Anyone Else Annoyed With The Bunnyhopping Marines?
Monkeybonk
Join Date: 2003-08-04 Member: 18859Banned
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?
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?
Comments
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.
..ofcourse dodging an onos is adiff story
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-->
...
<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!
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.
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.
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.
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-->
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.
<!--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?
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.
*lolfighter violently shakes Zek's hand for making his day (or rather game)*
I owe you one.
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.
"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!
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...))
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-->
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?