Marine movement

DominingDomining Join Date: 2007-09-27 Member: 62452Members
Hi guys, I've just got done playing TF2 and sat there dumbfounded as my 40 hp soldier took 50 million years to get back to the resupply area. Oh how boring would that game be without rocket jumping!

Then I started thinking about NS2 and started banging my head against the wall. Sure you could always "book it", but wouldn't that mean that an alien could pop out from around any corner and turn you into chowder? FrustrationTM.

NS2 undoubtedly needs double jumping and maybe even grenade jumping to some extent. Another cool thing would be to make marines jumping from lower ground to higher ground getting 2 free bunnyhops, so if you keep alternating from lower ground to higher ground, you can keep your bunnyhop going and move at 1.75x speed the whole time if you're good at it. Maps could be designed around this feature and and oh man, I just creamed my pants.

Comments

  • afratnikovafratnikov Join Date: 2003-08-05 Member: 18931Members
    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Hi guys, I've just got done playing TF2 and sat there dumbfounded as my 40 hp soldier took 50 million years to get back to the resupply area. Oh how boring would that game be without rocket jumping!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Just suicide, and wait out the 10sec (or whatever) re-spawn timer! I bet your favorite classes are soldier, scout, and demo, since these are the only ones that allow extensive air movement. Fortunately there are plenty of classes to fit a variety of gameplay (and i hope NS2 will be similar in that regard).

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Then I started thinking about NS2 and started banging my head against the wall. Sure you could always "book it", but wouldn't that mean that an alien could pop out from around any corner and turn you into chowder? FrustrationTM.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Are you referring to marine sprinting? Yes, you would be vulnerable when sprinting, but with 40hp you might as well take the chance!

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->NS2 undoubtedly needs double jumping and maybe even grenade jumping to some extent. Another cool thing would be to make marines jumping from lower ground to higher ground getting 2 free bunnyhops, so if you keep alternating from lower ground to higher ground, you can keep your bunnyhop going and move at 1.75x speed the whole time if you're good at it. Maps could be designed around this feature and and oh man, I just creamed my pants.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sure, let's have the HA train grenade-jump to the hive, then start bunnyhopping faster than walking skulks while filling them with HMG lead!!! That would be awesome! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
    Leave the acrobatics to the aliens. Let skulks b-hop, leap, double jump, and all the rest, but keep the marine movement simple and familiar to new NS2 players.

    After NS2 is released, mods could easily bring the NS1 marine-acrobatics back. However, the average FPS players would be overwhelmed by complexity of NS1 air control.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    <!--quoteo(post=1664187:date=Dec 15 2007, 10:38 PM:name=afratnikov)--><div class='quotetop'>QUOTE(afratnikov @ Dec 15 2007, 10:38 PM) <a href="index.php?act=findpost&pid=1664187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just suicide, and wait out the 10sec (or whatever) re-spawn timer! I bet your favorite classes are soldier, scout, and demo, since these are the only ones that allow extensive air movement. Fortunately there are plenty of classes to fit a variety of gameplay (and i hope NS2 will be similar in that regard).<!--QuoteEnd--></div><!--QuoteEEnd-->
    Yea, if the respawn time was 10 seconds, that'd be great. But its actually more like 18-25 secs.

    I actually prefer sniper, then scout. (scout because it doesn't take 5 minutes to get in the action and snipers because you can rack up 20 headshot kills on a dime) I play soldier solely because I'm one of the best.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Are you referring to marine sprinting? Yes, you would be vulnerable when sprinting, but with 40hp you might as well take the chance!<!--QuoteEnd--></div><!--QuoteEEnd-->
    Meh, frustration guaranteed or your money back! I can't imagine sprinting being terribly useful seeing how you're going to have to make a stop every 2 feet or so to check your doorways.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Sure, let's have the HA train grenade-jump to the hive, then start bunnyhopping faster than walking skulks while filling them with HMG lead!!! That would be awesome! <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
    Thats ridiculous, heavies are well.. too heavy! Source physics.. hell you don't even need source physics. In NS you can't double jump even if you have a welder in your inventory.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Leave the acrobatics to the aliens. Let skulks b-hop, leap, double jump, and all the rest, but keep the marine movement simple and familiar to new NS2 players.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Mastering marine movement should by no means be critical to being a marine, but it should set apart the new and the seasoned enough by how fast they can get in to the action.

    <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->After NS2 is released, mods could easily bring the NS1 marine-acrobatics back. However, the average FPS players would be overwhelmed by complexity of NS1 air control.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Players don't learn it as soon as they get into NS. Look at NS 2.0! It still managed to be a big hit for a HL1 mod and it included the hardest forms of air control in games. Quake is a big hit and it has extremely complicated air control as well. You don't force new players to learn in by not making it vital in any areas. However, it'd occupy you enough just so you could keep your mind off of the same segment of the same boring hallway for the 5th time.
  • TiletronTiletron Join Date: 2004-08-27 Member: 30955Members
    I'd prefer something more practical that compares to soldiers of today, like being able to clamber over low walls or performing a jumping-roll ot of the way of a rocket or grenade.
  • pSyk0mAnpSyk0mAn Nerdish by Nature Germany Join Date: 2003-08-07 Member: 19166Members, NS2 Playtester, Squad Five Silver, NS2 Community Developer
    edited December 2007
    Although I like the pace of ns in general and the marines I think the most important thing regarding marine movement is to me:

    No. More. Crackjumping.

    Please, it's just so goddamn annoying and gets even more frustrating with ping/connection issues.
  • HeskeyHeskey Join Date: 2005-07-31 Member: 57246Members
    <!--quoteo(post=1664179:date=Dec 15 2007, 08:59 PM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Dec 15 2007, 08:59 PM) <a href="index.php?act=findpost&pid=1664179"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi guys, I've just got done playing TF2 and sat there dumbfounded as my 40 hp soldier took 50 million years to get back to the resupply area. Oh how boring would that game be without rocket jumping!

    Then I started thinking about NS2 and started banging my head against the wall. Sure you could always "book it", but wouldn't that mean that an alien could pop out from around any corner and turn you into chowder? FrustrationTM.

    NS2 undoubtedly needs double jumping and maybe even grenade jumping to some extent. Another cool thing would be to make marines jumping from lower ground to higher ground getting 2 free bunnyhops, so if you keep alternating from lower ground to higher ground, you can keep your bunnyhop going and move at 1.75x speed the whole time if you're good at it. Maps could be designed around this feature and and oh man, I just creamed my pants.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Gotta say, I really don't like it.

    They're not making Project Reality here; but they're not making Time Crisis either; why can't people just walk?
Sign In or Register to comment.