When you start to move faster then other skulks. If you cant tell ur bhopiing then you arent. Theres no way to really know. Its not like Ok im now bhoping w00t. Its just like driving. You know when your going the speed limit and when you go past it everything goes by faster and you pass other cars. Only way would to let cl_showspeed 1 work without cheats enabled.
anything that looks funny must be removed. thus is the law of game design.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->B)Makes Learning Curve for newbies quite steep, as not all can afford a optical mouse! <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ya, optical mouse = embedded skill. my logitech MX500 has this feature installed in it that lets it aim for you, it's a great buy.\
totally, i mean, anything you say is unbalanced is blatantly unbalanced, you are the god of balance.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->D)Its quite funny ya got lvl 3 armor, but ya can jump 3 times non stop and 1 sec later repeat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ya, it's funny, i'm LMAO about it right now.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->E)Skulks look Funny when they jump around like they would have catalyst pack upgrade on them constantly..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
flayra has a good sense of humor
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->F)Skulks need a Hp & Speed boost, but to counter balance remove bunny hop(reduce to 5 jumps non stop, then 3 sec delay until he/she can jump as much again). Wallwalking is hardly useful abilitie as MT & other stuff can easily counter, and marines usually shoot above the door when they enter the room to make shure enybody above them dies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
amen to this guy, god, i love it when MT automatically zaps aliens that walk on walls, SUPER ZAPPING POWER.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mr."You Gotta learn to play", probably got a optical mouse, so you got no trouble tracking Crack-hopping rines or Kharaa, but not everybody can afford huge good software or additional things, so why you don't take "skill" up somewhere where sun doesn't show up, and shut up. Eny new players that come to NS are quick to leave cause of crack-hopping "omg im skillzorz" guys who make call "crack-hopping" skill, even it is hardly balanced.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol. i give up on the sarcastic tone, this is just the funniest thing i've ever read.
Wow, been awhile since I've posted anything on NS forums. Hi to all NS'er around the world. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
Anyway, back to the topic. Talking about crack-jumping here are my POVs.
<b>1) Aliens</b> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> Aliens can crack-jump anytime anywhere. Since they are physically built for the kill, they have the stamina to jump about. Bunnyhopping for aliens should stay. However, I think the basic skulks needs a bit of boosting. Maybe an amour of 20~25 or a health of 80~90. I find marines taking out skulks like flies when marines go rambo (one-man-show). Marines aren't suppose to show heroic value at the beginning of the game. They should work together to claim victory. This does not say that aliens doesn't need teamwork at all but marines are suppose to be weaker even with their armour.
<b>2) Marines</b> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> This is going to be interesting. Marines shouldn't crack-jump. I find marines equally powerful at meelee range with crack-jumping. Crack-jumping really gives an edge towards rambos (one-man-show). Reasons are as below: i) Marines are not built to jump around like rabbits. ii) It makes aliens very difficult to bite. I think by marines jumping, the hitboxes of marines are harder to hit. I find myself aiming my teeths at a jumping marine (while he's in the air) and my bite doesn't register. If it does register, the knock-back effect will propel the marine a reasonable distance away and again, giving advantage for the marine. iii) Crack-jump for rambos (one-man-show) is very effective. This encourages them to rambo around the map in the beginning for the game. As you all know the start game is crucial for the mid-game or end-game victories. If that's not worst, pro rambo marines can take out 3 incomng skulks and by doing so, go around rt nodes to kill or cap rts. With this reason, I feel that marines are starting to phase out of the term called "teamwork" or "cover-each-other's-back" motto.
Well, here is my POV about crack-jumping. To me, marines are starting to sway away from teamwork and crack-jumping is encouraging it. If you go alone and let an alien get to you at meelee range then they deserve it.
For solutions, I think here are alternative solutions to the problem. a) Aliens should get either a hp or armour boost to counter rambos. b) Aliens bite area should be increased to counter rabbit marines. I think the entire screen should be the bite area since your HUD displays teeths on the entire screen. c) Marines need a jump limit e.g can only jump for a number of times. d) Marines knock-back effect removed or minimized extremely. e) Marines should have a slow-down effect when they land on the ground after a jump. f) Marines gun accuracy decreased incredibly while jumping.
I'll just point out that thier is no way to remove bunnyhopping without doing one of two things. The first being distroying the skulk as a fast moving assult class due to the nerf of air movement, and the second being removing the ability of marines to jump up on to anything. It is possible that there is other ways to remove bunnyhopping, but I have yet to see an effective one that doesn't do one of these two things.
Bunnyhopping is an engine exploit related to the air acceleration code that allows players to calculate jump distances by stopping in mid air over objects (this is done to simulate a humans ability to jump from any given point A to any given point B. since the HL engine at any given points only has two possible speeds you could be moving at, it would be impossible to jump many gaps without this code) as well as allows player to accelerate over an edge at the top of a jump (every time you jump up on a box this is what is happening). Simply removing the offending code responsible for bunnyhopping would kill both these extreamly usefull abilities. But all the other methods of removing bunnyhopping (they nearly all include a penalty for moving at a greater airspeed then 100%) would cause the skulk to be all but unable to integrate normal jumping into combat.
<!--QuoteBegin-coris+Apr 22 2004, 03:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coris @ Apr 22 2004, 03:25 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-DarkEnligther+Apr 22 2004, 08:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (DarkEnligther @ Apr 22 2004, 08:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Aliens have fine hp and speed as it is now. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> No, skulks, lerks and gorges are too fragile, and need a small HP/ap-buff. The skulks' speed should also be slightly increased. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> Have you ever tried to kill a gorge with an LMG anything below level 2?
The point of the low HPs on the skulk is just that, it has speed and a strong attack, add leap into it and it can still go against an HMG with "low HP" as it were. Whoever suggested the "jump delay like in CS" should be shot. Thats a MAJOR freaking annoyance. Besides, when was the last time you jumped while running and had to pause for a second before you could walk again. GG realism.
Oh... and btw, for those CS fans that have gotten an attraction to NS due to combat. This game isnt CS. just cuz it has the last letter, DOESNT MEAN YOU CAN TURN THIS GAME I LURVE INTO A HOMODELIC GAME THAT SEEMS TO INVOLVE MORE WITH FIGUREOUT OUT HOW TO FIND THE GAYEST GUNS AND USE THEM + LUCK AND AIMBOT. Its not CS, its NS, getoverit.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Have you ever tried to kill a gorge with an LMG anything below level 2?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd--> that's why you have a pistol and a knife.
I was stating as in, the gorges really arent THAT fragile. If you miss more than 2 shots with the pistol itl get away barely *LOL*. A smart gorge would drop something in front of you by that point to (unless out of res)
Gorges die the vast majority of the time when they come in contact with even a rambo marine, they are an easy fat target, they don't pose much of a counter attack threat, and they can be chased down with reletive ease. Just because a gorge can take an lmg clip doesn't mean it isn't fragile.
Comments
anything that looks funny must be removed. thus is the law of game design.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->B)Makes Learning Curve for newbies quite steep, as not all can afford a optical mouse!
<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ya, optical mouse = embedded skill. my logitech MX500 has this feature installed in it that lets it aim for you, it's a great buy.\
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->C)Its unbalanced.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
totally, i mean, anything you say is unbalanced is blatantly unbalanced, you are the god of balance.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->D)Its quite funny ya got lvl 3 armor, but ya can jump 3 times non stop and 1 sec later repeat.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
ya, it's funny, i'm LMAO about it right now.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->E)Skulks look Funny when they jump around like they would have catalyst pack upgrade on them constantly..<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
flayra has a good sense of humor
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->F)Skulks need a Hp & Speed boost, but to counter balance remove bunny hop(reduce to 5 jumps non stop, then 3 sec delay until he/she can jump as much again). Wallwalking is hardly useful abilitie as MT & other stuff can easily counter, and marines usually shoot above the door when they enter the room to make shure enybody above them dies.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
amen to this guy, god, i love it when MT automatically zaps aliens that walk on walls, SUPER ZAPPING POWER.
<!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Mr."You Gotta learn to play", probably got a optical mouse, so you got no trouble tracking Crack-hopping rines or Kharaa, but not everybody can afford huge good software or additional things, so why you don't take "skill" up somewhere where sun doesn't show up, and shut up. Eny new players that come to NS are quick to leave cause of crack-hopping "omg im skillzorz" guys who make call "crack-hopping" skill, even it is hardly balanced.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
lol. i give up on the sarcastic tone, this is just the funniest thing i've ever read.
Anyway, back to the topic. Talking about crack-jumping here are my POVs.
<b>1) Aliens</b> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
Aliens can crack-jump anytime anywhere. Since they are physically built for the kill, they have the stamina to jump about. Bunnyhopping for aliens should stay. However, I think the basic skulks needs a bit of boosting. Maybe an amour of 20~25 or a health of 80~90. I find marines taking out skulks like flies when marines go rambo (one-man-show). Marines aren't suppose to show heroic value at the beginning of the game. They should work together to claim victory. This does not say that aliens doesn't need teamwork at all but marines are suppose to be weaker even with their armour.
<b>2) Marines</b> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo-->
This is going to be interesting. Marines shouldn't crack-jump. I find marines equally powerful at meelee range with crack-jumping. Crack-jumping really gives an edge towards rambos (one-man-show). Reasons are as below:
i) Marines are not built to jump around like rabbits.
ii) It makes aliens very difficult to bite. I think by marines jumping, the hitboxes of marines are harder to hit. I find myself aiming my teeths at a jumping marine (while he's in the air) and my bite doesn't register. If it does register, the knock-back effect will propel the marine a reasonable distance away and again, giving advantage for the marine.
iii) Crack-jump for rambos (one-man-show) is very effective. This encourages them to rambo around the map in the beginning for the game. As you all know the start game is crucial for the mid-game or end-game victories. If that's not worst, pro rambo marines can take out 3 incomng skulks and by doing so, go around rt nodes to kill or cap rts. With this reason, I feel that marines are starting to phase out of the term called "teamwork" or "cover-each-other's-back" motto.
Well, here is my POV about crack-jumping. To me, marines are starting to sway away from teamwork and crack-jumping is encouraging it. If you go alone and let an alien get to you at meelee range then they deserve it.
For solutions, I think here are alternative solutions to the problem.
a) Aliens should get either a hp or armour boost to counter rambos.
b) Aliens bite area should be increased to counter rabbit marines. I think the entire screen should be the bite area since your HUD displays teeths on the entire screen.
c) Marines need a jump limit e.g can only jump for a number of times.
d) Marines knock-back effect removed or minimized extremely.
e) Marines should have a slow-down effect when they land on the ground after a jump.
f) Marines gun accuracy decreased incredibly while jumping.
Bunnyhopping is an engine exploit related to the air acceleration code that allows players to calculate jump distances by stopping in mid air over objects (this is done to simulate a humans ability to jump from any given point A to any given point B. since the HL engine at any given points only has two possible speeds you could be moving at, it would be impossible to jump many gaps without this code) as well as allows player to accelerate over an edge at the top of a jump (every time you jump up on a box this is what is happening). Simply removing the offending code responsible for bunnyhopping would kill both these extreamly usefull abilities. But all the other methods of removing bunnyhopping (they nearly all include a penalty for moving at a greater airspeed then 100%) would cause the skulk to be all but unable to integrate normal jumping into combat.
No, skulks, lerks and gorges are too fragile, and need a small HP/ap-buff. The skulks' speed should also be slightly increased. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Have you ever tried to kill a gorge with an LMG anything below level 2?
The point of the low HPs on the skulk is just that, it has speed and a strong attack, add leap into it and it can still go against an HMG with "low HP" as it were. Whoever suggested the "jump delay like in CS" should be shot. Thats a MAJOR freaking annoyance. Besides, when was the last time you jumped while running and had to pause for a second before you could walk again. GG realism.
Oh... and btw, for those CS fans that have gotten an attraction to NS due to combat. This game isnt CS. just cuz it has the last letter, DOESNT MEAN YOU CAN TURN THIS GAME I LURVE INTO A HOMODELIC GAME THAT SEEMS TO INVOLVE MORE WITH FIGUREOUT OUT HOW TO FIND THE GAYEST GUNS AND USE THEM + LUCK AND AIMBOT. Its not CS, its NS, getoverit.
that's why you have a pistol and a knife.