Anyone Else Annoyed With The Bunnyhopping Marines?

MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
edited August 2003 in NS General Discussion
A stereotypical woman is in her kitchen. A mouse comes in. Terrified, she begins hopping from foot to foot screaming bloody murder and hops onto a stool.

A skulk approaches a bunch of marines. They're terrible marksmen, or the skulk is really good, and they miss with most of their shots. The skulk closes. The marines scream, hitch up their skirts, and begin hopping around. It is incredibly difficult to catch a marine that is playing hopskotch in the middle of a fight. In fact, as a fade, I chased one guy all over the reception desk of Hera for about 30 seconds until another skulk killed him. In fact, this has happened more often then not. I'll close with a marine with a shotgun. He begins hopping like an idiot. I get a good swipe in, and he fires 2 shots off and misses. I'm chasing him in circles like a bad episode of Benny Hill and finally he puts me down, still hopping around.

Marines are supposed to be about Big Guns, not manuverability. Why oh why are they able to hop so frequently? I thought bunny hopping was being removed? Jumping should only be for getting around (for marines), not a combat evasion dance.

Will there be a change for this in the future?
«1

Comments

  • SoberanaSoberana Join Date: 2003-06-25 Member: 17695Members
    It was removed.... you...... extremely intelligent person that keeps even the smallest of comments to yourself..
  • PoofatPoofat Join Date: 2003-06-17 Member: 17434Members
    No, it was most certainly *NOT* removed. A marine can still jump just as much as he wants, you just can't fly down hallways doing it now.
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    <!--QuoteBegin--Poofat+Aug 14 2003, 04:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Poofat @ Aug 14 2003, 04:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> No, it was most certainly *NOT* removed. A marine can still jump just as much as he wants, you just can't fly down hallways doing it now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    He's right. They made a SLIGHT delay just so that you couldn't retain your speed, but you can still hop like an Olympiad running the 200 m hurdles.
  • HAMBoneHAMBone Probably the best Commander Join Date: 2003-04-02 Member: 15139Members, NS1 Playtester, Contributor
    edited August 2003
  • HellSpawnHellSpawn Join Date: 2003-05-17 Member: 16415Members
    edited August 2003
    ive found that strafing from side to side worx at dodging alien attacks better than hopping away..u can also aim better

    ..ofcourse dodging an onos is adiff story
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    Dodging an onos is effective as dodging a Magrider in Planetside: It just won't work no matter what you do.
  • Jabba_The_HuntJabba_The_Hunt Join Date: 2003-01-05 Member: 11850Members
    yeah, but what do u expect, Flayra to code a "shake leg button" so that when skulks are near by you can try to push them back with your leg?
  • WheeeeWheeee Join Date: 2003-02-18 Member: 13713Members, Reinforced - Shadow
    <!--QuoteBegin--Jabba The Hunt+Aug 14 2003, 04:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Aug 14 2003, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah, but what do u expect, Flayra to code a "shake leg button" so that when skulks are near by you can try to push them back with your leg? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    comedy gold <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    <!--QuoteBegin--Jabba The Hunt+Aug 14 2003, 04:15 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Jabba The Hunt @ Aug 14 2003, 04:15 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> yeah, but what do u expect, Flayra to code a "shake leg button" so that when skulks are near by you can try to push them back with your leg? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    ...

    <img src='http://www.tribes3.org/forums/images/smilies/lol.gif' border='0' alt='user posted image'><img src='http://www.tribes3.org/forums/images/smilies/rofl.gif' border='0' alt='user posted image'><img src='http://www.tribes3.org/forums/images/smilies/lol.gif' border='0' alt='user posted image'><img src='http://www.tribes3.org/forums/images/smilies/rofl.gif' border='0' alt='user posted image'><img src='http://www.tribes3.org/forums/images/smilies/lol.gif' border='0' alt='user posted image'>

    Classic!
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Sorry to ensure flamebait.

    But did you <b>really</b> play 1.0x? Killing marines now is a <u>joke</u> it's so easy. The only times I see skulks failing, are the ones who sound like this...

    "CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP "

    ... like some form of deranged Pacman. If you pay attention, and aim rather than run about biting, it's ludicrous how easy it is now.

    I'm aware this will come across as a 'omgz0r you must be teh suck!11oneone' post, but in part it feels like it should.

    Incidentally, dodging Onos is all about knowing when to duck, and trying to stay close so he can't aim at you right, which is why most marines fail.
  • GoldenShadowGoldenShadow Join Date: 2002-04-21 Member: 483Members
    get closer to the onos? omg no way, you end up in his stomach or pancaked on the floor
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Now that marines can't actually bunnyhop away from you it's very easy to kill them when they're jumping. Taking your time and aiming bites is more important than just getting as many off as possible.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Bunny hopping where you used weird HL(/quake) physics to accelerate to insane speeds was removed. Jumping up and down wasn't. The only issue I have with marines jumping up and down is that they go FLYING away if you connect with them while they're in the air. Negates the alien melee advantage if they manage to get in range. Marines have ranged weapons - that's supposed to be their advantage. They don't need to magically fly away from the skulk that manages to close.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Gameplay argument: Imagine marines couldn't jump. Regardless of navigating the map, just imagine they couldn't jump. With their movement speed restrictions, a marine that failed to dispatch a closing skulk would be lunchmeat, no question... IMO, to the point where it would be laughably easy for aliens to win. Now imagine you're one of those marines... you've basically been turned into a vaguely mobile turret -- you have no evasive abilities whatsoever. Would that be fun? Not really.

    Realism argument: Imagine NS is real. You're walking the halls of NS_Veil with a few buddies, when all of a sudden a claw-legged horror uncloaks with a snarl, drops from the ceiling, and rips your best friend in half. He heads for you next... what do you do? You dive out of the way. You kick it in the head, trying to keep it from closing its teeth on your leg. It leaps at you; you drop to the ground in a desperate bid to keep your head attached to your shoulders.

    Now, NS *isn't* real. And the HL engine can't code those kinds of evasive maneuvers, and game action is too fast to transfer split-second reflex reactions to keyboard commands. So we improvise, we make do -- we let marines jump out of the way.

    Flay looked at "bunnyhopping" - both forms, the exploitive speed increase and the evasive "combat jump." He decided the former had to go... and the latter should stay. Personally, I agree totally with his decision.
  • GreyPawsGreyPaws Join Date: 2002-11-15 Member: 8659Members
    jumping out of the way isnt bunnyhopping tho right? I think a jump is a viable form of evasion, but I think weapon accuracy should suffer while in mid air (it currently doesnt seem too, skulks get rather angry when I get jump kills on them with my LMG)
  • Woodstock_the_LerkWoodstock_the_Lerk Join Date: 2003-08-05 Member: 19008Members, Constellation
    IMO two main reasons marines jump: 1. possibly cause skulk to run under/past/lose track of you and, in general, miss bites completely

    2. Get thrown around the room and given the opportunity to cream the skulk before he can catch up to the now 5 feet away marine.

    Overcoming #1 is a major milestone in becoming a better skulk. #2 is just silly.
  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    set gravity to 99999.
    There. Then no-one can jump and everyone is happy <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • MonkeybonkMonkeybonk Join Date: 2003-08-04 Member: 18859Banned
    <!--QuoteBegin--coil+Aug 14 2003, 04:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (coil @ Aug 14 2003, 04:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gameplay argument: Imagine marines couldn't jump. Regardless of navigating the map, just imagine they couldn't jump. With their movement speed restrictions, a marine that failed to dispatch a closing skulk would be lunchmeat, no question... IMO, to the point where it would be laughably easy for aliens to win. Now imagine you're one of those marines... you've basically been turned into a vaguely mobile turret -- you have no evasive abilities whatsoever. Would that be fun? Not really.

    Realism argument: Imagine NS is real. You're walking the halls of NS_Veil with a few buddies, when all of a sudden a claw-legged horror uncloaks with a snarl, drops from the ceiling, and rips your best friend in half. He heads for you next... what do you do? You dive out of the way. You kick it in the head, trying to keep it from closing its teeth on your leg. It leaps at you; you drop to the ground in a desperate bid to keep your head attached to your shoulders.

    Now, NS *isn't* real. And the HL engine can't code those kinds of evasive maneuvers, and game action is too fast to transfer split-second reflex reactions to keyboard commands. So we improvise, we make do -- we let marines jump out of the way.

    Flay looked at "bunnyhopping" - both forms, the exploitive speed increase and the evasive "combat jump." He decided the former had to go... and the latter should stay. Personally, I agree totally with his decision. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    So why not just put a scaled limit between jumps? Every jump adds 0.5 seconds to the 'jump penalty' so you can evade for a few jumps, but you can't jump 50 times in a row.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    I agree with coil, even though these bounceball marines have stolen me a few kills too. Strangely, in 1.x I found it EASIER to kill marines, but harder to close with them than now. Part of that is the increased hitpoints of the skulk, but how come I can't kill 'em so well anymore? I partly blame the new strafe, which I STILL haven't gotten used to. Previously I ALWAYS combined forward motion with alternate strafing, allowing me to look left and right while running. Now, I can't do that. I really don't understand what was wrong with the old way of strafing.
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    <!--QuoteBegin--HAMBONE+Aug 14 2003, 04:06 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HAMBONE @ Aug 14 2003, 04:06 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <span style='color:white'>If you don't have anything nice to say...</span> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> dont say anything at all?
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin--lolfighter+Aug 14 2003, 05:52 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lolfighter @ Aug 14 2003, 05:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I agree with coil, even though these bounceball marines have stolen me a few kills too. Strangely, in 1.x I found it EASIER to kill marines, but harder to close with them than now. Part of that is the increased hitpoints of the skulk, but how come I can't kill 'em so well anymore? I partly blame the new strafe, which I STILL haven't gotten used to. Previously I ALWAYS combined forward motion with alternate strafing, allowing me to look left and right while running. Now, I can't do that. I really don't understand what was wrong with the old way of strafing. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well, doing "cl_sidespeed 1000" in the console fixes that(it resets back to 400 every time the game starts, so put it in autoexec.cfg). We still haven't gotten confirmation on whether or not defaulting it to 400 was intended; it certainly wasn't in the patch notes.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    <!--QuoteBegin--Zek+Aug 15 2003, 01:06 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Aug 15 2003, 01:06 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Well, doing "cl_sidespeed 1000" in the console fixes that(it resets back to 400 every time the game starts, so put it in autoexec.cfg). We still haven't gotten confirmation on whether or not defaulting it to 400 was intended; it certainly wasn't in the patch notes. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    *lolfighter violently shakes Zek's hand for making his day (or rather game)*
    I owe you one.
  • LuxLux Join Date: 2002-11-17 Member: 9078Members
    it is so sad that people still think jumping is bunny hopping...

    bunny hopping is GAINING speed in air. Bunny hopping in 1.0x: with each jump you retain your current speed + what you gained in the jump, so you could travel at faster and faster speeds

    Jumping is not bunny hopping.

    it is to bad flayra didnt just cap air acceleration (which is what allows people to gain speed with each jump), instead marine maneuvrability was all but nerfed.
  • Kid-AKid-A Join Date: 2002-12-17 Member: 10908Members
    <!--QuoteBegin--Shockwave+Aug 14 2003, 04:22 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Shockwave @ Aug 14 2003, 04:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only times I see skulks failing, are the ones who sound like this...

    "CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP CHOMP "

    ... like some form of deranged Pacman. If you pay attention, and aim rather than run about biting, it's ludicrous how easy it is now. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Now this is comedy gold.

    AND its funny because ITS TRUE! I see alot of pacman skulks, but they never eat their red pills!
  • laggerlagger Join Date: 2002-10-31 Member: 1805Members
    edited August 2003
    Then we started making the commanders drop out food incase the fighters got hungry, and made them use tools from the medpacks to heal rather then just gaining health. ohhh and marines would have to figure out how to build sentrys and such because holding a use key != building complex tsa buildings. Maybe when you die as a marine you should be banned from the server because you actually died, Ohh wait... maybe realism isnt always that good for a game. I'm pretty sure nobody wants to see any type of adrenaline for marines to see if they can jump.
  • Ethan_McPhersonEthan_McPherson Join Date: 2003-07-28 Member: 18489Members
    If the marine jumps, move under it. Also, as a skulk, it is smart to move in a pack or use the element of suprise... Now for the other end of the arguement... The only time I have hoped about like that, it was a combination of moving left and right with some ducking in there to avoid an onos. Always listen and hope you have stereo. More skulks die without MT due to people who listen... Of course if the skulk is waiting to pounce then your in trouble.

    My point is there is a counter to everything. If it hops, hop after it. I don't care if I have the most kills. If I got 2 bites in, the next person only needs to get 1.

    ((PS: Ducked marines are slow... but quiet...))
  • rsdrsd Join Date: 2003-02-11 Member: 13405Members
    Hehehe

    I like supernorn's suggestion <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    I've done it before on ther server I admin for a laugh, but the marines tend to die from falling damage when they step off the IP <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • Trojan2Trojan2 Join Date: 2003-01-14 Member: 12290Members
    I have this hilarious old movie from my CS days that have these kids doing a CS training exercise in real life and there all trying to B-hop around with splate balls. I bust a gut every time i watch it.

    Fun, gameplay and reality aside; I was really hoping that NS would adapt a DoD style fix to B-hop. Instead of just taking away that ridiclus speed Bonus (?!?) add a slow down when you hop.
    Since it some how survivded in the game, can some one explain to me how to write a good hopping script?
  • NecrosisNecrosis The Loquacious Sage Join Date: 2003-08-03 Member: 18828Members, Constellation
    Bascially what Coil said, only he got here first. If you've played any Games Workshop game (not on the PC) then although the models are stationary, you are to believe they are swerving around in melee.
  • OperamanOperaman Join Date: 2003-07-16 Member: 18211Members
    It isn't really bunnyhopping anymore, it is just running and making a lot of noise. Marines need their manueverability because the aliens are far more superior in that, and to hurt their manueverability is to ensure defeat. And for jumping in combat, I find it extremely useful in a kind of bull fighter fashion. As a skulk jumps and starts biting at you, you jump to the side, and shoot him in the gut.
Sign In or Register to comment.