Marines And Bunny Rabbits

FrahgFrahg Join Date: 2002-12-03 Member: 10432Members, Constellation
<div class="IPBDescription">Too much or Fine the Way it is?</div> Marines seem a lot like bunny rabbits to me. Whenever a skulk comes trapzing down the hallway they start bouncing around trying to avoid their prey. Which works surprisingly well because the skulk is forced to look up to hit the marine and before you know it they're watching the ceiling and have lost track of their target. Meanwhile, the marine has continued to fill them full of lead. Also, the bouncing will cause the skulk to run underneath the marine and because the marine has god-like balance he can just run across the back of the skulk without falling over.

To me, marine hopping (not unlike CS) has gotten out of hand. If a marine jumps around they should have their aim go to hell, and they should definately get tired when they jump constantly for a minute straight. Also, if a marine jumps on top of a skulk they should fall down and knock the skulk down with them (you're jumping onto a moving creature and not to ride it either--you'd fall). Jumping over an attacking prey just because your bounding box lets you isn't right at all.

Do you believe that marine hopping has reached an excess? Or do you believe it's fine the way it is? Why?
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Comments

  • Hozart1Hozart1 Join Date: 2002-12-14 Member: 10820Members
    Bunny hopping is extremely lame, even I do it. The whole, "slow down when walking backwards" thing doesn't work when your bunny hopping. But thats typically how most people kill skulks nowadays, or the most skilled players. IMO, if jumping was removed entirely, that's fine by me.
  • ZerglinZerglin Join Date: 2002-12-13 Member: 10754Members
    Oh great, first crouching and now jumping...
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    True a bunny hopping marine is a harder one to take down with bite attacks, but I can appreciate the challenge. I usually counter by doing some jumping of my own or by trying to anticipate their moves.

    Poor marines are practically crippled when they try to backpedal.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    A stamina system similar to firearms would not be the worst, but it would allready help a lot if marines would get hitboxes at their feet :o).
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    The silent travelling while bunnyhopping and the fact that bunny hopping is the best way to fight a skulk at close range are two things that really do spoil the atmosphere NS.

    BlueGhost
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    I've noticed that i can't hear HA footsteps. And that's just ridiculous.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    Might want to file a bug report on that one. Heavy marines should make even louder footsteps than usual.

    Another bug I noticed is that pistols tend to cause aliens to dissipear when killed by them.

    Tried reporting this on the bug report forum but the post vanished <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo-->
  • Troll_InvestigatorTroll_Investigator Join Date: 2002-11-12 Member: 8317Members
    Bunnyhopping marines are out of control, especially the ones that use scripts to crouch as soon as they jump, making it virtually impossible to bite them. its a bug, and it needs to be fixed.
  • DArtagnanDArtagnan Join Date: 2002-12-22 Member: 11336Members
    edited December 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've noticed that i can't hear HA footsteps. And that's just ridiculous. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not necessarily.

    The lack of footsteps is because of their slow movement rate, right? I always assumed that, probably because moving in a walk instead of a run kills your footsteps. Now as for a truly "heavy" marine, there's no need for him to make louder footsteps unless he is exerting a greater force on the ground (that force gets converted to sound energy.) F=ma. Acceleration is due to movement speed. As long as the reduction in speed affects force significantly more than the change in mass increases force, there should be no problem in having silent heavy marines.
  • geldonyetichgeldonyetich Join Date: 2002-11-01 Member: 2537Members
    edited December 2002
    600 lbs of servo enhanced nano-steel should make some sound when your moving around with it.

    Eh, it's generally not too much of an issue because those marines are relatively slow anywho. They're not sneaking up on anybody.
  • OWAOWA Join Date: 2002-12-22 Member: 11322Members
    well on the other side of the coin: if a small vicious alien intent on feasting upon your spleen leaps at you, would you jump out of the way?
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    The problem ist not the jumping/duck-jumping. The problem is, as a skulk you are hardly able to hit the marine while he is jumping and because of the hitbox thing mentioned in another thread while duck-jumping.
    IMHO no marine without heavy armor should be able to survive the attack of a skulk in close combat or the skulk combined with the very slow alien respawn will be absolutely useless.
  • DArtagnanDArtagnan Join Date: 2002-12-22 Member: 11336Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 600 lbs of servo enhanced nano-steel should make some sound when your moving around with it.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Even if you're moving reeeealy reeeealy slow-like? (And that's the technical description) <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->

    I agree, it is somewhat strange, I was just trying to validate it somehow...

    And you're right, your average heavy marine shouldn't exactly need to play ninja.
  • Paranoia2MBParanoia2MB Join Date: 2002-11-09 Member: 7832Members
    Lets give marines little water pistols so that they can give the skulks a quick bath before they get **obscenity** over. I swear to christ, get the **obscenity** over it. Marines are fine the way they -ARE-! If you can't kill a marine that is jumping..well..u just aren't that great. You can still bite at their feet. Some reason when marines jump. the hitboxes are a tad slower to move so you can hit the marine in midair by attacking the floor..so ya.

    The game is FINE it's PERFECT...with the exception of a few things..like fade exploit and blah blah blah

    sorry for the **obscenity** reply, i'm not in my best of moods right now...u know that feeling u get where u just dont care and want to kill everybody..or just kill yourself..ya..that's me right now
  • Rico1Rico1 NS Oldtimer Join Date: 2002-05-24 Member: 664Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IMHO no marine without heavy armor should be able to survive the attack of a skulk in close combat or the skulk combined with the very slow alien respawn will be absolutely useless. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    So basically, you're saying marines should'nt be able to kill skulks unless they had HA and HMG?

    Yeah, im sure those "elite" marines that can't even kill a level 1 alien will survive until they get heavy armor and heavy machine guns.

    Skulks are fine, Marines are fine, there is no issue here, just a difference in skill.

    If you can't kill a marine, then try again, and again, and again until you learn how to kill them.
  • Error404Error404 Join Date: 2002-11-19 Member: 9353Members
    I'm not the best marine but jumping usually makes the difference between dead or alive, theres no other way to avoid a skulk biting at your feet. Also, I don't have a problem with jumping marines as a skulk, usually manage to kill bunny hoppers anyway.
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    Bunny hopping is lame, and shouldn't be a part of any serious game.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--D'Artagnan+Dec 30 2002, 04:23 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D'Artagnan @ Dec 30 2002, 04:23 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've noticed that i can't hear HA footsteps. And that's just ridiculous. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Not necessarily.

    The lack of footsteps is because of their slow movement rate, right? I always assumed that, probably because moving in a walk instead of a run kills your footsteps. Now as for a truly "heavy" marine, there's no need for him to make louder footsteps unless he is exerting a greater force on the ground (that force gets converted to sound energy.) F=ma. Acceleration is due to movement speed. As long as the reduction in speed affects force significantly more than the change in mass increases force, there should be no problem in having silent heavy marines.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You are making some major mistakes in your semi scientific aproach.

    First of all the force on the ground you want to convert to "sound energy" is perpendicular to your movement direction. So it in no way affects the force on the ground. The force on the ground is affected by gravity (assuming you are in vacuum acceleration then will be same for ha and la marine, without vacuum ha marine acceleration will be bigger) and height of the foot "falling" down (and the force your leg uses to slow down this downward movement). All these factors (just a little reminder, your movement speed was none of those factors) accelerate your foot towards the ground which results your foot having a certain speed once he hits the ground. Now your a in your formula f=ma is the (negative) acceleration which stops your foot when it hits the ground.

    Second of all you fail to recognize that the material the ground and the shoes consist of plays a mayor part in how energy is converted into sound, heat, deformation... With the leather boots of a light armored marine for example most of the energy is converted to deformation and heat and only very few in sound, while the hardened boots of a heavy marine convert quite a big chunk of energy into sound.
  • DArtagnanDArtagnan Join Date: 2002-12-22 Member: 11336Members
    <!--QuoteBegin--Bigwig+Dec 30 2002, 05:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bigwig @ Dec 30 2002, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bunny hopping is lame<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    In the real world there are ways to evade the bite of oncoming creatures. Throwing up your arm to deflect, kicking, and so on. Since the earliest computer games, characters have had an uncanny ability to jump (think Mario, who has serious air: >three times his own height).

    I don't see why NS marines, who can only move, crouch, and jump, should be restricted from jumping. If it helps evade the bite, it is an evasive manouver and in my opinion, a valid one.
  • BeetlejuiceBeetlejuice Join Date: 2002-11-07 Member: 7542Members
    <!--QuoteBegin--{US-DF}Rico+Dec 30 2002, 05:28 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> ({US-DF}Rico @ Dec 30 2002, 05:28 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IMHO no marine without heavy armor should be able to survive the attack of a skulk in close combat or the skulk combined with the very slow alien respawn will be absolutely useless. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    So basically, you're saying marines should'nt be able to kill skulks unless they had HA and HMG?

    Yeah, im sure those "elite" marines that can't even kill a level 1 alien will survive until they get heavy armor and heavy machine guns.

    Skulks are fine, Marines are fine, there is no issue here, just a difference in skill.

    If you can't kill a marine, then try again, and again, and again until you learn how to kill them.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think the importaint part in the post you quoted was "CLOSE combat". Same way as no skulk can survive mid to long range combat against a la/lmg marine (simply because he can do no dmg at all over this distance). As long as skulk is trying to get into melee range: marine time, once skulk is in melee range: alien time. Now problem is with the low eye level of the skulks, the messed up hitboxes and bunnyhopping sometimes even in melee range it is marine time. But that is more a problem of fixing hitbox bugs (invincible marine feet) and MAYBE thinking about adding a stamina system rather than a balancing problem.
  • Ryse_SladeRyse_Slade Germany Join Date: 2002-12-22 Member: 11349Members, Constellation
    Agreed, Beetlejuice.

    I just try to imagine a human jumping/duck-jumping to avoid the bite of a dog... Skulks are not as small as a mouse.
  • NinjaBurgerNinjaBurger Join Date: 2002-11-25 Member: 9931Members
    <!--QuoteBegin--D'Artagnan+Dec 30 2002, 02:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (D'Artagnan @ Dec 30 2002, 02:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><!--QuoteBegin--Bigwig+Dec 30 2002, 05:37 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bigwig @ Dec 30 2002, 05:37 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bunny hopping is lame<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    I don't see why NS marines, who can only move, crouch, and jump, should be restricted from jumping.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    You are equating jumping with bunny-hopping. That's like comparing ringing a doorbell once with ringing the doorbell a hundred times in a row.

    Jump/ring once = appropriate action for a situation

    That other thing = completely inappropriate and annoying.

    Marines should have an Energy bar just like Aliens, and when they jump, it should sap their energy. Jump 10 times in a row, and they lose all their energy and have to walk around at a slow speed for a while. Like how Diablo II handles people who run everywhere all the time.
  • verboseverbose Join Date: 2002-11-25 Member: 9968Members, Constellation
    edited December 2002
    A bunny-hopping marine in HA can easily outpace a light marine running full-out. This is counter-intuitive, and disheartening when you're the light guy getting passed by the l33t's in their heavy armor.

    Perhaps jumping needs a "landing delay", such as the one implemented in CS 1.3 (version number?)? When you land from a jump, you're somewhat stunned for a half-second or so. You can't jump again, and your forward movement is hampered. In addition to effectively nerfing bunny-hopping, it's fairly realistic.
  • skulkswerenerfedskulkswerenerfed Join Date: 2002-12-11 Member: 10633Members
    <!--QuoteBegin--+Hozart++Dec 30 2002, 03:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (+Hozart+ @ Dec 30 2002, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Bunny hopping is extremely lame, even I do it. The whole, "slow down when walking backwards" thing doesn't work when your bunny hopping. But thats typically how most people kill skulks nowadays, or the most skilled players. IMO, if jumping was removed entirely, that's fine by me.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    please don't use bunny hopping randomly, its not the jumping backwards thing

    its strafing a direction and moving your mouse and repeat, I doubt you've done it before
  • skulkswerenerfedskulkswerenerfed Join Date: 2002-12-11 Member: 10633Members
    you guys don't get it, its not just about jumping and evasion

    when a marine jumps and gets bit, they get knocked back about 8 feet allowing for a easy skulk skill
  • RandomEngyRandomEngy Join Date: 2002-11-03 Member: 6146Members, Reinforced - Shadow
    edited December 2002
    <!--QuoteBegin--NinjaBurger+Dec 30 2002, 10:59 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (NinjaBurger @ Dec 30 2002, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Like how Diablo II handles people who run everywhere all the time.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    May seem a bit nitpicky, but this just caught my eye. Having played for too much D2 than was healthy for me, I can tell you that you should hardly ever run out of stamina unless you're under level 5 or something. (even if running everywhere constantly)

    Anyway, about the whole bunnyhopping thing, I like it. Rewards players with skill and all that. I think it works from a gameplay standpoint, which is the main concern in any mod. I would really begin to hate NS if it put in some lame CS jumping system or a stamina bar.
  • ICha0sIICha0sI Join Date: 2002-06-13 Member: 763Members
    nice idea that would own if they fell over or got tired
  • Rico1Rico1 NS Oldtimer Join Date: 2002-05-24 Member: 664Members
    edited December 2002
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> think the importaint part in the post you quoted was "CLOSE combat". Same way as no skulk can survive mid to long range combat against a la/lmg marine (simply because he can do no dmg at all over this distance). As long as skulk is trying to get into melee range: marine time, once skulk is in melee range: alien time. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Have you seen the NS maps? If you have, you would realize that most maps dont *have* any long areas where marines can attack skulks from a distance. How many times has anyone ever killed a skulk before it gets near melee range? I would say, from what i see in most servers, 1 out of 15.
    So, by doing this, you would remove any chance of marine survival in the first minutes of the game. Take also into account the HUGE difference in running speed between a skulk and a marine, not to mention marine speed gets HALVED when running backwards. Oh, and don't forget, the often overlooked ability of skulks to climb on walls...

    Most skulks take around 2 or maybe 3 seconds at most to close in on its target and attack, good skulks can do it in even less. This is all not taking into account the fact that a good skulk stalks its prey, it hides and then drops on it and attacks after falling right next to it.Do you really think its fair for a marine to have 2 secs chance of killing a skulk and then get ready for their doom?

    No, if you ever played against good players you know skulks are a deadly class, of course, as any other weapon, if used correctly.
  • NessNess Join Date: 2002-12-17 Member: 10935Members, Reinforced - Onos
    Do you realise the skill it must take to hit a small moving target that can climb up walls and leap at you when your hopping while looking left and right? Good luck with it.
  • reborebo Join Date: 2002-11-01 Member: 2734Members
    Yey take away any sort of skill to marines movement.

    OMG MUMMY I CANT HIT HIM MAKE HIM STAND STILLL AND UNABLE TO AIM PLEAAAAASEEEE.
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