Skulking
BOBDolol
Join Date: 2003-10-04 Member: 21431Members
I jump a lot when I'm skulking, but I recently heard that the proper way to "bunny hop" is by using the strafe keys only, and nothing else. I've tried doing it and it just feels weird. So my question is, is that guy full of **** or is he actually right? And how exactly do I do it?
Comments
Sounds like a bad deal, but it doesn't matter because of speed caps and bunnyhop nerfs that have come in through HL (and NS) patches, so it comes out almost exactly the same, but is easier to learn and perform.
thanks for the replies guys
drunkensailor: thanks, I guess I'll stick to strafe-jumping if there's no big difference between it and bunnyhopping
It will...?
Ummm... no.
The only thing the 3jump scripts mess up is the lerk. You get huge air if you hit jump and it eats all of your stamina.
Then I saw some vet clanners bhop, and WOW
HOW is that even possible? How do they jump at EXACTLY the right time? I've tried doing it for half an hour on a lan server i created, and i didn't even come close to what they did
ns is a hard game to learn how to bhop in, due to the nature of the creatures and the layout of the maps. Go practice in another halflife mod (bhopping is the same for all) like AGHL to get it down, then work on the ns specifics.
Oh, and whos the fool who said you should do it without a decentjump script? Without it, after a jump or too, you'll "stick" to the floor.
I know it may be essential to keep up with other mousewheeling clans in CAL, but on pub games, really - who cares? Just play. If you get kicks out of auto-bhopping, then that's great. Stroking my mousewheel or scripting my jump key doesn't make me feel any more special than scrolling through the newest crap posted on the suggestions forums.
Not using a jump script is like saying you should play HL on minimum requirements... "It's more challenging, dude!"
I don't play games to fight controls, I play games to fight other players.
and can you even bhop with standard jump? You can do a "fake" bhop, but you cant do the true method of building up speed without pressing foward, only strafing. With standard jump, everytime you try and strafe+jump while hitting the ground without foward, you will stick.
HOW is that even possible? How do they jump at EXACTLY the right time? I've tried doing it for half an hour on a lan server i created, and i didn't even come close to what they did <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Nevermind guys, just got the 3jumps script <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
That made things like 10x easier
Forlorn doesn't get any pleasure out of struggling with timing of controls - and that's a personal preference. Depending on the setting of the game, I may or may not use a jump script. Some use scripts all of the time. But like I said, I enjoy the challenge - I can still bhop quite effectively manually, and I know it isn't perfect like with a script, but I get pleasure out of struggling with controls. However, I don't believe it is the same as struggling with running HL on a crap computer - you are limited by it, whereas with manual bunnyhopping, you can actually improve your timing to such an extent that you can bunnyhop effortlessly for a good stretch of time, manually.
[edit for accuracy]
Agreed.
wallrunning/walking and keeping youself moving as much as you can is often a better idea than just hopping around. It is far more difficult to track a skulk that is spiraling in unpredictable movement than it is to shoot a bouncing one.
[/opinion]
wallrunning/walking and keeping youself moving as much as you can is often a better idea than just hopping around. It is far more difficult to track a skulk that is spiraling in unpredictable movement than it is to shoot a bouncing one.
[/opinion] <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
I think that a good marine won't care if you are bouncing, are on the wall, or whatever.
However, I will tell you that the key to good skulking, even once you can bhop, is NOT to charge marines. It's guarenteed suicide.
Ambushes are still 100000000x better than charging a group of marines.
The only time I would suggest charging a marine with bhop is if you outnumber him 3 to 1, and even then it's kinda risky.
Ambushes are still 100000000x better than charging a group of marines."
LOLLOLLOLLOLLLOL
HEOEHOEHOEHOEHEOHEOEH
KEKEKEKEKKEKEKEKEKEKKE^^
and this is coming from a guy probably sensory's biggest hater. noob.
and this is coming from a guy probably sensory's biggest hater. noob. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
owned <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
and this is coming from a guy probably sensory's biggest hater. noob. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
owned <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Not.
Ambushes are still 100000000x better than charging a group of marines."
LOLLOLLOLLOLLLOL
HEOEHOEHOEHOEHEOHEOEH
KEKEKEKEKKEKEKEKEKEKKE^^
and this is coming from a guy probably sensory's biggest hater. noob. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Okay.
Hey smart guy, perhaps you've taken a math class before?
Is it better to ambush marines with carapace, or without carapace?
A simple ambush is easily done without the aid of your precious cloaking. It's called good bait tatics and camp around a chokepoint.
A d chamber will allow you to actually hold ground, unlike sensory chambers. Sensory chambers given enough time are doomed to die to a good marine team.
If you have regen, you can continually abuse the sam choke points over and over again, killing marines and regening. Of course it can fail, but it's difficult to say so.
Just because skulks have have defense chambers that make them tough, it does not mean you can just rambo around. Only a complete nub such as yourself would think so, because you use the logic that since you are tougher, you can now magically charge marines. This is wrong. You use the fact that you are tougher to create unstoppable ambushes.
Next, after you are done with the skulk phase, you then move onto the Fade phase, where you have a regen fade kick the crap outta the marines.
With sensory, there are two possible phases:
1. You hold them off futily, which will ultimatly fail against a good marine team due to the obs
2. You manage to kill their base in a cloak rush before they know you even have a sensory chamber.
Both are extreamlly risky, and only work once out of 100 games.
So please, once you play the game a bit more, come back with some more detailled and logical responses, till then learn to play the game.
It's hard to do the old baiting thing against experienced marines.
Who do you play against? Newbs? j/k <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyway, against really good marines you can't expect to hold ground indefinitely in any case. Either you perpetually take ground, or you lose.
With defense, there are two possible phases:
1. You hold them off futily, which will ultimatly fail against a good marine team due to superior weaponry
2. You manage to kill their res in a rush before they take out your hive.
^That is still a lot better than the current sensory though.
It's hard to do the old baiting thing against experienced marines.
Who do you play against? Newbs? j/k <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
Anyway, against really good marines you can't expect to hold ground indefinitely in any case. Either you perpetually take ground, or you lose.
With defense, there are two possible phases:
1. You hold them off futily, which will ultimatly fail against a good marine team due to superior weaponry
2. You manage to kill their res in a rush before they take out your hive.
^That is still a lot better than the current sensory though. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Wrong coward.
There are two possilbe phases to Defense chambers:
1. You hold them off, which will eventually fail, but you will have bought enough time for fades and lots of nodes.
2. Eh? More like you push them back hardcore style of DC's.