Marines jump
cartmaan
Join Date: 2012-09-12 Member: 159127Members
Marines jump needs to be nerfed, it is so easy for marines just to bunny hop and avoid contact with skulks, if you are planning on not changing this give skulks their old bite range back.
A marines jump should be the height it is the now for first jump and for teh next 10-15seconds be half height so they are unable to clear the skulks.
Also camera on aliens especialy should refelct where the edge of the model is instead of sitting somewhere you think you are safe for a part of the aliens body to be sticking out with no indication until you've been shot
The sound of the marines nee dto be changed so you can actualy hear marines as they walk/jog.
A marines jump should be the height it is the now for first jump and for teh next 10-15seconds be half height so they are unable to clear the skulks.
Also camera on aliens especialy should refelct where the edge of the model is instead of sitting somewhere you think you are safe for a part of the aliens body to be sticking out with no indication until you've been shot
The sound of the marines nee dto be changed so you can actualy hear marines as they walk/jog.
Comments
Let me throw a punch.
Give us Bhop for marines!
NS1 was based off the half life engine while NS2 has it's own, I believe.
<!--quoteo(post=1982193:date=Sep 23 2012, 11:06 PM:name={LoC}Blue_Leader)--><div class='quotetop'>QUOTE ({LoC}Blue_Leader @ Sep 23 2012, 11:06 PM) <a href="index.php?act=findpost&pid=1982193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was Marines Bunnyhoping an issue in NS1? If so, what fixed it?<!--QuoteEnd--></div><!--QuoteEEnd-->
NS2 doesn't have bhop at all. The thing people are misleadingly calling bhop is some jump spam that doesn't have even remote connection to the bhop that existed in NS1 and Goldsrc games.
NS1 allowed marines to gain speed through Goldsource engine bunnyhop mechanics, but limited the chained jumps to two (or even one) in most situations. In practise this meant that actual constant bunnyhop was impossible in most cases. Marines could execute some momentarily dodge jumping, but continuous travel or any long term escape through jumping was next to impossible as long as players were even remotely equal in skill. Solid netcode, high performance, good and highly reliable collision detection, highly precise skulk movement allowed aliens still to respond to any kind of dodging the marine did.
Some people didn't particularly like the jump dodge animation and such, but I believe it was highly beneficial for the gameplay - at least when both the skulk and the marine were somewhat similar in terms of skill.
As far as I've understood, NS2 has a bit weird collisions between the players, low FPS on many CPUs and the skulk isn't as agile or responsive as it was in NS1. These make NS2 jump spamming more effective than it ever should be. In short, the combination of how NS2 works in terms of alien movement, melee combat, collisions and performance makes jumping a much more effective when mindlessly spammed.
So yeah, NS1 didn't have any particular problem with bhopping marines. NS2 may have a problem with jump spam, but not with bunnyhop because no such thing exists in vanilla NS2.
perhaps a marine shouldnt be able to jump for a time after being bitten, or there should be a fairly long cooldown on jumping, im talking in the realm of 5 seconds.
Neither are positive benefits for gameplay.
To be honest, I doubt the marine will be given any satisfying combat movement. It's probably barely on their radar and would require a lot of work, especially for a team who doesn't really play competitively or know how to use the NS1 marine jump in the first place. They'd practically be working blind.
Neither are positive benefits for gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->
It wouldn't be any more frustrating for marines than trying to catch a jumping marine as a skulk is right now.
Marines aren't supposed to be mobile. 1v1 basic marines are supposed to lose against a skulk 90% of the time. Thats how the game is balanced. There should be no rambos on the marine team. If you want that, the call of duty series is perfect for you.
Lowering marine combat mobility would make more important the RTS aspect of the game and would encourage teamwork.
Alien advantage being speed and marine advantage being range (and therefore cover) doesn't make sense to you?
If skulks > marines at melee range then marines can have as much movement as they want.
Do you not agree that the simple act of tapping your spacebar has way more of an affect on gameplay than it rightly should?
Do you not agree that the simple act of tapping your spacebar has way more of an affect on gameplay than it rightly should?<!--QuoteEnd--></div><!--QuoteEEnd-->
Please provide video evidence of pogosticking.
Otherwise, kindly stop using so much lighter fluid on the campfire.
This sounds like a good idea.
Don't get me wrong, I think there should be a skillful movement-mechanic for marines too. So they have at least a chance to avoid one or two skulk bites. But it shouldn't be easy spam-able. (I wouldn't say it was in 219.) You should have to time the jumps right. Something like a cooldown of 1 second may be more than enough. Make it so, that there is skill needed to pull it off. With the new bite-range we should think about balancing the jumping again.
To the topic of skulk-legs looking out of vents. This isn't an easy problem. The camera is at the center of the skulk model right now, instead at the mouth. I suggested changing the camera position a while ago. Because it is no difference between having the skulk-head stick into a wall or the skulk tail. Also, if the camera is not in the center of the model, you would move your butt much more when turning. (Like a cat that is attacking. It walks sideways.) That would probably need new animations to look good. I'm not sure how much work it is. But I think it would be worth the effort after 1.0.