Do Something About The Exploiters!
gizm0
Join Date: 2005-01-18 Member: 36353Members
With "exploiters" I mean bhoppers. Imo bhopping is exploiting because it's something that isn't meant to be done, and it's unfair. Some people say it's a feature in HL's (primitive) physics engine, but it's not. I don't think they made such a "feature" on purpose. It's simply about taking advantage of a little flaw in the engine. Now, I know some of you will disagree with me, because you have already acquired the "skill" (of exploiting) with hard practise. Well, I have to confess that I'm a sinner too, I also use bhopping. I find it hard not to use, since some many other players use it. Yet, I think it should be removed.
Comments
Now I just don't care either way, even though I still can't bunnyhop to any seriously useful degree.
Read and learn.
quake one engine, which hl1 and therefore NS is based off of, left air-control in on purpose. Because with two movement speeds, you only have two different jump lengths. Real life doesn't have that limitation, because we can have virtually infinite different run speeds, and therefore different jump lengths and heights.
Also, it provides another piece of skill, something else to learn, which helps add longevity to the game. It's something else to learn, making the game take longer to master. Which makes players stick around longer, and makes the mod more popular.
Besides, Flayra said it's "in character" fo aliens to bhop. Sooooo, i don't think it's coming out. i'd recommend learning to like it, but that's your decision.
Seeing that 'exploiter' rings very close to 'cheater' to many people, I'd appreciate if you didn't call bhoppers so.
the only time id be alright without it being removed is if the skulks running speed is raised to 530 without cel and 650 with cel (i hit those with bhop)
if not, leave it in.
If they wanted to fix it they could with ease.
They haven't, so it is therefore not classified by them as an exploit.
that's not what I said though. I said "I've seen", meaning that in some instances, yes, the entire game was dependent on a bunnyhopping skulks. And I'm pretty sure other people have witness like events. (such as 3 marines vying for a strongpoint or choke hold and lost it due to a bunnyhopping skulk whom would have otherwise, never made it down the hall alive).
Or just learn to counter it correctly.
Not really. The aliens aren't stupid, and they're very agile. Makes sense they would bounce all over the place instead of running in a straight line towards a guy with a machine gun.
Or just learn to counter it correctly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&:0--><img src='http://www.unknownworlds.com/forums/html/emoticons/wow.gif' border='0' style='vertical-align:middle' alt='wow.gif' /><!--endemo--> how
1) <a href='http://www.knifegaming.com/roster/fana104.zip' target='_blank'>Get good crosshairs.</a>
2) Place crosshair on alien.
3) Hold down mouse1 until dead.
4) Repeat Step 3 as neccesary.
Works *every* time.
Not really. The aliens aren't stupid, and they're very agile. Makes sense they would bounce all over the place instead of running in a straight line towards a guy with a machine gun. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
<!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> theese guys look like they'd run really fast... and they do run pretty fast,I'm just saying it looks kinda silly that this killer thing with BLADES for limbs... hops around like a little bunny, thats all.
The incident I described was actually based on my account as a skulk, I was the one who was bhopping and the marines (who should have killed me) could not kill me. I ended up killing all 3 and because of that, directly or indirectly, they lost all chances of winning.
You should not automatically assume that because of the nature of my post, I do not know how to bhop. Just because I can, does not mean I agree with it.
as for countering, it can be done, but more often then not, is near impossible. Why do I say this? Consider the following:
Mappers create certain choke points/map areas that are either pro-skulk (tight corners, tight areas), pro-marine (wide open spaces, long corridors) or a combination of both. Thus, if a mapper designed an area to be pro-marine, but yet a skulk can traverse said area as if it were pro-skulk, then that is a SERIOUS tactical imbalance to both the map and gameplay. Suddenly all areas of the map become pro skulk, and areas where marines would normally dominate become areas of struggle and areas where skulks would normally dominate become areas of slaughter.
So although, yes, it is counterable, in some instances, whether counterable or not, it seriously imbalances gameplay.
p.s. and no, most mappers do *not* design maps with bunnyhopping in mind, for if they did, they would not be maps playable on most public servers and would probably see exclusive CAL use only.
Wether or not Flayra has actually said this, I can't help but to disagree. Just the sheer sight of a skulk heading in my direction hopping up and down like a jojo makes me stare at it's redicule. It looks just plain stupid, and is very counter-productive for the 'scary' atmosphere which NS supposedly has. It would be in the best interest of this modification to actually look at this when the developers have time to spare.
that's not what I said though. I said "I've seen", meaning that in some instances, yes, the entire game was dependent on a bunnyhopping skulks. And I'm pretty sure other people have witness like events. (such as 3 marines vying for a strongpoint or choke hold and lost it due to a bunnyhopping skulk whom would have otherwise, never made it down the hall alive). <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
When you say "Some bunnyhopping skulks" you really should note that the skulks skill rather than bunnyhopping itself is the problem. I personally have chowed through 5 marines in a row, and I have been butchered along with 3 skulks by one lmg marine. Its really a matter of skill, because they had plenty of time to shoot, the only factor was their aim and the skulks skill. Bunnyhopping is a skill, and without leap it is a method for evening the odds with the ranged ability of the marines. I may be wrong, but thats how I see it.
Wether or not Flayra has actually said this, I can't help but to disagree. Just the sheer sight of a skulk heading in my direction hopping up and down like a jojo makes me stare at it's redicule. It looks just plain stupid, and is very counter-productive for the 'scary' atmosphere which NS supposedly has. It would be in the best interest of this modification to actually look at this when the developers have time to spare. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
He did say it. Check Dragon_Mech's link on the last page.
BHopping is fine, and as Isa said- its easy to predict.
The onos is the only one that looks stupid bhoppin. The gorge always looks stupid
In renegade's example the problem really is skill differential, assuming no hitbox/lag. You should be exhilarated to finally experience something like this. hahaha
Mappers create certain choke points/map areas that are either pro-skulk (tight corners, tight areas), pro-marine (wide open spaces, long corridors) or a combination of both. Thus, if a mapper designed an area to be pro-marine, but yet a skulk can traverse said area as if it were pro-skulk, then that is a SERIOUS tactical imbalance to both the map and gameplay. Suddenly all areas of the map become pro skulk, and areas where marines would normally dominate become areas of struggle and areas where skulks would normally dominate become areas of slaughter.
So although, yes, it is counterable, in some instances, whether counterable or not, it seriously imbalances gameplay.
p.s. and no, most mappers do *not* design maps with bunnyhopping in mind, for if they did, they would not be maps playable on most public servers and would probably see exclusive CAL use only. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
You're missing the whole, "no marine worth being in a clan would get killed by a single skulk bunnyhopping down a long hallway." No seriously, it's only effective against people who don't see it all the time. Clanners expect to see it, so they can kill bunnyhoppers as easily as you can kill a skulk just running at you. So no, bunnyhopping isn't the massive-imbalancer-that-makes-all-games-fall-to-the-aliens that you think it is. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
And you can't design a map with bunnyhopping in mind. That's like trying to design a map with leap in mind. Alien movement can only be described as random and fast; planning for specific bunnyhop paths is both timewasting and futile.