Stop Blocking My #@&#$! Shots!

Cpl_HicksCpl_Hicks Join Date: 2003-01-17 Member: 12416Members
Why is it that when a skulk or three jumps out of the dark most marines start running around in crazy circles? I dont mind it in a large room, but in a tight hallway it makes it hard as hell for me to get a shot. Why? Because my bullets wont hurt marines. When my marines friend is running around in circles trying to keep Mr Skulk from biting his butt off, he's usually trafficking in and out of my and my fellow teammates lane of fire, effectively shielding Mr Skulk from our bullets with his own body.
I would, just once, love to play on a server where the marines split up into fire teams, each member taking one side of the hall, and leapfrog forward from cover to cover. Instead, marines seem intent on rushing willy nilly down the middle of the hall hellbent for glory. Most times I even remind people to try and stay out of each others lane of fire. I havent had one person yet do it though. Im not saying the people I play with are new or deficient, most of the people Ive met on servers are damn good, but still, its a level of teamwork I would love to see and just havent yet. My 2 cents.

-Cpl. Hicks

Comments

  • mRWafflesmRWaffles Join Date: 2002-11-02 Member: 4713Members
    He is amazingly right. Seen it happen all the time. I know I am guilty of it myself. People on a pub won't make fire teams though, you will never get that organized.
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    In all truth people do this so when the skulk bites you, it makes you flying 50 bILLLION miles per hour in the opposite direction ie: giving you 10 billion more seconds to aim/shoot at mr.skulky... In match play people do this right when the skulk comes near and just jump .... while teammates wait then start shooting because ff IS on during match's.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    Murphy's combat laws:

    2 No battle plan ever survives contact with the enemy.
    3 Friendly fire ain't.
    6 The buddy system is essential to your survival; it gives the enemy somebody else to shoot at. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    And the most famous one of all time:

    "Anything that can go wrong will go wrong."

    Flayra intended the marine team to be a <i>team</i>. Clearly he hasn't read Murphy's laws. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    edited March 2003
    This is why when i go solo with lmg/pistol i can often take out 5 skulks, but in a group i might get 1 or 2. The ability to circlestrafe skulks is incredibly powerful when you are by yourself but is very detrimental when in a group. I think more marine need to learn the H shaped formation when moving down hallways. 1-2 people walking down the middle, the rest stick next to the walls.

    Also, if more servers turned on friendly fire we would see the dissapearance of this problem VERY quickly.
  • mRWafflesmRWaffles Join Date: 2002-11-02 Member: 4713Members
    Your right. The marines wouldn't make it out of the spawn in one piece.
  • RickyGervaisRickyGervais Join Date: 2003-01-10 Member: 12148Members
    If its a small room or corridor I wud jump out of the way no matter what, im not gonna just let myself die. Your no help to your team if your dead, which is what you WILL be if you dont attempt any evasion against a skulk at a short distance in a small space.
    <IF> on the otherhand its a medium to large sized room or corridor and im playing with people I know and trust then I would move around in the proper supporting fashion like hugging the wall.
  • Cpl_HicksCpl_Hicks Join Date: 2003-01-17 Member: 12416Members
    Ricky, I would expect you to dodge if you were by yourself, or if you were in a large area with plenty of room. Its just that when you are moving in a tight corridor, and you have 2 buddies with you, whats the sense of going all random running around the room trying to shake the skulk and screwing up your buddies aim? Your not the only gun-toting marine, why not make it so your buddies have an easy shot? When Im in that situation, I duck, get a bead, and open up. He may get me, but my buddies will surely nail him, and Ill respawn in a few seconds anyways. Best case scenario, my buddies are awake and alert in that situation, and we have 3 guns opening up on the skulk ( with no impedement to their fire, ie no marines blocking shots ) at about the same time, and that skulk is dead a second later. Thats the hardest thing to do when you are playing this game, to not think of keeping your self alive ( as so many single player FPSs have conditioned us to do), but keeping your TEAM alive, even if it means you have to take one for the skipper. Seriously, guys, hug those walls. Advance from cover to cover with the guys in the rear providing covering fire. HMGs up front, and GLs in the back until structures, then GLs up front with HMGs covering. Formations, tactics, strategy, etc. Its something I think a lot of us would love to see and play.

    -Cpl. Hicks

    PS And I would like to see some FF servers, that would be fun. But then youd have to deal with the TKers, and that would suck.
  • NightfireTGNightfireTG Join Date: 2002-12-24 Member: 11508Members
    that happens w/ me too, my idea of a utopian marine teamwork is just like the way United States police force work together...(ex: 5 or more people hold their positions while only one guy goes forward, then after that, the REST go forward and the cycle starts over again). but you can't convince a fragger to do teamwork style gaming
  • uberbrokeuberbroke Join Date: 2002-11-01 Member: 2438Members
    Hm. yep heppens to me alot. But i just tend to accept it as an legitimate feature of the game <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    edited March 2003
    This is why I am a huge proponent of removing <b>Evasive Bunny Hopping</b> which is the ability to jump up and down repeatedly, <i>not to gain speed</i>, but to avoid skulks attacks.

    If there was some sort of a consequence or restriction for circle strafing and being jumpy (such as a slowdown after a jump or something) it would force people to rely on combined firepower and teamwork more. My hope is people will begin to realize the importance of moving with a team, having someone watch your back, and using combines firepower to take out aliens. People will have to learn to move with a partner and stay out of each others firing lanes, these will become crucial for success.

    What I'm saying is that circle strafing and jumpiness should be made ineffective as an attack or counter-attack so people will stop doing it altogether.

    In the current version of NS I admit, I circle strafe and get hoppy when I am attacked. I don't think it belongs in the game, in fact I think it's detrimental to teamwork to rely on these skills but the fact is, <i>they work</i>. When you get ambushed by 2-3 skulks, start hammering that jump button and strafe around because in v1.04 these tactics are effective enough to repel an alien attack.

    You may say it's cheap, or you may say it's not fitting to the NS "atmosphere" and I might just agree with all of that. However, I like to win, I play for fun but that means I play to win. Find me a group of people who work in teams, don't get jumpy and circle strafe when they get attacked and I'll gladly do the same. But the reality is on pubs people do what it takes to win. That means for me to win I have to understand the solo style of play and to utilize it, not because I think it's more fun or even better, I need to understand it and utilze it to stay competitive.

    Teamplay is only an option, if solo DMing tactics work better then chances are that is what people will do.

    That is why I admire the NS team for trying this experiment in Teamplay, I hope they succeed. My theory has always been that the gameplay must <b>force</b> players to teamplay. Given the choice of teamplay or soloing, both tactics being as effective as the other, which one do you think a pubber will choice?

    My experience is they tend to choose solo tactics.

    I feel these skills <i>are</i> legitimate to NS v1.04 because the gameplay doesn't punish you for using them, in fact, the skills seem to be quite effective. I hope this will change in later versions. Circle strafing and jumpiness are DM skills, fireteam partners and combined firepower are Teamplay Skills, I really hope we are moving toward the latter.

    <i><b>But</i></b> I'm a player, which mean I'll do what it takes to win and if DMing is what it takes then DMing is what I'll do.

    EDiT: Spelling
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Don't make the game any slower than it is, or people will quit. I do, however, like the fire teams thing, kinda like what the group of military only players did in the NS study.
  • babygirlbabygirl Join Date: 2003-01-16 Member: 12378Members
    Circle strafing is fine. Do you really expect people to stand still when a hungry alien is running straight at them?
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    In a tight hallway where 3 marines can cover the whole hall with LMG fire? Yes.
  • noelephantnoelephant Join Date: 2003-02-13 Member: 13518Members
    I too have experienced this problem on public servers.

    To help alleviate the problem when I am in the front, I tend to crouch. This helps the marines that are behind you somewhat.
  • babygirlbabygirl Join Date: 2003-01-16 Member: 12378Members
    <!--QuoteBegin--MMZ>Torak+Mar 17 2003, 12:11 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Mar 17 2003, 12:11 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> In a tight hallway where 3 marines can cover the whole hall with LMG fire? Yes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, no crap, but the solutions discussed here would hurt everyone, everywhere. If some marines are idiots, you shouldn't have to add penalties/bonuses to make them play better.
  • ZunniZunni The best thing to happen to I&amp;S in a long while Join Date: 2002-11-26 Member: 10016Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I would, just once, love to play on a server where the marines split up into fire teams, each member taking one side of the hall, and leapfrog forward from cover to cover.  Instead, marines seem intent on rushing willy nilly down the middle of the hall hellbent for glory.  Most times I even remind people to try and stay out of each others lane of fire. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Sounds great... but it's hard enough to decide who's comming at the beginning of the round, let alone try to divide your team up into sub-units..

    Too bad you didn't have 2 minutes prior to the bell starting the match so you could organize this way.

    Of course then you would get the lamers complaining about the delay.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--|ds|meatshield+Mar 17 2003, 06:01 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (|ds|meatshield @ Mar 17 2003, 06:01 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Don't make the game any slower than it is, or people will quit. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Really? You've polled every single NS player to come to this conclusion?

    These forums represent a small section of the community.
  • RobertoRoberto Join Date: 2003-03-16 Member: 14591Members, Constellation
    edited March 2003
    You just need to find a group of friends to play with so you can have people actually listen to you when you make a suggestion. Also, as a skulk, it doesn't help people at all when that hop, considering i am also hopping to bite them in the middle of their hitbox. And DON'T YOU DARE condone the removal of offensive bunnyhopping if it would affect my poor skulk <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo-->
  • XzilenXzilen Join Date: 2002-12-30 Member: 11642Members, Constellation
    <---Condones the removal of offensive bunny hopping <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • JowerJower Join Date: 2003-02-12 Member: 13448Members
    <!--QuoteBegin--Fantasmo+Mar 18 2003, 01:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Mar 18 2003, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really? You've polled every single NS player to come to this conclusion? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Oh come on !
    It's just the way people are
    No poll required
  • bobertoboberto Join Date: 2002-11-03 Member: 6306Members
    i usually manage to adhere to sticking to the walls in an organized server in a group of 2 or 3, but more players than that and its hell. the guy getting bitten rarely stays still and lets me kill the skulk for him. if its just me and another guy though, i can almost always kill the skulk before it can finish him off, or sometimes before it even gets to him.

    ive also noticed, while being a somewhat effective skulk killer, i NEVER jump while being attacked. i merely circle strafe and sidestep the aliens, and thats proven very effective for me. of course i know quite well how annoying it is to have jumping marines as a skulk, however if you simply jump to meet them, or wait where they land... problem solved.

    the other night i actually saw a guy that had perfected backwards bunny hopping, so he could move backwards really fast and still shoot. now THAT was annoying as a skulk. thatll be out in 1.1 though.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Jower+Mar 18 2003, 04:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jower @ Mar 18 2003, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Fantasmo+Mar 18 2003, 01:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Mar 18 2003, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really?  You've polled every single NS player to come to this conclusion? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh come on !
    It's just the way people are
    No poll required <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Really? And what made you the expert on "...the way people are?"
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    I must admit that when I play marines I get very aaaaaaaah! when a skulk is running @ me, but as alien that good becuase it help to break up the marine tactics and the aliens want to win
    =D
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Fantasmo+Mar 17 2003, 04:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Mar 17 2003, 04:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This is why I am a huge proponent of removing <b>Evasive Bunny Hopping</b> which is the ability to jump up and down repeatedly, <i>not to gain speed</i>, but to avoid skulks attacks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If that is a big concern, then why not just take out marine the ability to fire in mid air? It's done in at least one other mod (the sniper in TFC) and serves a purpose when dealing with certain situations.

    I think we need to examine what would make gameplay better?

    Frankly, I think it has gotten to the point where EVERYONE jumps around like crazy in a battle, or if they are out of range the marine will immediately crouch to milk the hitbox bug for all it's worth.

    However, I find that it's only when I'm WATCHING from the spawn queue that I find it tends to look really cheap and cheezy when it happens all the time.

    Mind you it depend on what Flayra wants and what the community is prepared to accept. Right now I think you will find more people want the hopping since they miss it from CS. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Regards,

    Savant
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    <!--QuoteBegin--Fantasmo+Mar 27 2003, 05:14 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Mar 27 2003, 05:14 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Jower+Mar 18 2003, 04:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jower @ Mar 18 2003, 04:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Fantasmo+Mar 18 2003, 01:33 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Mar 18 2003, 01:33 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Really?  You've polled every single NS player to come to this conclusion? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Oh come on !
    It's just the way people are
    No poll required <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Really? And what made you the expert on "...the way people are?" <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I hate to generalize people, but this time, I'm afraid Jower is right. People play NS to triumph over a frantic situation. The speed of the game (usually in the first 8 minutes as the hive goes up) gets that adrenaline going. The urgency is what helps make this fun.

    Anyway, back on topic... Since you're complaining about people jumping into your line of fire, I'd like to complain about people who don't have the hand/eye coordination and player movement prediction ability who are incapable of knowing when to stop wasting ammo. Start shooting only when there's a line of fire and in bursts. Don't just hold down that fire in a hallway because otherwise your shots _will_ be blocked and you (if you have any sense of evasive maneuvers) _will_ block the shots others. You can't expect to leapfrog; that'd be counter productive as it'd cut the advancing speed down to half.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Savant+Mar 27 2003, 12:26 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Mar 27 2003, 12:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Fantasmo+Mar 17 2003, 04:37 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ Mar 17 2003, 04:37 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->This is why I am a huge proponent of removing <b>Evasive Bunny Hopping</b> which is the ability to jump up and down repeatedly, <i>not to gain speed</i>, but to avoid skulks attacks.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    If that is a big concern, then why not just take out marine the ability to fire in mid air? It's done in at least one other mod (the sniper in TFC) and serves a purpose when dealing with certain situations.

    I think we need to examine what would make gameplay better?

    Frankly, I think it has gotten to the point where EVERYONE jumps around like crazy in a battle, or if they are out of range the marine will immediately crouch to milk the hitbox bug for all it's worth.

    However, I find that it's only when I'm WATCHING from the spawn queue that I find it tends to look really cheap and cheezy when it happens all the time.

    Mind you it depend on what Flayra wants and what the community is prepared to accept. Right now I think you will find more people want the hopping since they miss it from CS. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    Regards,

    Savant<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    'No Shooting While Jumping' was one of my suggestions in an older thread regarding the whole issue of evasive bunny hopping. I also agree hoppy marines look silly looks from a spectator/atmosphere perspective but oh well. I push the removal of Evasive Bunny Hopping whenever the topic comes up but I think you may be right, Flay/people seems to want to keep jump shooting so I guess we're in the minority.

    :-\
  • Cpl_HicksCpl_Hicks Join Date: 2003-01-17 Member: 12416Members
    edited March 2003
    Why should that ability be necessary if we can maintain a clear line of sight down an open hallway? And leapfroging is counter-productive? Why does our military use this tactic then? You can move plenty fast using this tactic, if eneryone knows how to. I agree totally on using bursts, it conserves ammo and allows you to re-acquire a target you may have lost in the muzzle flash. I think your logic is flawed on everything else though. How CAN one marine predict not only where 3 skulks are gonna go and ALSO in which direction his fire team buddy TEH_N00|3 is gonna stroll when the going gets rough? Using proper tactics you should ONLY have to think about the enemy, if your teammate is making you also think about what direction he is going in addition to that, hes not helping the team.

    -Cpl. Hicks

    <i>previous message :</i>

    Anyway, back on topic... Since you're complaining about people jumping into your line of fire, I'd like to complain about people who don't have the hand/eye coordination and player movement prediction ability who are incapable of knowing when to stop wasting ammo. Start shooting only when there's a line of fire and in bursts. Don't just hold down that fire in a hallway because otherwise your shots _will_ be blocked and you (if you have any sense of evasive maneuvers) _will_ block the shots others. You can't expect to leapfrog; that'd be counter productive as it'd cut the advancing speed down to half.

    -Anavrin
  • MorrikMorrik Join Date: 2002-11-11 Member: 8247Awaiting Authorization
    I've seen this happen before and it's not all that fun to know that all your bullets are hitting your teammates and not the enemy. Hehe. It would be nice to line up like the British did in the late 1700's. First row kneels down and the second row stands up. Seriously, an army of 8 skulks charging 8 marines lined up like that will get mowed down.
  • FantasmoFantasmo Join Date: 2002-11-06 Member: 7369Members
    <!--QuoteBegin--Morrik+Mar 27 2003, 01:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Morrik @ Mar 27 2003, 01:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've seen this happen before and it's not all that fun to know that all your bullets are hitting your teammates and not the enemy. Hehe. It would be nice to line up like the British did in the late 1700's. First row kneels down and the second row stands up. Seriously, an army of 8 skulks charging 8 marines lined up like that will get mowed down. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Hee Hee.

    Marine Totem Poles work quite well too. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Sign In or Register to comment.