as far as I know it was stated that old gameplay bugs were not part of the new game, but other ways of easy to learn difficult to master would be implemented.
of course now a discussion will start on bunnyhopping being a bug or not, but that doesn't really relate to this matter
<!--quoteo(post=1772113:date=May 24 2010, 07:09 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 24 2010, 07:09 PM) <a href="index.php?act=findpost&pid=1772113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It should only be in for skulks, anything else would look silly bunny hopping. Besides, marines are getting sprint.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to disagree. Great games are not about the looks, they are about the gameplay. NS1 certainly fits that bill. :)
<!--quoteo(post=1772158:date=May 24 2010, 09:06 PM:name=Dalin Seivewright)--><div class='quotetop'>QUOTE (Dalin Seivewright @ May 24 2010, 09:06 PM) <a href="index.php?act=findpost&pid=1772158"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We're not getting into a Bunny Hopping debate again. If you have nothing to contribute that is productive for this thread, please let it die.<!--QuoteEnd--></div><!--QuoteEEnd-->
I echo this man's sentiments.
Bhop's in for skulks. Bhop for everything else is gone. End of story.
<!--quoteo(post=1772134:date=May 25 2010, 07:31 AM:name=Rebeli)--><div class='quotetop'>QUOTE (Rebeli @ May 25 2010, 07:31 AM) <a href="index.php?act=findpost&pid=1772134"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have to disagree. Great games are not about the looks, they are about the gameplay. NS1 certainly fits that bill. :)<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1772193:date=May 25 2010, 03:10 PM:name=puzl)--><div class='quotetop'>QUOTE (puzl @ May 25 2010, 03:10 PM) <a href="index.php?act=findpost&pid=1772193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm glad you brought the topic up, my favourite is mattie, what's yours?<!--QuoteEnd--></div><!--QuoteEEnd-->
Probably the blonde bunny in the black pants, but cant be to sure about that.
Anyway, QFT:
<!--QuoteBegin-revi.uk+--><div class='quotetop'>QUOTE (revi.uk)</div><div class='quotemain'><!--QuoteEBegin-->There should be no bunny hopping at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
And why wouldn't you get celerity and stack it with your bunny hop? A skulk with 500+ movement speed is hella fast. Makes a silence/adren lerk eat your dust. Why would you get silence when you can get to a marine before he even hears you?
P.S. A non-celerity non-bhopping skulk has a 290 movement speed. You can almost double your speed.
I did not start this topic intending to start yet another pointless debate on the merits of bhopping. I merely wanted confirmation by former competitive players (Thanks sherpa) if bhopping had been faifthfully recreated in NS2. Bhopping as a skulk was fun. Learning how to bhop was even more fun. That is all I have to say on the matter on this topic.
<!--quoteo(post=1772197:date=May 25 2010, 03:35 PM:name=Bacillus)--><div class='quotetop'>QUOTE (Bacillus @ May 25 2010, 03:35 PM) <a href="index.php?act=findpost&pid=1772197"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Haha, I like how Muffy just tore apart the obstacle instead of resorting to physics bug abuse.<!--QuoteEnd--></div><!--QuoteEEnd--> +1
<!--quoteo(post=1772303:date=May 26 2010, 09:29 AM:name=Cyanide)--><div class='quotetop'>QUOTE (Cyanide @ May 26 2010, 09:29 AM) <a href="index.php?act=findpost&pid=1772303"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Link to the dev post. Because they have stated countless times on the the subject of bunny hopping that nothing has been decided.<!--QuoteEnd--></div><!--QuoteEEnd--> <a href='index.php?act=findpost&pid=1730475'>Post</a>: <!--quoteo(post=1730475:date=Oct 3 2009, 09:40 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 3 2009, 09:40 PM) <a href="index.php?act=findpost&pid=1730475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can still bunny as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd--> Very succinct, if I may offer my humble opinion. It lacks an air of finality though; hidden away in a one line forum post, marred by the word 'still'.
<!--quoteo(post=1772461:date=May 27 2010, 08:14 AM:name=steppin'razor)--><div class='quotetop'>QUOTE (steppin'razor @ May 27 2010, 08:14 AM) <a href="index.php?act=findpost&pid=1772461"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->From memory it was tied into the new leap which is a 1 hive ability<!--QuoteEnd--></div><!--QuoteEEnd--> The 1st hive leap is most likely going to reduce the necessity of speed gain on bhopping a lot, but otherwise I can't remember reading of any direct connection between them. Obviously constant jumping would be used to preserve the leap speed, but I don't know if that can be called bhop.
Leap is Hive 1 Ability, Remeber them saying so very well. So the need for bhop would not be needed.. I think it looks real stupid, wicks me to hell watching a skulk do a fairy dance in this type of game but whatever..
Also the other benefit of bhoping other than speed gain in NS1 might not be there in regaurds to the hitboxes going nuts making the skulk hard to shoot. (HL Perdiction Code desyncs hit boxes from model quite badly because of rapid change of direction versus a pingy/lossy player), Thats usualy the natural benefit of it even if the Player doing the hopping is unaware of the hitbox problem or knows about it and uses it on purpose. Its mostly a problem with the skulk because its so small. This desync also occours in Source Engine. Its just Valves net code for you.
So you might find bunnyhop in NS2 wont work to the same full tactical advantage as it did in NS1. (In Theory - because NS2 = Different Net Code)
<!--quoteo(post=1772113:date=May 24 2010, 12:09 PM:name=IeptBarakat)--><div class='quotetop'>QUOTE (IeptBarakat @ May 24 2010, 12:09 PM) <a href="index.php?act=findpost&pid=1772113"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It should only be in for skulks, anything else would look silly bunny hopping. Besides, marines are getting sprint.<!--QuoteEnd--></div><!--QuoteEEnd--> If it's like source games, where you can jump while sprinting, then bopping is still in for marines. Sort of.
<!--quoteo(post=1772471:date=May 27 2010, 12:05 PM:name=SgtBarlow)--><div class='quotetop'>QUOTE (SgtBarlow @ May 27 2010, 12:05 PM) <a href="index.php?act=findpost&pid=1772471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also the other benefit of bhoping other than speed gain in NS1 might not be there in regaurds to the hitboxes going nuts making the skulk hard to shoot. (HL Perdiction Code desyncs hit boxes from model quite badly because of rapid change of direction versus a pingy/lossy player), Thats usualy the natural benefit of it even if the Player doing the hopping is unaware of the hitbox problem or knows about it and uses it on purpose. Its mostly a problem with the skulk because its so small. This desync also occours in Source Engine. Its just Valves net code for you.
So you might find bunnyhop in NS2 wont work to the same full tactical advantage as it did in NS1. (In Theory - because NS2 = Different Net Code)<!--QuoteEnd--></div><!--QuoteEEnd--> As far as I've ever understood it, you can desync hitboxes far better while staying on ground. In most cases bhop isn't a method of survival while exposed, it's a method of minimizing that exposure time. The vast majority of cele bhop skulks go down with 20-25 bullets. Ground desyncers might take 35 and are usually more difficult to track too.
It's not really the speed that kills HL netcode as much as the rapid change of direction. Bhop is actually notoriously predictable as you can't change the direction rapidly that easily.
Someone please correct me if necessary, I had gone past my highest activity at the point where ground desync got more popular.
Comments
of course now a discussion will start on bunnyhopping being a bug or not, but that doesn't really relate to this matter
Bhop is in, but in theory there are other stop gaps (like SKulk HIve1 Leap) to make it less OP.
However, as sherpa stated, it's only confirmed for the Skulk.
I have to disagree. Great games are not about the looks, they are about the gameplay. NS1 certainly fits that bill. :)
If you have nothing to contribute that is productive for this thread, please let it die.
If you have nothing to contribute that is productive for this thread, please let it die.<!--QuoteEnd--></div><!--QuoteEEnd-->
I echo this man's sentiments.
Bhop's in for skulks. Bhop for everything else is gone. End of story.
I liked ns1's looks and atmosphere..
<center><object width="450" height="356"><param name="movie" value="http://www.youtube.com/v/LE9OXATfF0o"></param><embed src="http://www.youtube.com/v/LE9OXATfF0o" type="application/x-shockwave-flash" width="450" height="356"></embed></object></center>
=D
Probably the blonde bunny in the black pants, but cant be to sure about that.
Anyway, QFT:
<!--QuoteBegin-revi.uk+--><div class='quotetop'>QUOTE (revi.uk)</div><div class='quotemain'><!--QuoteEBegin-->There should be no bunny hopping at all.<!--QuoteEnd--></div><!--QuoteEEnd-->
<i>In my opinion</i> the only reason people did it was so they could go with a different upgrade path while still being able to move around quickly.
Needless to say I dont think it should be in NS2 at all.
And why wouldn't you get celerity and stack it with your bunny hop? A skulk with 500+ movement speed is hella fast. Makes a silence/adren lerk eat your dust. Why would you get silence when you can get to a marine before he even hears you?
P.S. A non-celerity non-bhopping skulk has a 290 movement speed. You can almost double your speed.
Bhopping as a skulk was fun. Learning how to bhop was even more fun. That is all I have to say on the matter on this topic.
Link to the dev post. Because they have stated countless times on the the subject of bunny hopping that nothing has been decided.
+1
Im thinking about renaming me to Muffy :D
<a href='index.php?act=findpost&pid=1730475'>Post</a>:
<!--quoteo(post=1730475:date=Oct 3 2009, 09:40 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Oct 3 2009, 09:40 PM) <a href="index.php?act=findpost&pid=1730475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can still bunny as a skulk.<!--QuoteEnd--></div><!--QuoteEEnd-->
Very succinct, if I may offer my humble opinion. It lacks an air of finality though; hidden away in a one line forum post, marred by the word 'still'.
The 1st hive leap is most likely going to reduce the necessity of speed gain on bhopping a lot, but otherwise I can't remember reading of any direct connection between them. Obviously constant jumping would be used to preserve the leap speed, but I don't know if that can be called bhop.
Anyone able to find any source for this?
Also the other benefit of bhoping other than speed gain in NS1 might not be there in regaurds to the hitboxes going nuts making the skulk hard to shoot. (HL Perdiction Code desyncs hit boxes from model quite badly because of rapid change of direction versus a pingy/lossy player), Thats usualy the natural benefit of it even if the Player doing the hopping is unaware of the hitbox problem or knows about it and uses it on purpose. Its mostly a problem with the skulk because its so small.
This desync also occours in Source Engine. Its just Valves net code for you.
So you might find bunnyhop in NS2 wont work to the same full tactical advantage as it did in NS1. (In Theory - because NS2 = Different Net Code)
If it's like source games, where you can jump while sprinting, then bopping is still in for marines. Sort of.
This desync also occours in Source Engine. Its just Valves net code for you.
So you might find bunnyhop in NS2 wont work to the same full tactical advantage as it did in NS1. (In Theory - because NS2 = Different Net Code)<!--QuoteEnd--></div><!--QuoteEEnd-->
As far as I've ever understood it, you can desync hitboxes far better while staying on ground. In most cases bhop isn't a method of survival while exposed, it's a method of minimizing that exposure time. The vast majority of cele bhop skulks go down with 20-25 bullets. Ground desyncers might take 35 and are usually more difficult to track too.
It's not really the speed that kills HL netcode as much as the rapid change of direction. Bhop is actually notoriously predictable as you can't change the direction rapidly that easily.
Someone please correct me if necessary, I had gone past my highest activity at the point where ground desync got more popular.
realizing that you instictively exploited an unknown to you bug is... depressing.