Bunny-hopping
nuggerto
Join Date: 2004-01-11 Member: 25227Members
<div class="IPBDescription">should it be removed?</div> I think bunny-hopping should be removed because -- I've always pictured the <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> as a sneaky creature, a creature that would drop down from a ceiling and take chunk out of your back. Or even wait for you to run past then bite the back of your legs off etc.. But not come at you from a long hallway jumping from side to side, dodgeing bullets and speeding up. That should be another alien imo and i'm <u>NOT</u> saying this cause I'm some noob who is still trying to figuring out "how does he do that <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo--> " I'm just saying it cause it doesn't fit the skulk imo. And its not even part of NS, just a flaw in the HL engine. Anyone agree with me? Of course the players who can b-hop perfectly won't <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
Comments
I think it should either be removed(and top speed slightly increased) or better documented for new players and removed for all creatures but the skulk. Being sneaky is a rather defensive tactic and I don't think it was intended for skulks to just sneak around and hope for marines to pass by while they save up for a more usefull lifeform/hive/chambers.
- RD
Though I don't think the onos or gorge should be able to.
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I think it fits the skulk perfectly. If the marine knows how to aim, the skulk won't go all the way down a long hallway and get 4 bites. If there's maybe a couple of meters between the two, the skulk can close the distance instead of dying in that split second. Wallclimbing seems to me proof of agility (PoP, Alien, Spiderman etc) so the skulk should be able to move around a lot it's just too bad he can't jump off walls or go up a wall while not looking up to the ceiling.
Though I don't think the onos or gorge should be able to. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Call me noobie but whats PoP? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
- RD
But actually, at least in my opinion, the 'technical' side of bhopping is mich more difficult than the mouse movement.
Scripts do all the hard work for you, everyone can learn the basics of mouse movement in some minues.
But the jump timing is much more difficult than the movement. Even when you train that for years, you can never be as good as a script.
So scripts are really 'evil'. Flayras decision to disable wait (if it's implemented in the next versions ... ) is a good solution imo.
Wait is only a 1 frame delay
Just add more commands to the alias and it does the same.
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I think it fits the skulk perfectly. If the marine knows how to aim, the skulk won't go all the way down a long hallway and get 4 bites. If there's maybe a couple of meters between the two, the skulk can close the distance instead of dying in that split second. Wallclimbing seems to me proof of agility (PoP, Alien, Spiderman etc) so the skulk should be able to move around a lot it's just too bad he can't jump off walls or go up a wall while not looking up to the ceiling.
Though I don't think the onos or gorge should be able to. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Call me noobie but whats PoP? <!--emo&???--><img src='http://www.natural-selection.org/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
- RD <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
PoP = Prince of Persia: Sands of Time
Sure, it's not wallclimbing as in I can stay as much as I want, but it's close enough (wallrunning)
If you haven't played PoP, it's quite the game to buy.
You say that but CAN you bhop?
The jumping is NOT the main thing about bunnyhopping and it shouldn't be, it should be all about the movement, the strafing and turning, the obscure hops in circles, weird routes and round corners... that should be what the technique is about... not who can spam jump enough or has the right ping to land properly.
For the record I can do it myself, admittedly not as well as with a jump spam script.
Its pointless to argue, so leave it to the dev team to deicde and suck it up whatever they decide and move on <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
From the manual :
<!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Skulk
The Skulk cannot attack most targets directly, at least not without evolving new abilities. It tends to remain at the edges of marine activity, looking for opportunities or ambushes. It only keeps a low profile so it can get close to its target - then mayhem ensues. Commanders were constantly reporting something "skulking" at the edges of sensor range, or through the shadows, and the name stuck.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
imho the skulk shouldn't be able to attack marines frontally without cara , celerity or leap. Disabling skulk bhop would give an incentive to use the walk key a bit , not necessarily just for cloakwalking , if a skulk hides in a vent above a res node (think subjunction on Eclipse) and waits for marines to build a RT he can reach them at melee range unnoticed unless the marines can afford to cover that vent. Silence is the weapon of choice of the true skulk.
Which is needed for a lot of good, legit scripting methinks.
*edited because of nitpicking
eh?
Firstly, do you mean "I would not mind too much if they got rid of Bunnyhopping"? How can you remove it a little bit?
Anyway, it most certainly is not a balanced feature. If skulks were meant to cross maps faster than bullets they would have been called fades, and given a blink ability.
Bhopping can be fun, addmittedly, but it is somewhat annoying to know that Mr.NSPlayer is using scripting while you are doing it with skill. <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
This would make the game just as playable in high level play (the speed would be the same, after all) but would make it a bit more new player friendly, which seeing as that is the main new person complaint I hear about NS, can't be a bad thing.
And before someone wastes my typing time with 'Oh but it'll be less skillful' being able to tap your feet in time (or roll your mousewheel, for that matter) is not a skill. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
- Shockeh
open pm_shared.c and find the line:
#define BUNNYJUMP_MAX_SPEED_FACTOR 1.7f
And then set that constant a little lower.
What's preventing me from adjusting my mouse settings(it can use logitechs custom driver and not just the windows default one) so it automatically spams the command bound to it pretty much as fast as scripts can?
Even marines seem to be able to do it.
WRONG, I tap my spacebar to bunnyhop
Con: very significant movement speed variable which, if necessary to win means people who cant bunnyhop shouldnt stand a chance of victory
easily exploited by scripts, and as Ive found out certain people I know do a 6x simultaneous jump which seems to give a significant edge in the bhop speed
Pro: its a cheerylittle gimmick that 1. keeps you awake AND 2. makes you more engrossed in the game
simplifies map balancing where range is an issue
thats how I see it, I cant bhop but dont really care <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->