marines?
no lie, in every game, marines jump like if they get stung by a bee.
join a public game, go spectator, you will see it!!
skulks can not bite these crouch jumping marines, but most annoying is when the fly away 15 ft.
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everyone who say this is not right, is just lying, its a big problem on public games and if you are not a pro-freak flying through the map as skulk.
decrease the aim if they jump, hide weapon model, DO SOMETHING P L E A S E!
or increase the bite range alot!
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so many times 3 skulks fight with A SINGLE MARINE and running in circles until the marine died after 2-4 seconds.
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before you flame and insult me, watch this:
1.<a href="http://www.youtube.com/watch?feature=player_detailpage&v=T8d4KvoUFSk#t=406s" target="_blank">http://www.youtube.com/watch?v=T8d4KvoUFSk...tailpage#t=385s</a>
2. <a href="http://www.youtube.com/watch?feature=player_detailpage&v=T8d4KvoUFSk#t=787s" target="_blank">http://www.youtube.com/watch?feature=playe...4KvoUFSk#t=787s</a>
3. (the bug, or feature, i was talking about) <a href="http://www.youtube.com/watch?feature=player_detailpage&v=T8d4KvoUFSk#t=806s" target="_blank">http://www.youtube.com/watch?feature=playe...4KvoUFSk#t=806s</a>
watch the video first! you will see at minute 6:50 how retarded this is...is this a jump and run game?
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Comments

  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    edited October 2012
    I approve of this amusing rage ;)

    (Fixes for the knockback and the difficulty of skulk bite have been promised and are coming in the next build.)
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    I did not see anything wrong with the marine jumping in the linked youtube videos.
    Also, having played yesterday since two patches ago, I had zero issues with biting marines as a skulk.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    <!--quoteo(post=1994761:date=Oct 22 2012, 03:43 AM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ Oct 22 2012, 03:43 AM) <a href="index.php?act=findpost&pid=1994761"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I did not see anything wrong with the marine jumping in the linked youtube videos.
    Also, having played yesterday since two patches ago, I had zero issues with biting marines as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Well you're just awesome aren't you? This guy shouldn't be flaming like this but currently the game is totally ###### as far as collision detection, server performance and the stupid jump back bug go.
  • TAPETRVETAPETRVE Join Date: 2011-02-08 Member: 80866Members
    edited October 2012
    It's called bunnyhopping for a reason :D .
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--quoteo(post=1994762:date=Oct 22 2012, 09:46 AM:name=unkind)--><div class='quotetop'>QUOTE (unkind @ Oct 22 2012, 09:46 AM) <a href="index.php?act=findpost&pid=1994762"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well you're just awesome aren't you? This guy shouldn't be flaming like this but currently the game is totally ###### as far as collision detection, server performance and the stupid jump back bug go.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Thanks! *flexes*

    But seriously, if there are any issues with collision detection and a jump back bug, please explain.
    Preferably with video/image attached.
    I'm not pro/competitive player, I only hop in the game once in a while to see how things are and as such look at issues differently than people who train and play matches.

    Server performance and client performance with a high number of people, especially when they're all in the same room is still an issue indeed.
  • unkindunkind Join Date: 2012-02-04 Member: 143563Members
    well, you obviously haven't had time to play much b223 lol. When you bite marines now (and it's already been fixed in 224) if the marine is in the air he gets knocked back like 10 feet. Obviously this is a cause of frustration for our visually impaired (dat text size) OP.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited October 2012
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But seriously, if there are any issues with collision detection and a jump back bug, please explain.
    Preferably with video/image attached.<!--QuoteEnd--></div><!--QuoteEEnd-->

    You have got to be kidding. Honestly.

    Knockback sends marines flying across the room from any alien attack if they're in the air.
    And player collision causes players to accidentally walk over each other. This is a problem for all alien classes walking over each other as well as marines during combat and outside. This isn't a rare occurrence, it happens every round. Spectate combat.

    Another great point is the amount of displacement possible for marines while jumping.

    Play the game. You don't need a video.
  • ArkantiArkanti pub baddie Join Date: 2011-07-22 Member: 111781Members, NS2 Playtester, Squad Five Blue, Reinforced - Shadow
    Both the knockback and player collisions are receiving fixes in 224.
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    What a gentleman.
    Thank you.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    I think the size of the font in the OP sums up the feelings of any player on the alien team during this patch XD .
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--quoteo(post=1994779:date=Oct 22 2012, 10:31 AM:name=unkind)--><div class='quotetop'>QUOTE (unkind @ Oct 22 2012, 10:31 AM) <a href="index.php?act=findpost&pid=1994779"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, you obviously haven't had time to play much b223 lol. When you bite marines now (and it's already been fixed in 224) if the marine is in the air he gets knocked back like 10 feet. Obviously this is a cause of frustration for our visually impaired (dat text size) OP.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Indeed I haven't!
    I did see a marine floating around a room in crouched position once after receiving a bite, must've been because of the knockback.
  • Squirreli_Squirreli_ Join Date: 2012-04-25 Member: 151046Members, Reinforced - Shadow
    <!--quoteo(post=1994806:date=Oct 22 2012, 01:26 PM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ Oct 22 2012, 01:26 PM) <a href="index.php?act=findpost&pid=1994806"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Indeed I haven't!
    I did see a marine floating around a room in crouched position once after receiving a bite, must've been because of the knockback.<!--QuoteEnd--></div><!--QuoteEEnd-->

    There is a separate ladder bug, where marine will float around in crouched position after climbing ladders.
  • ZaggyZaggy NullPointerException The Netherlands Join Date: 2003-12-10 Member: 24214Forum Moderators, NS2 Playtester, Reinforced - Onos, Subnautica Playtester
    <!--quoteo(post=1994809:date=Oct 22 2012, 11:35 AM:name=Squirreli_)--><div class='quotetop'>QUOTE (Squirreli_ @ Oct 22 2012, 11:35 AM) <a href="index.php?act=findpost&pid=1994809"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is a separate ladder bug, where marine will float around in crouched position after climbing ladders.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--quoteo(post=1994790:date=Oct 22 2012, 11:00 AM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Oct 22 2012, 11:00 AM) <a href="index.php?act=findpost&pid=1994790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both the knockback and player collisions are receiving fixes in 224.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Good to see the playtesters are aware!
    *goes back to lurking forums*
  • jergodzjergodz Join Date: 2011-05-20 Member: 99745Members
    Not the most subtle approach to adress an issue, but I completely agree anyways. Marines jumping when I try to skulk bite them makes me wanna throw my pc out of the window most of the times. Just make it so you can't shoot while midair problem solved...
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1994811:date=Oct 22 2012, 10:38 AM:name=Zaggy)--><div class='quotetop'>QUOTE (Zaggy @ Oct 22 2012, 10:38 AM) <a href="index.php?act=findpost&pid=1994811"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Good to see the playtesters are aware!
    *goes back to lurking forums*<!--QuoteEnd--></div><!--QuoteEEnd-->
    Hehe, play more Zaggy :P


    In any case, the collision issues and knockback have been greatly improved or rather fixed in 224. Everything feels a lot more "solid" so to speak. As for the jumping issues, combined with the knockback and the shoddy collisions currently, that stuff is indeed frustrating.

    I personally am not a fan of the jumpyjump marines, it looks silly. However with those two offending issues fixed, it is a lot easier now to deal with them (224). Timed biting is where it's at, as it always has been to deal with bunnymarines :P
  • elmo9000elmo9000 Join Date: 2012-03-24 Member: 149324Members
    <!--quoteo(post=1994832:date=Oct 22 2012, 03:15 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Oct 22 2012, 03:15 PM) <a href="index.php?act=findpost&pid=1994832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hehe, play more Zaggy :P


    In any case, the collision issues and knockback have been greatly improved or rather fixed in 224. Everything feels a lot more "solid" so to speak. As for the jumping issues, combined with the knockback and the shoddy collisions currently, that stuff is indeed frustrating.

    I personally am not a fan of the jumpyjump marines, it looks silly. However with those two offending issues fixed, it is a lot easier now to deal with them (224). Timed biting is where it's at, as it always has been to deal with bunnymarines :P<!--QuoteEnd--></div><!--QuoteEEnd-->

    Seems like the issues are being fixed from the root cause (bad collisions, knockbacking issues), rather than applying bandaid fixes (nerfing jump). Sounds good.
  • Mr.GreedyMr.Greedy Join Date: 2012-07-21 Member: 154270Members
    edited October 2012
    Fix bugs + interupt reloading/shooting when start jumping.(the same mechanic if u start to sprint)
  • VoodooHexVoodooHex Join Date: 2012-06-14 Member: 153264Members
    edited October 2012
    <!--quoteo(post=1994836:date=Oct 22 2012, 04:27 AM:name=elmo9000)--><div class='quotetop'>QUOTE (elmo9000 @ Oct 22 2012, 04:27 AM) <a href="index.php?act=findpost&pid=1994836"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Seems like the issues are being fixed from the root cause (bad collisions, knockbacking issues), rather than applying bandaid fixes (nerfing jump). Sounds good.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Air control needs to be looked at. I remember playing on veil a few days ago. I was healing up cargo hive when a lone marine ran in. You should have seen this guy dodging my gorge spits and the skulk who ambushed him. He looked like a freakin agent program from the matrix, jumping from side to side. It was pretty ridiculous.
  • comp_comp_ Join Date: 2011-06-27 Member: 106656Members
    Marine movement is for the first time next to "fluid" and what many have been waiting for, and you want to nerf it? /facepalm.
    Marine's movement is on the right track, problem is skulks are way too slow (when without celerity and leap), and well collisions can be problematic, true. But that doesn't mean you have to nerf marines again, skulks are the ones needing a buff.
  • HeatSurgeHeatSurge Some Guy Join Date: 2012-09-15 Member: 159438Members, Reinforced - Supporter
    The worst skulk-marine interaction in the game is the marine walking over the skulk even without jumping IMO... but I've learned to deal with it over time.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1994865:date=Oct 22 2012, 01:15 PM:name=HeatSurge)--><div class='quotetop'>QUOTE (HeatSurge @ Oct 22 2012, 01:15 PM) <a href="index.php?act=findpost&pid=1994865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The worst skulk-marine interaction in the game is the marine walking over the skulk even without jumping IMO... but I've learned to deal with it over time.<!--QuoteEnd--></div><!--QuoteEEnd-->
    That is one of the collision issues that was looked into as well
  • [Deleted User][Deleted User] Join Date: 2003-11-28 Member: 23688
    edited October 2012
    Rather than nerfing marine jump, I'd rather the skulk movement was more responsive so they can quickly close the gap between themselves and the early game pogo marines.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    <!--quoteo(post=1994875:date=Oct 22 2012, 01:53 PM:name=Reeke)--><div class='quotetop'>QUOTE (Reeke @ Oct 22 2012, 01:53 PM) <a href="index.php?act=findpost&pid=1994875"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->pogo marines.<!--QuoteEnd--></div><!--QuoteEEnd-->
    *wanders off towards his imagedumpthingy*

    <img src="http://members.home.nl/m.borgman/ns-forum/artwork/pogomarine.jpg" border="0" class="linked-image" />
  • VivalaHellVivalaHell Join Date: 2012-10-04 Member: 161456Members
    Do I even want to know where you found this picture? Some people come up with the most hilarious pictures. Thumps up
  • Zomb3hZomb3h Join Date: 2011-01-27 Member: 79241Members, Reinforced - Shadow
    <!--quoteo(post=1994859:date=Oct 22 2012, 09:02 AM:name=VoodooHex)--><div class='quotetop'>QUOTE (VoodooHex @ Oct 22 2012, 09:02 AM) <a href="index.php?act=findpost&pid=1994859"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Air control needs to be looked at. I remember playing on veil a few days ago. I was healing up cargo hive when a lone marine ran in. You should have seen this guy dodging my gorge spits and the skulk who ambushed him. He looked like a freakin agent program from the matrix, jumping from side to side. It was pretty ridiculous.<!--QuoteEnd--></div><!--QuoteEEnd-->
    LOL Gorge spit speed also has to be looked at. I find the heal-spray more useful than spit to be honest.

    Before nerfing the Marine jump, I'd like to see how Build 224 plays out in regards to collision and (IF IT EXISTS) <i>responsive Kharaa movement</i> [to the extent the Marines have had responsiveness, especially in strafe speed, in the current Build].
  • Salraine_ChiSalraine_Chi Join Date: 2011-07-03 Member: 107669Members, Reinforced - Shadow
    <!--quoteo(post=1994879:date=Oct 22 2012, 01:58 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Oct 22 2012, 01:58 PM) <a href="index.php?act=findpost&pid=1994879"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->*wanders off towards his imagedumpthingy*

    <img src="http://members.home.nl/m.borgman/ns-forum/artwork/pogomarine.jpg" border="0" class="linked-image" /><!--QuoteEnd--></div><!--QuoteEEnd-->

    Lol, love it.

    I think everyone knows my hatred of the jump spam but promised myself not to moan about it so much. So instead lets sing this wonderful song while adding the word "jump" as the backing vocal.

    <a href="http://www.youtube.com/watch?v=UO7HY7Nz398" target="_blank">http://www.youtube.com/watch?v=UO7HY7Nz398</a>
  • ChickenOfWarChickenOfWar Join Date: 2003-04-09 Member: 15352Members
    edited October 2012
    I actually don't think its the marine jumping thats the issue. The issue is that on one hive a marine is just as agile as a skulk. A marine can change directions and move almost as fast as a skulk without leap and celerity, making them almost as hard to track at one hive as a skulk is at point blank range. Therein lies the problem. The problem is that in combat a marine can jump and move around and dodge attacks as effectively ( if not moreso!) as the skulk he's fighting. The ONLY(!!!) advantage aliens are supposed to have over marines is mobility and agility. Phase gates and beacon are already better mobility tools than anything the aliens have. Marines need to have diminishing returns on their ability to quickly change direction just as they have diminishing returns on their ability to jump like a monkey. This will make the advantages and disadvantages of each side readily apparent for everyone, even new players.

    Most of the vets will cry about this since they've already been spoiled with crazy marine movement through the whole alpha/beta so maybe make a 2 CC upgrade (could even call it catalyst) that removes this early game movement debuff. However, we all know that something has got to give for 1 hive skulks vs. marines. 224 sounds (sort of) promising but only time will tell.
  • peregrinusperegrinus Join Date: 2010-07-16 Member: 72445Members
    Why don't they make the skulk base level jump higher?
  • VitdomVitdom Join Date: 2012-04-30 Member: 151345Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Shadow
    edited October 2012
    <!--quoteo(post=1994790:date=Oct 22 2012, 12:00 PM:name=Arkanti)--><div class='quotetop'>QUOTE (Arkanti @ Oct 22 2012, 12:00 PM) <a href="index.php?act=findpost&pid=1994790"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Both the knockback and player collisions are receiving fixes in 224.<!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=1994832:date=Oct 22 2012, 02:15 PM:name=Kouji_San)--><div class='quotetop'>QUOTE (Kouji_San @ Oct 22 2012, 02:15 PM) <a href="index.php?act=findpost&pid=1994832"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In any case, the collision issues and knockback have been greatly improved or rather fixed in 224. Everything feels a lot more "solid" so to speak.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Thank you for making this clear!!

    Looking forward to 224, will start a public temporary feature and bug testing (for testing things yourself is concerned about) server immediately after release to test it out, like I did with 222. It was a really successful public test. Cheats will be enabled and there will hopefully be Fade vs. Fade play once again! =D
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    Also, dont forget glancing bites, guys.. coming in 224.. that makes a huge difference regarding the this topic.
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