As One Of The Players Who's Been On

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Comments

  • SiDSquishySiDSquishy Join Date: 2003-10-15 Member: 21704Members
    This has been discussed to death.

    Its not going to change. EVER. If the choice was between having ns die suddenly and taking bhop out ns would die.

    Aliens are already really weak. Well actually I think our alien players are just sub par. But either way they need their bhop to have a chance the way we try to play.

    So unless you convince flayra to completely rebalance ns go take a nap pls.
  • FirewaterFirewater Balance Expert Join Date: 2002-12-12 Member: 10690Members, Constellation
    <!--QuoteBegin-Jasp+Jun 23 2004, 06:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jasp @ Jun 23 2004, 06:44 PM)</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.

    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. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That is the biggest load of ****.

    Bunnyhopping helps yes, but is not the end all be all of skulking.

    A lot of people try to bhop in battle just to get their **** kicked.

    Please don't make bhop worse than it is.

    As for the manual, does it instruct people on how to aim as well?

    Its a skill to learn, just as ambushing, mircomangement between leap/bite,and blink/swipe, there is no part in the manual about those, but people still figure it how to do it.
  • TalionTalion Join Date: 2002-01-24 Member: 28Members
    Yet, if we were to find someone who had never played half-life before and didn't tell them anything, how long would it be before they learned to bunnyhop just from playing the game?

    Skills are wonderful, skills are fine, but if they aren't intuitive then they shouldn't be relied on. If bunnyhopping made sense, such that the difficulty was learning gradually how to master it, then I wouldn't have a problem with it. That isn't the difficulty with bunnyhop however. I'm not saying that I think knowledge of bunnyhop is all that necessary, I am merely trying to underline the problem with it. No casual player is likely to pick up bunnyhopping without someone pointing it out to them. If a game is to be as friendly as possible to the new players (the reason given for a number of features in NS) then bunnyhopping should not be a requirement for a decent level of play. Equally I personally believe that bunnyhopping isn't a requirement.
  • kavasakavasa Join Date: 2003-01-05 Member: 11889Members, Constellation
    <!--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-->Yet, if we were to find someone who had never played half-life before and didn't tell them anything, how long would it be before they learned to bunnyhop just from playing the game?<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    I was working out how to do it from the occasional bad webpage and first-person demos from the international matches within a month or two of starting to play the game back in 1.03/1.04. Of course I was trying to time the jumps manually as well as trying to silent bhop, so it didn't work out real well. But then the last game I'd played with any dedication at all had been tribes one some 3 years previous, in between I'd been not gaming much at all really.
  • CrSCrS Join Date: 2004-03-03 Member: 27096Members
    edited June 2004
    <!--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-->
    <!--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-->add in leap + bh and you have a skulk that is near impossable to hit. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    To even the best bunnyhoppers this is all but impossible to do unless they are in a siege map of some type. No matter how you do it leap is going to send you flying into a wall the overwelming majority of the time, this is a nill issue.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    Using my own leap script (fly.cfg at <a href='http://www.unknownworlds.com/forums/index.php?showtopic=73520' target='_blank'>this topic</a>) I am able to keep a speed of about 800-900 across a map like EC constantly, through narrow hallways etc. np. Instead of +jump'ing when I hit the floor, I'll just hit leap, and maintain leap speed throughout the map, I have no problems steering away from walls etc. Try it... <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->

    [EDIT]For easy access; [/EDIT]
    alias +fly "slot3; +attack; wait; slot1; +attack"
    alias -fly "wait; slot3; +attack; wait; slot1; -attack"
    bind mouse2 "+fly"

    <!--emo&::tsa::--><img src='http://www.unknownworlds.com/forums/html//emoticons/tsa.gif' border='0' style='vertical-align:middle' alt='tsa.gif' /><!--endemo-->
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