Bunnyhopping marines = invincible.

jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
edited May 2011 in NS2 General Discussion
It appears you can't hurt a marine that's bunnyhopping. I know I just ruined the game for the next 2 weeks, but I just came off a server where a single bunnyhopping marine managed to singlehandedly kill our hive with 4 skulks biting at his feet. Either marines need some sort of mid-air hit detection tweak or you need to make them only able to jump once every 10 seconds or so. Heading back into another server to test more.
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Comments

  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    Well, I would like to test some more. . . but the only server in this hemisphere with players on it is bugged out and says "too many players" on the alien team when there's only 1 of those zero ping glitched dudes on it.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    what is bunnyhopping for you?

    The classic definition is a complicated way of using jumps and turns to gain more speed than normaly possible in quake engine based games.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    I think he just means jumping around erratically.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    edited May 2011
    @Asraniel: Depends on which game defined it for him. In NS1/HL it might be the one you mention, in BF2 it's just jumping around like a kangaroo.

    Also remember jumping currently allows full air movement, so there's no way for the skulks to predict where did a jumping marine go.

    Solution: add a cooldown for jumping, similar to the Skulk's leap cooldown. Maybe also try adding jump inertia in a build, just to see how it works.
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    I like that there is some element of skill involved in marines defending themselves from melee attackers. The current jumping mechanics don't give jumpers any speed boosts or mid-air direction changes, so letting a marine jump around isn't conferring a HUGE advantage.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    @Rokiyo: Actually, afaik, they do. Unless something changed during the latest builds and I didn't notice it, you can influence the jump trajectory by turning.
  • NurEinMenschNurEinMensch Join Date: 2003-02-26 Member: 14056Members, Constellation
    No cooldown on jumping please. Movement is a big element of NS.
  • SkieSkie Skulk Progenitor Join Date: 2003-10-18 Member: 21766Members, NS2 Playtester, Reinforced - Shadow
    Well then your team's skulks were worthless. Leap-bite always works on those fellows.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    Was this in 176, with the melee prediction fixed?
  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    I never had problems, but I havent tested 176 yet, maybe its a problem in that build?
    But usually, as long as the skulk either jumps as well, it will hit. If you still have problems, try to go around the hive in opposite direction to rine, so you will collide with him straight on.
    A tactic that always work is leap+bite, but I think it might be hard with 3 other skulks blocking your access to the rine (as you said it was 4 clinging on him at the same time).
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo(post=1843982:date=May 5 2011, 12:52 AM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ May 5 2011, 12:52 AM) <a href="index.php?act=findpost&pid=1843982"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->but I think it might be hard with 3 other skulks blocking your access to the rine (as you said it was 4 clinging on him at the same time).<!--QuoteEnd--></div><!--QuoteEEnd-->That's a fair point.

    I actually find it more difficult to hit a marine that is being attacked by another skulk, because the other skulk keeps getting in the way.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1843961:date=May 4 2011, 08:03 AM:name=NurEinMensch)--><div class='quotetop'>QUOTE (NurEinMensch @ May 4 2011, 08:03 AM) <a href="index.php?act=findpost&pid=1843961"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No cooldown on jumping please. Movement is a big element of NS.<!--QuoteEnd--></div><!--QuoteEEnd-->
    As per the Design Decisions Log, Aliens are to have skill-based movement, Marines are not.
  • lazylazy Join Date: 2005-07-23 Member: 56631Members
    <!--quoteo(post=1844014:date=May 4 2011, 07:26 PM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ May 4 2011, 07:26 PM) <a href="index.php?act=findpost&pid=1844014"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As per the Design Decisions Log, Aliens are to have skill-based movement, Marines are not.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This does not mean marines' movement should be crippled.
  • jkflipflopjkflipflop Join Date: 2010-10-13 Member: 74423Members
    edited May 2011
    True, true. Looking back on it I guess this could have been all of us biting each other and essentially blocking bites. This was with the old 175. But it only takes 3 bites at the start of a match to kill a rine, and we were all biting at his feet for a good while as he hacked the hive to death from 100% all the way down to 0 without dying. He knew what he was doing, too since he just straight rushed the hive from the get-go while all his other buddies were doing other things.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1844015:date=May 4 2011, 01:28 PM:name=lazy)--><div class='quotetop'>QUOTE (lazy @ May 4 2011, 01:28 PM) <a href="index.php?act=findpost&pid=1844015"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This does not mean marines' movement should be crippled.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Didn't say that.
  • CerebralCerebral Join Date: 2003-06-25 Member: 17689Members
    There is no such thing as bunny hopping in NS2. I'm not trying to start another argument thread but by definition it's true.
  • QuovatisQuovatis Team Inversion Join Date: 2010-01-26 Member: 70321Members, NS2 Playtester, Squad Five Blue
    There does seem to be a problem. I noticed this too. I just jump constantly and 4+ skulks took a good 15 seconds to take me down...I axed 2 of them. Hopefully implementing stamina will fix this (as well as the infinite sprinting issues).
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1844036:date=May 4 2011, 11:17 AM:name=Cerebral)--><div class='quotetop'>QUOTE (Cerebral @ May 4 2011, 11:17 AM) <a href="index.php?act=findpost&pid=1844036"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is no such thing as bunny hopping in NS2. I'm not trying to start another argument thread but by definition it's true.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It was melee prediction lag, fixed in patch.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    the melee prediction was more for the fade/axe and not for the skulk, so i doubt that changes anything.

    By the way, there is no bug in the skulk bite right now (extensive tests have been done), but there are two "problems".

    First, the skulk bitebox is quite "small". its realistic if you look at it (you can activate the new tracers to see it), but in close combat with a moving marine, it can be hard to hit (especially because you don't bite a big hitbox, but the actual model, and often you will just bite between the legs and arms, and there is nothing there).
    The second problem is when the server tickrate gets low, the marine almost never is where you bite. That combined with the small bitebox is a problem.

    But the good news is, everything works as it should, its just some values that need to be adjusted
  • ZootZoot Join Date: 2011-01-21 Member: 78469Members
    After playing for about an hour last night the fade melee definitely seems improved...however i just can't seem to be effective as a skulk vs marines that jump around. I would like to see skulks (and maybe fades) get a slight speed boost to deal with jumpers and/or maybe the first bite a skulk lands would slow marine movement down for a second.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1844033:date=May 4 2011, 11:06 AM:name=KuBaN)--><div class='quotetop'>QUOTE (KuBaN @ May 4 2011, 11:06 AM) <a href="index.php?act=findpost&pid=1844033"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Didn't say that.<!--QuoteEnd--></div><!--QuoteEEnd-->

    And yet that's what UWE has been doing since they slowed marine backward movement speed.
  • VicVic Join Date: 2010-11-20 Member: 75106Members
    edited May 2011
    Air movement for marines still remains an issue for skulks. Due to their low profile and the bite anim, a jumping marine will easily get out of their sight, especially when he can turn midair and land where the jump started or somewhere sideways, instead of the predicted 2 meters ahead.

    As a sidenote, I find it quite strange that marines will get a form of crowd control (melee throw). I was expecting aliens to get something like that (a la the tail sting from Alien vs Predator games), or at least a damage bonus when landing a successful leap on a marine (again a la AvP 2).

    EDIT: One more thing, NS1 had a really nice disorienting camera shake when as a marine you got bitten/hit by a skulk/fade. How come that didn't return to NS2?
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    NS1 had slowed marine backwards speed and delays after jumping, and that worked alright?

    Anyway, if it was in 175 I'm not really surprised, I repeatedly won encounters with fades and skulks by using the mighty circlestrafe technique (and a shotgun).
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    <!--quoteo(post=1844079:date=May 5 2011, 06:29 AM:name=Align)--><div class='quotetop'>QUOTE (Align @ May 5 2011, 06:29 AM) <a href="index.php?act=findpost&pid=1844079"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->NS1 had slowed marine backwards speed and delays after jumping, and that worked alright?

    Anyway, if it was in 175 I'm not really surprised, I repeatedly won encounters with fades and skulks by using the mighty circlestrafe technique (and a shotgun).<!--QuoteEnd--></div><!--QuoteEEnd-->
    True... Bringing back that little slowdown after jumping might balance things out a bit.

    And yes, circle-strafing alone without jumping seems to defeat most enemies, be they skulks or shotgun wielding marines.
  • SeraphaceSeraphace Join Date: 2011-04-26 Member: 95644Members
    I've found that you can't run and jump with marines, and jumping while running with skulk seems bugged too. I don't think it's just me, but I find I have to stop running to jump, then resume running. Seems very odd.
  • MyBallsMyBalls Join Date: 2010-07-15 Member: 72423Members
    I knifed a hive down by jumping with 3 skulks underneath me. On the alien side I found out that if I actually looked up and "aimed" at the center of the marine Id kill him. I beta tested this "theory" out several times. 60% of the time it worked every time... (sorry I couldn't resist)
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    edited May 2011
    <!--quoteo(post=1844168:date=May 5 2011, 02:04 PM:name=MyBalls)--><div class='quotetop'>QUOTE (MyBalls @ May 5 2011, 02:04 PM) <a href="index.php?act=findpost&pid=1844168"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the alien side I found out that if I actually looked up and "aimed" at the center of the marine Id kill him. I beta tested this "theory" out several times. 60% of the time it worked every time... (sorry I couldn't resist)<!--QuoteEnd--></div><!--QuoteEEnd-->
    It was like this in NS1. Go look in the old NS1 Kharaa forums, there are still threads telling new skulks to aim their bites at the marine's genitals.

    EDIT: Also, lol @ "60% of the time it worked every time" :)
  • Raza.Raza. Join Date: 2004-01-24 Member: 25663Members, Constellation
    <!--quoteo(post=1844072:date=May 4 2011, 10:02 PM:name=Vic)--><div class='quotetop'>QUOTE (Vic @ May 4 2011, 10:02 PM) <a href="index.php?act=findpost&pid=1844072"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Air movement for marines still remains an issue for skulks. Due to their low profile and the bite anim, a jumping marine will easily get out of their sight, especially when he can turn midair and land where the jump started or somewhere sideways, instead of the predicted 2 meters ahead.<!--QuoteEnd--></div><!--QuoteEEnd-->

    I tested this today. The effect of air movement during jumping is so minimal that it can be ignored. If you press left or right during the jump, you'll move like 30 cm to the side. If you turn with the mouse, you pretty much end up where you started.
  • RulgrokRulgrok Join Date: 2007-04-04 Member: 60559Members
    Its not just marines jumping around. Something about skulk bite just really feels off in general. Only kills I was able to get was either while jumping and biting a jumping marine, or jumping and biting a standing marine. Ankle/crotch biting just didn't seem to recognize
  • McGlaspieMcGlaspie www.team156.com Join Date: 2010-07-26 Member: 73044Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Squad Five Gold, Reinforced - Onos, WC 2013 - Gold, Subnautica Playtester
    edited May 2011
    I have to agree with the OP (in the posts intent). I've come to loath the "Pogo Marine". It feels like the jumping screws with the hit reg/prediction and makes it much harder to land melee attacks. Also, it strikes me as utterly stupid that this Highly Trained, well equipped, badass Space Marine would start jumping like a crazed maniac when ever he gets into combat. I also like how the human-pogo stick doesn't miss a beat when he's trying to aim at stuff. Here is a little exercise for you, grab a gun (.22, BB gun, nerf darts, whatever), go outside and setup a target. Now, start jumping up and down like you've got PCP injected weasels trying to fly up your ass and see if you can get a single hit on the target. Mmm, let's say it is at 40 ft. away from you. Yeah, good luck with that.

    Yes yes, NS1/2 isn't about realism. I agree and understand that; however, I would assume that NS would include something resembling common sense.
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