Just to point out; bunny hopping and wall strafing were not coded into NS, but are aspects of the engine which it uses. It was never originally part of the design of NS, just something that has been discovered, developed, and perfected by the community over the years.
<!--quoteo(post=1595474:date=Jan 6 2007, 12:03 PM:name=Haze)--><div class='quotetop'>QUOTE(Haze @ Jan 6 2007, 12:03 PM) [snapback]1595474[/snapback]</div><div class='quotemain'><!--quotec--> Wall strafing should be removed on the merit that it <i>looks stupid.</i> I know thats a horrible way to make decisions, but come <i>on.</i>
Bunny hopping I'm partial to. But the main reason I dislike it is it allows a skulk to basically attack a marine in a head on situation if he 'hones' his bunny hopping skill to a certain degree. Not that theres anything wrong with this, but it honestly takes away from the gameplay of the skulk - they shouldn't be attacking head on, they should be waiting on the ceiling/vent/corner/ditch to pop out and attack when players are least expecting it. So my #1 reason for removing bunny hopping is that it alters the gameplay of a 'class' in a way that is encouraged to be played in an opposite manner. <!--QuoteEnd--></div><!--QuoteEEnd-->
Well an alien bhopping is countered by an increased skill in aiming and movement on the part of the marine, and the knowledge of maps and game mechanics that helps the marine know where a safe distance is and where is not. If an alien is skilled enough to close greater distances quicker, then I don't find it incredibly flawed that the marine must also have become better to be able to deal with that.
You're refering to when someone skilled show up on a public server and bunnyhop down countless less experienced and skilled players. While this is a "problem" it is about as big a problem as a skilled player in CS being able to headshot four less skilled players while they randomly spray and miss with their AKs.
If player Skulk hones his skill to the degree that he can close distance to a marine faster, then player Marine has to hone his skills to the degree that his aim off-sets the advantage gained by player Skulk. If player Marine can't then he comes to whine on the forums and asks for player Skulk to get nerfed. GG.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Second: Marines can't bunnyhop. If you jump twice without pausing in between when you're a marine, you'll lose speed in a way similar to the way you lose speed when you jump in CS.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Much like the legendary OMG REG people use scripts as an excuse to mentally deal with getting beat. That said, the NS team is retarded for not building in +3jump/_special jump functionality as well as pistol equivalents, and instead choose to divide the community and promote the viewpoint that scripts are evil and the only reason that you got beat. Removing scripts for NS2 would be a bad idea, as then people will just use macros in their place, something far more complicated for pubbers to emulate, thus you end up with something far worse than just allowing scripting.
I say keep bhopping. I'm not the best at it, but it's nice that something that makes you hard to hit also makes you faster. And as has been mentioned, it's a skill race. Alien learns bhopping, Marine learns better aim. And btw, there's a form of bhopping that still exists in Source. Air control doesn't help you but there is the jumping part. That gives you speed, you get even more if you sprint and then hop. Even Source with its realistic physics has all kinds of gimmicky flaws. Check out HL2dQ (HL2 speedrun) if you don't believe me.
Marines have the advantage of range in a head to head encounter (open room or hallway) as they should, but skulks should still have a chance in that encounter - what about when you have to assault the phase gate or a marine building an rt? Most good players will ambush given the choice, but won't hesitate to jump in head on when the situation demands it.
Comments
Wall strafing should be removed on the merit that it <i>looks stupid.</i> I know thats a horrible way to make decisions, but come <i>on.</i>
Bunny hopping I'm partial to. But the main reason I dislike it is it allows a skulk to basically attack a marine in a head on situation if he 'hones' his bunny hopping skill to a certain degree. Not that theres anything wrong with this, but it honestly takes away from the gameplay of the skulk - they shouldn't be attacking head on, they should be waiting on the ceiling/vent/corner/ditch to pop out and attack when players are least expecting it. So my #1 reason for removing bunny hopping is that it alters the gameplay of a 'class' in a way that is encouraged to be played in an opposite manner.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Well an alien bhopping is countered by an increased skill in aiming and movement on the part of the marine, and the knowledge of maps and game mechanics that helps the marine know where a safe distance is and where is not. If an alien is skilled enough to close greater distances quicker, then I don't find it incredibly flawed that the marine must also have become better to be able to deal with that.
You're refering to when someone skilled show up on a public server and bunnyhop down countless less experienced and skilled players. While this is a "problem" it is about as big a problem as a skilled player in CS being able to headshot four less skilled players while they randomly spray and miss with their AKs.
If player Skulk hones his skill to the degree that he can close distance to a marine faster, then player Marine has to hone his skills to the degree that his aim off-sets the advantage gained by player Skulk. If player Marine can't then he comes to whine on the forums and asks for player Skulk to get nerfed. GG.
Should do the same thing about Jump scripts as they did in Tribes 2/3
Hold down the space bar = continous jumping.
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<!--quoteo(post=1598397:date=Jan 13 2007, 08:49 PM:name=1stdayplaying)--><div class='quotetop'>QUOTE(1stdayplaying @ Jan 13 2007, 08:49 PM) [snapback]1598397[/snapback]</div><div class='quotemain'><!--quotec-->
On an unrelated note: <!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro-->BTW, MARINES CAN'T BHOP, GG MORONS.<!--colorc--></span><!--/colorc--><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://icons.imeem.com/sHaMI5c_.jpg" border="0" alt="IPB Image" />
<a href="http://www.own-age.com/vids/mirrors.aspx?id=2846&dlmirror=3865" target="_blank">http://www.own-age.com/vids/mirrors.aspx?i...p;dlmirror=3865</a>
<!--quoteo(post=1598402:date=Jan 14 2007, 05:10 AM:name=GreyFlcn)--><div class='quotetop'>QUOTE(GreyFlcn @ Jan 14 2007, 05:10 AM) [snapback]1598402[/snapback]</div><div class='quotemain'><!--quotec-->
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<img src="http://icons.imeem.com/sHaMI5c_.jpg" border="0" alt="IPB Image" />
<a href="http://www.own-age.com/vids/mirrors.aspx?id=2846&dlmirror=3865" target="_blank">http://www.own-age.com/vids/mirrors.aspx?i...p;dlmirror=3865</a>
<!--QuoteEnd--></div><!--QuoteEEnd-->
A quote from the above link.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Second: Marines can't bunnyhop. If you jump twice without pausing in between when you're a marine, you'll lose speed in a way similar to the way you lose speed when you jump in CS.</b><!--QuoteEnd--></div><!--QuoteEEnd-->
Marines have the advantage of range in a head to head encounter (open room or hallway) as they should, but skulks should still have a chance in that encounter - what about when you have to assault the phase gate or a marine building an rt? Most good players will ambush given the choice, but won't hesitate to jump in head on when the situation demands it.
<img src="style_emoticons/<#EMO_DIR#>/asrifle.gif" style="vertical-align:middle" emoid="::asrifle::" border="0" alt="asrifle.gif" /> <img src="style_emoticons/<#EMO_DIR#>/skulk.gif" style="vertical-align:middle" emoid="::skulk::" border="0" alt="skulk.gif" />