Wth? That Marine Outran/outjumped Me
wood
Join Date: 2003-08-06 Member: 19065Members
<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...
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
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.
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.
Well done, wrong game. So funny.
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.
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.
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-->
erm, no, it doesn't. It changes the angle at which you strafe while running forward, in comparison to you cl_forwardspeed.
i will try get a more precise method of what keystrokes / actions / script they use to do this.
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.