As One Of The Players Who's Been On

ShockehShockeh If a packet drops on the web and nobody's near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">A loooonnng time. (Discussion Point)</div> Hi guys,

I'd just like to give the summary of why I have just <b>utterly despised</b> the last few maps of NS I've recently played. I'd like to think I have a fairly decent reputation amongst the various forum goers, so please, excuse my rant for a moment. But I believe it frankly was the biggest mistake in the entire development process.

"I know, let's not curb bhop in any way, but just balance the game based on the fact that the aliens will bhop."

"But, won't that mean that every alien player who doesn't will be utterly screwed over by any marine that can find his own arse with an atlas?"

"Yeah, probably. But hey, who cares about those players anyway? They suck, don't they?"

Discuss.

- Shockwave
«134

Comments

  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    edited June 2004
    If you can't bhop too well, there's always the hitbox rotation bug that occurs when you wallwalk with skulks. It's easier to kill marines when running around on the walls instead of the ground or air, because your hitbox doesn't match your model.

    However, you don't need a script to bhop. Jump and strafe to the left while looking to the right, then at the moment you hit the ground, jump and strafe to the right while looking to the left. Repeat as necessary. You won't gain speed this way, but you'll still be much harder to hit, which helps a lot.

    Of course, the most important thing is to make every bite count, so that they don't have time to kill you once you get close. I see so many people who can't aim skulk bites worth a damn, they remind me of those wind-up plastic teeth with feet.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-Sandstorm+Jun 23 2004, 11:42 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sandstorm @ Jun 23 2004, 11:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If you can't bhop too well, there's always the hitbox rotation bug that occurs when you wallwalk with skulks. It's easier to kill marines when running around on the walls instead of the ground or air, because your hitbox doesn't match your model. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Sorry Sandstorm, think you've lost me there.

    I don't particularily like the fact you *have* to, to survive. I can quite happily, not perfectly but adequately. The point wasn't 'whining because omg I lost because I can't bhop' (which <b>someone</b> will invariably do on the NS boards, and always has, GTFO ty very much <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->) but more to point out what I think is a fault with the game.

    Of course, like anything else on here, it's just my opinion.

    - Shockwave
  • SandstormSandstorm Join Date: 2003-09-25 Member: 21205Members
    The problem is balancing skulks with and without leap. Only the fade and onos are supposed to be able to charge marines head-on and survive, whereas skulks need to ambush. However, once the skulk gets leap, he can leap/bite marines and then leap away to safety. Once he gets xenocide, well, let's just say most skulks are successful with xenocide.

    What I'm saying is that if you buff skulks early game, they'll be way overpowered later on. Bhopping is a way to buff skulks without making them too overpowered later on.
  • douchebagatrondouchebagatron Custom member title Join Date: 2003-12-20 Member: 24581Members, Constellation, Reinforced - Shadow
    i cant bunnyhop, never even tried to learn really, and i usually do reasonably good as a skulk.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    I agree with Shockwave, although I'm probably more annoyed that they took spike away from lerk, leaving me with NO alien class that I don't have to be in twitch mode all the time to play.
  • Invader_ScootInvader_Scoot Join Date: 2003-10-13 Member: 21669Members, Constellation, Reinforced - Shadow
    In my opinion there is nothing wrong with bunnyhopping for the following reasons:
    <ul><li>Skulks are really hard to bunnyhop with as they just stick to everything</li><li>Onos are too big to be bunnyhopping everywhere you just hit the cieling whenever you try</li><li>Fades don't need to bunnyhop because of blink</li><li>Lerk's fly so they can't even bunnyhop anyway</li><li>Gorge is the only alien I can truly bunnyhop with as it is small, not incredibly fast, and it doesn't get stuck to walls.</li><li>Also that jump-slowdown thing is just boring, bunnyhopping is just plain fun.</li></ul>
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    maybe you can bhop vs pubbing marines but doing that vs decent shots will get you killed in an instant. it's still all about ambushing, Shockwave, and a good ambush will always be better than the best bhopper going in full speed.
  • MavericMaveric Join Date: 2002-08-07 Member: 1101Members
    I was expecting something longer... Oh well. But i agree, ballancing the game around something the players may not know how to do is a recipie for .. guess what? DISASTER!


    if a skulk was able to run at a marine from a average hallway distance in NS and (not jumping in even the slightest of ways) only strafe to dodge bullets, that skulk would die right now in this version.

    Lets take StarCraft as a example:
    The Terran Marine in SC is designed so that it can take out a zergling one on one, as long as that zergling starts running at the marine from the very <i>edge</i> of his firing range. However, the marine will be heavilly damaged because the zerling LIVES LONG ENOUGH to reach the marine and hit him (for 5 damage; the marine has 40HP. ouch.) a few times... But the marine lives and the zergling dies; but only because the zergling has no way of evading those bullets, only reducing their damage through it's armor.

    Now lets look at NS:
    The normal marine in NS (LA/LMG) is designed to meet and defeat skulks at a medium range; or "before they reach him". He can spend 50 bullets on one target, expensive and inaccurate yes, but the marine will always get the skulk as long as he was able to attack sooner and has decent aim. Just like in starcraft, the marine will survive if he is attacked head-on. However, the skulk will gain the advantage much like the burrowed zergling if he waits in ambush.

    Now here's the stupid part:
    StarCraft has no way of units "missing" eachother. However, NS <b>always</b> has a way for units to "miss" eachother; it's a RTS/FPS hybrid. The marine can have shockingly good aim and the skulk can have shockingly good evasionary skills, so that it is about 50/50 hit/evade when there's no jumping from either side. However, bunny hopping INCREASES the "miss rate" of the marine or the "evasion" of the skulk so to speak and it suddenly becomes something like 25/75 for the marine hit chance/skulk evade chance and the exact same for the bunny hopping marine.

    NOW, imagine the game was re-ballanced to put it to 50/50 hit/evade again, at least for the most part. As SOON as a player stops bunnyhopping around, it would be like 75/25 marine hit/alien evade ...

    And 75/25 isn't ballanced.
  • JaspJasp Join Date: 2003-02-04 Member: 13076Members
    edited June 2004
    Geez shockwave didnt think you would come here and post about it, meh.

    Have to agree with you tho, more often then not getting killed by a bunnyhopper anit fun, just because they can bunnyhop they get to travel the map in secounds and charge marines while those that dont have to ambush and play the game like its meant.

    I would be ok with bunnyhop if i felt it was right in a game like NS, but i really dont think it would be hard to remove it from the game, damage from guns could be sorted accordingly, as could lifeforms health.

    Another thing i dont get is that they say bunnyhop is part of the game, so why anit thier instructions in the manuel how to bunnyhop.
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    I've been bhopping so long with my mousewheel and holding down CTRL that my mousewheel is starting to give out, and CTRL doesn't seem to work 100% of the time any more. I've been forced to find alternatives to bhopping for speed, and I'm too lazy to search up a jump script and duck-toggle script. Lets look at some of these said alternatives, shall we?

    1) Wallstrafing: Any time you have a flat wall to press against, strafing sideways against the wall while running forward will give you a moderate increase in your top speed as long as you hug the wall. You can test this in the vents at Nancy. You will shoot through the pipes like a greased turd. This also works for marines, and you can nearly outrun non-celerity onos. This phenomena can also be observed in our second alternative,

    2) Floorstrafing: This works like wallstrafing, except you're staring 45 degrees down at the ground. You'll know you're doing it right when you can barely see the floor ahead of you out of the top of your front teeth. You get about as much speed as wallstrafing, but you can use this in rooms with bumpy walls. Unfortunately, it means running forward without being able to look forward. Not that good. Can't be done with marines, I don't think.

    3) Zigzag running: This works for both marines and aliens. By wiggling back and forth as you walk by tapping left right left right left right left right strafe buttons, you boost your top speed by a little bit. This works because the moment you hit strafe while moving forward, you get a slight jump in your speed, which then slows down again once you're moving forward and to the side. Wigglewalking works because you get that small burst of speed every time you switch directions. The faster you do it, the higher you keep your top speed. Best of all, you don't make jumping noises, only running noises, which may trick people who have sensitive ears and don't expect you to turn the corner so quick. I heard someone say that this can be scripted once. If anyone wants to maybe follow up on that comment with evidence, link plz.

    4) Camping: It doesn't matter how fast you can potentially go when all you need to do is hang upside down and wait in some dark hole in the roof for nearby marines. This is an alternative, so it's on the list. Against average pub marines, camping right around a corner in the roof will get you a kill the first time every time, assuming you know how to aim your bites.
    <!--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-->I see so many people who can't aim skulk bites worth a damn, they remind me of those <b>wind-up plastic teeth with feet.</b> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->XD Rolf

    5) Learning the vents: If you know shortcuts, you get there shorter. QED.

    6) It was mentioned, but using walls and the roof if it's a small room will make your model do crazy things. You're harder to hit if you're moving in three dimensions. This is why lerks and fades are so nasty.

    <!--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-->
    I know, let's not curb bhop in any way, but just balance the game based on the fact that the aliens will bhop."

    "But, won't that mean that <b>every alien player who doesn't will be utterly screwed</b> over by any marine that can find his own arse with an atlas?"

    "Yeah, probably. But hey, who cares about those players anyway? They suck, don't they?"<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    By "doesn't," do you mean "can't", or "won't?" I suppose it makes no difference in the end. If you can't be bothered to learn a new skill, that's your perogative. I know it's not because bhopping takes any great deal of ability once you see someone do it enough times and know how to yourself. If you can't or won't bhop, make due with what you actually <i>can</i> do. There's still enough skulk tricks to hold off the marines until later in the game. Particularly ambushing. Nadagast speaks truth.
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    I cant bhop, I seriously hope this makes my already low to poor reputation go much further further down.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    About the only thing bhop helps me with is running away. One hundred percent of the time, if I managed to bunnyhop straight at a marine and kill him, i could have just walked to him and done it anyway. If this describes you, you can cry on my shoulder.

    Fer godsakes aiming is not a talent it's a skill. If you concentrate a little more on your ability to kill you'll play a lot better.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    (off-topic: take the lerk spike argument to the threads already there! I'm tired of seeing it in EVERY thread!)

    I find that bunnyhopping is a great way to get yourself waxed by a marine who can aim. Try sneaking around; dark corners are your friend. Hide in those little nooks and crannies. Hide in the vents, wait for them to pass, and stalk them. Of course, motion tracking negates ambushes, but rarely do marines get motion tracking before the second hive is up (where leap can close distances before the marines pull the trigger).
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    I cant bunny hop and yet I think it should still be allowed for the aliens as it adds an extra level of skill to the game, and it is a very difficult skill to learn, the aliens really need something to keep them as a highly skilled race, and bhoping is it basically, though I think it could be implemented with other things but ah well.
  • eVoxeVox Join Date: 2003-08-16 Member: 19840Members, Constellation
    bunnyhopping...


    learning it takes time and practice, and you NEED a teacher. or you do it wrong. which annoys me.

    bunnyhopping is more than just moving fast, its relaxing. even in the ready room ill do it out of habbit for no reason other than its fun.


    but for thoes who truely can use it for max speed (go flying into a room from around a corner) its annoying. I cant go that fast (but i can outrun non-bh'ers).


    personally, i'd like to see it gone. but i dont want some jump slowdown thing instead, skulks have enough brakes already (sticking to the ground, etc). I prepose get rid of bh, and put in a <b>'charge-up sprint key'</b>. press it and you have a stamina with which to sprint. you know, just enough to get into a room. or out of it. or up that wall. or into thoes mines because you are blind. :]
  • NineteenNineteen Join Date: 2003-12-23 Member: 24701Members
    I think it should stay, I don't bhop myself and i am still fairly deadly as skulk. The thing is it should either be out completly or their should be an official tutorial so it will be available to every noob who can spare the time to read it.
  • -Drake--Drake- -dn ʎɐʍ sıɥʇ- Join Date: 2003-04-02 Member: 15125Members
    edited June 2004
    i can bhop but i dont cause i consider it an expliot

    i actully like to play ns normaly with out bhop'in wallstrafing,floorstrafing,etc

    and watching a leap+bhoping skulk r bhop'in ono makes me sad


    EDIT: btw i think eVo has a good idea with the stamina sprint thing that would be neat tho u'd probly get some joker finding away around it and getting inf adren
  • kolokolkolokol Join Date: 2002-11-18 Member: 9166Members
    edited June 2004
    Skulks could sure use the speed boost, however bhop is only useful for getting round the map what skulks need in combat is something very likle leap just to get them through the middle range and under the rines feet. Would i miss bunnyhop?...not really. It is a skill i guess but marines can take bunnyhopping skulks, you just have to have seen it before so you can predict where they are going. I feel that bunnyhpop is pretty replaceable, having said that its a nice skill and probably is fun for most players, so i would be tempted to leave it in. It does need a guide though. Taking it in a noob pub and useing it against marines that haven't seen it before probably isn't the greatest idea in the world either.
    Meh hl 2 may come out soonish, we can all have nice memories of our leet sklills as we toast our claws by the fusion reactor <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    edited June 2004
    <!--QuoteBegin-Jasp+Jun 24 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jasp @ Jun 24 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Geez shockwave didnt think you would come here and post about it, meh.

    Have to agree with you tho, more often then not getting killed by a bunnyhopper anit fun, just because they can bunnyhop they get to travel the map in secounds and charge marines while those that dont have to ambush and play the game like its meant. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hey Jasp,

    I think it just really got to me. Admittedly, no mu is a 'special case' (SPECIAL!) as he is admittedly excellent at it. By the time he reaches you he'll be doing 200-250% of maximum skulk speed, in any corridor you care to pick.

    However, it applies both ways. By the time you reach that point, a marine without a shotgun (because you're only really going to get one shot) is automatically dead, but in vice versa, playing against decent shots and <b>not</b> doing that automatically gets you killed. It basically ends up feeling like 'if you can/do do it, you win. If you can't/don't, you lose.' that to me, didn't feel like I lost due to any great play on the part of either player, but rather their ability to keep rhythm.

    In which case, am I playing Dance Dance Natural Evolution? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    As for whoever said it should be all about ambushing. Frankly, since static defenses are now generally impotent for marines (unless you were already winning, a few marines with weapons will be 1,000x more effective than any amount of static defense) the opus for marines is aggresive movement anyway, and that generally means you can't afford to ambush.

    You wait for them, you lose.

    - Shockwave

    Addendum : If I read this, and then read some of my posts from when I first came to this crazy forum, it's highly depressing to see myself posting this, let alone the forums themselves. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo-->
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    <!--QuoteBegin-Shockwave+Jun 24 2004, 12:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Jun 24 2004, 12:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Jasp+Jun 24 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jasp @ Jun 24 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Geez shockwave didnt think you would come here and post about it, meh.

    Have to agree with you tho, more often then not getting killed by a bunnyhopper anit fun, just because they can bunnyhop they get to travel the map in secounds and charge marines while those that dont have to ambush and play the game like its meant. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hey Jasp,

    I think it just really got to me. Admittedly, no mu is a 'special case' (SPECIAL!) as he is admittedly excellent at it. By the time he reaches you he'll be doing 200-250% of maximum skulk speed, in any corridor you care to pick.

    However, it applies both ways. By the time you reach that point, a marine without a shotgun (because you're only really going to get one shot) is automatically dead, but in vice versa, playing against decent shots and <b>not</b> doing that automatically gets you killed. It basically ends up feeling like 'if you can/do do it, you win. If you can't/don't, you lose.' that to me, didn't feel like I lost due to any great play on the part of either player, but rather their ability to keep rhythm.

    In which case, am I playing Dance Dance Natural Evolution? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    As for whoever said it should be all about ambushing. Frankly, since static defenses are now generally impotent for marines (unless you were already winning, a few marines with weapons will be 1,000x more effective than any amount of static defense) the opus for marines is aggresive movement anyway, and that generally means you can't afford to ambush.

    You wait for them, you lose.

    - Shockwave

    Addendum : If I read this, and then read some of my posts from when I first came to this crazy forum, it's highly depressing to see myself posting this, let alone the forums themselves. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well Shockwave, bhop is capped at 170% so the max is probably about 175%. Nowhere near 200-250%... But you're mistaken... if you bhop at a good marine you'll get owned, the only way to have a chance vs a good marine is ambushing or using sheer numbers to overwhelm them. Vs bad marines, yes, bhop works well, but bhop has a very predictable motion and good marines will just track you very well and you'll die really really fast.
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    edited June 2004
    I didn't even bother to read this whole bhop thread, but basicly, to balance it out, make it so the regular +jump as alien is a +3jump bind... With that scripted into the original game, everyone would be able to bhop, right? If u couldnt learn to bhop even with that... l o l <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->

    edit; wanted to add a few other notes as i read more through the thread.

    -At this point I find it much easier to kill a bhopping skulk than one of them jiggleswinger(jumpup spinaround sorta things) skulks. Basicly cuz the rythm the bhop usually fall into is sooo predictable and smooth, that when shooting a skulk bhopping, it doesnt matter if it goes abit faster than a regular skulk, its much easier to hit.

    <!--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 to agree with you tho, more often then not getting killed by a bunnyhopper anit fun, just because they can bunnyhop they get to travel the map in secounds and charge marines while those that dont have to ambush and play the game like its meant. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I havent read a statement saying this is how to play a game of ns, anyways, if u think u can bhop around the map and kill whoevers in ur path, JUST because of the bhop itself, ur wrong. Basicly if a marine dies due to a Bhopping alien, the same alien would most likely had killed u even if he wasnt, seeing as Bhop is merely a speedincrease to get around map, and not a ?berdeadlycombattool.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    <!--QuoteBegin-e.Nadagast+Jun 24 2004, 12:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Jun 24 2004, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well Shockwave, bhop is capped at 170% so the max is probably about 175%. Nowhere near 200-250%... But you're mistaken... if you bhop at a good marine you'll get owned, the only way to have a chance vs a good marine is ambushing or using sheer numbers to overwhelm them. Vs bad marines, yes, bhop works well, but bhop has a very predictable motion and good marines will just track you very well and you'll die really really fast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Apologies.

    I don't know the maximum percentage increase, incidentally this is with leap being used as part of the hop.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    <!--QuoteBegin-e.Nadagast+Jun 24 2004, 12:42 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Jun 24 2004, 12:42 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> a good ambush will always be better than the best bhopper going in full speed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ambushing is great unless you happen to push the marine (who frankly deserves to die if he doesnt even look around the room before going in) 50ft away, giving him perfect opportunity to take me out before I can even clear the distance.

    If this wasnt fixed in beta5 (which it is) I'd have something to say about this. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • Diablo_fxDiablo_fx Join Date: 2003-02-21 Member: 13793Members
    <!--QuoteBegin-e.Nadagast+Jun 24 2004, 12:15 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (e.Nadagast @ Jun 24 2004, 12:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Shockwave+Jun 24 2004, 12:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Jun 24 2004, 12:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Jasp+Jun 24 2004, 12:44 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jasp @ Jun 24 2004, 12:44 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Geez shockwave didnt think you would come here and post about it, meh.

    Have to agree with you tho, more often then not getting killed by a bunnyhopper anit fun, just because they can bunnyhop they get to travel the map in secounds and charge marines while those that dont have to ambush and play the game like its meant. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Hey Jasp,

    I think it just really got to me. Admittedly, no mu is a 'special case' (SPECIAL!) as he is admittedly excellent at it. By the time he reaches you he'll be doing 200-250% of maximum skulk speed, in any corridor you care to pick.

    However, it applies both ways. By the time you reach that point, a marine without a shotgun (because you're only really going to get one shot) is automatically dead, but in vice versa, playing against decent shots and <b>not</b> doing that automatically gets you killed. It basically ends up feeling like 'if you can/do do it, you win. If you can't/don't, you lose.' that to me, didn't feel like I lost due to any great play on the part of either player, but rather their ability to keep rhythm.

    In which case, am I playing Dance Dance Natural Evolution? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->

    As for whoever said it should be all about ambushing. Frankly, since static defenses are now generally impotent for marines (unless you were already winning, a few marines with weapons will be 1,000x more effective than any amount of static defense) the opus for marines is aggresive movement anyway, and that generally means you can't afford to ambush.

    You wait for them, you lose.

    - Shockwave

    Addendum : If I read this, and then read some of my posts from when I first came to this crazy forum, it's highly depressing to see myself posting this, let alone the forums themselves. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif' /><!--endemo--> <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    Well Shockwave, bhop is capped at 170% so the max is probably about 175%. Nowhere near 200-250%... But you're mistaken... if you bhop at a good marine you'll get owned, the only way to have a chance vs a good marine is ambushing or using sheer numbers to overwhelm them. Vs bad marines, yes, bhop works well, but bhop has a very predictable motion and good marines will just track you very well and you'll die really really fast. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    didn't flayra remove the cap at 170% ? i sure i've read that somehwere.
  • AlienCowAlienCow Join Date: 2003-09-20 Member: 21040Members
    edited June 2004
    <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
    175% speed increase?

    Blimey. I should get in on this action. Although I'm not really sure what bunnyhopping is. Surely with a speed increase like that, it should be taken out 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-->
    I like to think I'm a reasonable player without it <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Aiunno....off to learn bunnyhopping while it still exists.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    No, it's a 75% <i>increase</i>, but 175% of your max speed.
    In any case. I rarely encounter bhoppers, so I'm fairly neutral. As long as marines can't do it. In fact, only skulks should be able to do it, since they're the only ones meant for speed(and gorges who bhop to save their butts can suffer from not havnig teammates nearby like they should <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif' /><!--endemo-->).
  • RobertoRoberto Join Date: 2003-03-16 Member: 14591Members, Constellation
    I was a decent skulk (read: could kill in competition) without having a clue how to bunnyhop. I just learned how to dodge fire and hit most of my bites. Ambushing also works wonders, as does silence. If they can't hear you, they won't turn around until you get your first bite in.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Align, hence the idea I would have though (using my initial quote as the example) would be to eliminate the speed increase from hop, and simply make skulks that fast to start with, thus evening the field for those who don't/can't.

    - Shockwave
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    Bunny hopping is a learnable skill in the same way circle strafing is (although its hardly considered as such now as its so basic, however a really new player can't do either). The only difference between the two is circle strafing is just common sense, bunny hopping takes a bit of knowledge. Now this would be unfair if this were a console game, something straight from a box. However the only people who play this game are those who are going to know what bunny hopping is or, at least know people who will know.

    Its basically just a skill that takes a short amount of time to learn and really doesn't make a massive deal, partly because this game is balanced to take it into account.

    Plus, as was posted earlier, there are plenty of ways to get speed boosts or to make speed unnecessary.
  • semipsychoticsemipsychotic Join Date: 2003-07-09 Member: 18061Members
    (off-topic again: the knockback that throws marines across the room after a bit is going to be cut to 1/10 of normal velocity at B5 release, and therefore much less distance. That's in the bugtracker.)

    I never liked bunnyhopping because seeing a skulk bouncing down the next hall wrecked any sense of atmosphere about the game.

    People bunnyhop because they're attached to their DMS. They bunnyhop because they don't like stealth; they don't know what the left shift key does. The ceiling means nothing to them other than the thing keeping them from being sucked into space. That dark corner is nother more than a dark corner to them.

    To me? As a gorge, I resent DMS, but I resent being banned more. I don't bunnyhop, because the left shift key is my deadliest tool. The ceiling is another venue to bring death to the humans. The dark corner is guaranteed doom for the passerby.

    I dare you guys. Just for a few games. Try not bunnyhopping. Learn how to combat the humans without bouncing up and down like a playground ball. Pester your gorges for movement or sensory. Eventually, you will pick up and learn the tactics of a hunter.

    Admittedly, bunnyhopping is easier to learn. But when a marine expects that little bouncing ball to come around the corner and is ready to wax it, won't he be suprised when dead silence gives way to screaming and death?
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