Wth? That Marine Outran/outjumped Me

woodwood Join Date: 2003-08-06 Member: 19065Members
edited September 2003 in NS General Discussion
<div class="IPBDescription">and i was a skulk :(</div> been an interesting couple of games recently

either my skulk was really bugged but.. there were marines running / jumping faster than me.

i was kinda surprised when chasing certain marines , they simply ran away from me and i couldnt catch them <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

i didnt have celerity , no movement chambers up and no leap yet . Ok maybe this is intended? but what was more surprising later using leap, they marine again outran me because my leap used energy and his didnt <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

a flash of memory from CS days and comfirmed by a chat later with the marines was the old bunny hopping trick where hoping at an angle produced a jump which was further than a normal jump at the same speed. DOing so multiple times produced a marine who could out run a vanilla scout.

now we know CS eventually fixed this, will NS do the same or is this intended?

edit : oh i do not bunny hop persoanlly and do not really wanna write a script for it btw...

Comments

  • HuntyHunty Join Date: 2003-08-09 Member: 19244Members
    According to 2.0 changelog this was fixed?
  • nojmasternojmaster Join Date: 2003-06-05 Member: 17027Members
    on the single jump a marine can still move backwards at least as fast as the skulk can go forwards, but when they land they slow down... wood, you sure you aren't playing an older version?
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    I don't know, but there is a "bug" where all I say using obstacles on places makes you run faster. I've tried this in DoD and CS and it didn't work, so maybe it's something NS hasn't fixed yet.
  • MrMojoMrMojo Join Date: 2002-11-25 Member: 9882Members, Constellation
    It should have probably been fixed for 2.0..
  • GrendelGrendel All that is fear... Join Date: 2002-07-19 Member: 970Members, NS1 Playtester, Contributor, NS2 Playtester
    Bunny jumping is fixed in 2.0.

    Are you sure that you are playing the correct version?

    Also, are you sure he wasn't wall strafing?

    And he didn't have a jetpack?

    And you weren't in the ReadyRoom?

    If the answer to all of the above is no, then please post details of how to replicate this bug in the bug forum or PM me with detailed information on how to do it.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    The only way a marine can reach a speed greater than plain skulk base speed a the moment in 2.0 is either when going up a slope, or when going up an otherwise staggered-height route, such as a series of railings of increasing heights.

    Marines can still accelerate in the air just like they always could, however they wont break skulk base speed unless they get at least 1 bunnyhop in.

    The only way a marine can bunnyhop in 2.0 is if he lands on a surface more than a certain height above the surface he jumped from. (ie. bunnyhopping up a slope, or bunnyhopping once off a railing)

    Its possible you were outran by a marine hopping up a ramp, however it is far more likely that he just appeared to gain distance on you due to illusions created by the movement prediction code. And even more likely that you just bit him and sent him across the room.
  • ZanidZanid Join Date: 2003-04-03 Member: 15158Members
    I know the problem, he was wearing agile and he turned on surge... just chase them down. after a while they run out of stamina and you can just whip out Pulsar and reem them from close range. just make sure they dont turn around and melt you with a JackHammer... that or just jump in a MagRider and run 'em over, they hate when that happens.
  • CorradoCorrado Join Date: 2002-12-23 Member: 11423Members
    <!--QuoteBegin--Zanid+Sep 10 2003, 12:24 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zanid @ Sep 10 2003, 12:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I know the problem, he was wearing agile and he turned on surge... just chase them down. after a while they run out of stamina and you can just whip out Pulsar and reem them from close range. just make sure they dont turn around and melt you with a JackHammer... that or just jump in a MagRider and run 'em over, they hate when that happens. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Well done, wrong game. So funny.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Actually... marine's still can bhop. I've seen it done on some pub server.


    It's not <b>nearly</b> as fast as it was in 1.0, however, it works like this:


    Marine jumps once, gets a little speed from that, resumes running with no slowdown. If the marine jumps right away after, he will get a slowdown.

    Flay made it so that if you jump twice in a row, you get slowdown. However, if you wait 1/2 a second between jumps no slowdown.

    So you just keep doing a 1/2 second wait between jumps and you will get some speed. I don't think it's enough to outrun a skulk though... but it is noticably faster.
  • TeoHTeoH Join Date: 2002-12-30 Member: 11640Members
    That isnt bunnyhopping by the precise meaning of the word :)

    As i said, you can still gain speed in the air, but accelerating past skulk speed in 1 jump is practically impossible. (Unless you're jumping off the top of refinery or something)

    Actual bunnyhopping as marine only occurs when hopping off a higher surface than the one you jumped from. However if you actually set up a situation where the marine can do this, it is possible to attain even greater speeds than are possible in 1.04 (due to new air speed limit and removal of the old 'brick wall' hop limit). 2 good examples are the very long ramp leading out of the 'middle' hive on ns_lost, and the double ramp leading around the corner of horseshoe. In these 2 spots you can definately pass base skulk speed. Of course, thats a very specific situation so its unlikely to be the explanation for the thread.
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    He might have been using the cl_sidespeed trick...though i doubt it since that only changes how fast you straif left-right.
  • Sucky_DuckySucky_Ducky Join Date: 2003-05-04 Member: 16043Members
    <!--QuoteBegin--Forlorn+Sep 10 2003, 09:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 10 2003, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually... marine's still can bhop. I've seen it done on some pub server.


    It's not <b>nearly</b> as fast as it was in 1.0, however, it works like this:


    Marine jumps once, gets a little speed from that, resumes running with no slowdown. If the marine jumps right away after, he will get a slowdown.

    Flay made it so that if you jump twice in a row, you get slowdown. However, if you wait 1/2 a second between jumps no slowdown.

    So you just keep doing a 1/2 second wait between jumps and you will get some speed. I don't think it's enough to outrun a skulk though... but it is noticably faster. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I thought the landing reduced your speed? Since it does that with me, lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    <!--QuoteBegin--Cheez!+Sep 10 2003, 04:49 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Cheez! @ Sep 10 2003, 04:49 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> He might have been using the cl_sidespeed trick...though i doubt it since that only changes how fast you straif left-right. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    erm, no, it doesn't. It changes the angle at which you strafe while running forward, in comparison to you cl_forwardspeed.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Arnt there plugins giving some type of movement uppgrade for the marines? I think ive heard of that somewhere...
  • woodwood Join Date: 2003-08-06 Member: 19065Members
    well the servers i play on run 2.01d if that makes a difference

    i will try get a more precise method of what keystrokes / actions / script they use to do this.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Sucky Ducky+Sep 10 2003, 10:51 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Sucky Ducky @ Sep 10 2003, 10:51 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--Forlorn+Sep 10 2003, 09:34 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Forlorn @ Sep 10 2003, 09:34 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Actually... marine's still can bhop.  I've seen it done on some pub server.


    It's not <b>nearly</b> as fast as it was in 1.0, however, it works like this:


    Marine jumps once, gets a little speed from that, resumes running with no slowdown.  If the marine jumps right away after, he will get a slowdown.

    Flay made it so that if you jump twice in a row, you get slowdown.  However, if you wait 1/2 a second between jumps no slowdown.

    So you just keep doing a 1/2 second wait between jumps and you will get some speed.  I don't think it's enough to outrun a skulk though... but it is noticably faster. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I thought the landing reduced your speed? Since it does that with me, lol <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    The first jump does not slow you down. The successive jumps slow you down.

    If you can trick the game into thinking you are just doing one jump all the time, you will never get the slowdown.
  • DrSuredeathDrSuredeath Join Date: 2002-11-11 Member: 8217Members
  • BirdyBirdy Join Date: 2003-05-29 Member: 16825Members, Constellation
    Get a script that lowers some fps values while jumping and voila no more slowing when you hit the ground.
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