[tutorial] BHOP balance test text version

ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
edited May 2013 in NS2 General Discussion
*Note: This is a tutorial for the balance test version of natural selection 2 - these things are subject to change and may or may not see a release in the vanilla game. Also the speeds obtainable were done as of 5/8/2013 @ 12-1 pm eastern on ns2_nsl_summit

Hey everyone, I'm hoping this weekend me and another guy can get some in-game footage/voice recording explaining the movement changes in BT and all that. Anyway I'm going to try and provide a very detailed text explanation right now, so that you guys can practice it and get the hang for it!

Alright first off


1) Skulk - speeds obtainable: Average: 13 to 16 speed. Maximum: 18.17-20+ speed


Starting: As you know, the vanilla skulk has two ways to accelerate, a boost from jumping off a wall, and going on a decline (down a hill) in balance test, the skulk can bunny hop and pick up some serious speeds, and even later on can be used in combat

So here's how you start it off, I recommend veil or tram north/south tunnel as a test map as they are the easiest maps to get the hang of it

First approach a wall on either your left or right side, for this example I'll use a wall on your left side. You're going to approach the wall jump while holding your left movement key and having your mouse cursor positioned to the point where it's "glancing at the wall" you don't want to aim at the wall because directly hitting a wall will stop your speed. Once you hit the wall let go of your left movement key and hit+hold your right movement key while strafing your mouse towards the direction you're moving (which would be right at this point) from there you want to hit jump again as soon as you feel you land, there is no perfect timing to hit just do it when you feel you've landed. then from there you want to keep repeating those opposites on the ground or towards your next wall, you'll begin to hear a new sound which will confirm you've picked up speed.

Continue doing this properly and you will hear a second new sound, which confirms you're again doing it correctly. Now from this point you can begin to pick up serious speed by continuously glancing off walls, when you approach something like a staircase you're going to want to try and hit the side of the wall to skip the staircase because hitting a staircase directly will stop you in your tracks.

Advanced: Now that you've got down the bhop gain, you're going to want to go faster and use it in combat, mix it with leap, or make sharp turns

So to go even faster (once you've reached the second sound) is quite difficult and you'll need to know routes of the maps. You're going to need to do upward walljumps mixed with your bhop. So now when you go towards a wall you're going to want to also move your mouse cursor in the opposite direction as usual BUT you want to aim upward as soon as you glance the wall, this will give you an extra "oomph" and while you're doing it you want to then slowly place your cursor back downwards. Make sure to keep your mouse movements smooth and not very fast/erratic

Properly do this for a few jumps and you'll see an INSANE speed increase, this is pretty difficult at first but once you know your route inside and out and if you can do this (I can now after many hours sometimes get this going almost all the time) it'll feel like you're going faster than fast.. if that's a good explanation.

Combat: When in combat, you can now use bhop to evade, initiate, or during the fight itself. When you want to evade or you run into a marine in a bad situation (assuming he isn't close range and has a shotgun, in which case you're most likely dead) you can immediately find any wall and just begin your upward glancing bhops into wall+floor / wall+ wall to gain speed VERY fast which will help you flee the scene. As for initiating it's as simple as being in a bhop and knowing a marines location or running into them when they are unaware, just fly towards them with bhop begin your first bite and then after that by the time they turn to respond you'll already have your next one-two bites in and they will fall victim to you.

Now during the fight is tough for me to explain, but when fighting you want to get a bite in, evade by climbing up a wall or towards any wall then jumping off (while using the bhop opposite direction movement) and you'll begin to accelerate off the wall into them, get your bite in and repeat or keep your bhop going and bounce from another wall.. this will keep you moving fast and especially in a group will make it even tougher to track


Sharp turns + leap: Now you'll know that when bhopping you don't have much turning room, to make a sharp turn you're going to need to jump off the wall opposite of where you need to turn BEFORE the actual turn itself so that when you strafe towards it you're already headed in the direction of the sharp turn, as soon as the turn is made you'll most likely be very close to a wall so you'll need to bhop off that wall and as soon as the bhop is landed your momentum will have shifted in the right direction and the turn has been made! Now if you happen to have leap, you can avoid this sharp turn difficulty by simply before the turn doing a leap towards a wall and then continuing the bhop. You'll most likely lose speed from the leap but you'll have made the turn and still have momentum compared to if you failed the turn and lost all of it.

With leap you can begin bhop much quicker as it's like an accelerate, this causes start ups + flee times to be decreased and will help you reach fast speed, combine this will celerity and you'll have more room for mistakes and still being able to keep your speed up.


Now that you understand bhop, get out there and practice; you'll be munching RTs all over the place.



2) Lerk - speeds obtainable: Average: 8.50 to 10 speed. Maximum: 10.85 speed. Celerity Maximum: 12.75

Lerk has undergone some changes so he requires more "flaps" or jumps to gain speed, and I believe he is overall slightly slower than a regular lerk. So this one is fairly simple, you need to do 2-3x flaps upward then glide downwards (you gain speed gliding downwards) repeat those two steps to maintain your speed, I find this very difficult to keep track of in combat, and essentially this slowdown makes the lerk more towards his "support" type role instead of being a very aggressive early game dominator

When you do a 180 type turn with your mouse cursor you will also decrease 1-2 speed, so make sure to continue flapping at all times



3) Fade - speeds obtainable: Average: 18 to 21-26 speed. Maximum: 28-30+ speed

Blink: You now start with blink as a fade, but you can still go VERY fast. To properly do this you want to, jump first, wait 0.3-0.5 seconds then blink and then repeat. If done correct you should see yourself going very, very fast. Make sure to combine this with crouch to get under certain structures

Bhop + blink: Now fade can bhop, so essentially it's the same thing as skulk bhop except you stay on the ground, once you build up speed from blinking, you can stop blinking and begin the bhop this will keep you going at a semi-fast speed while saving your adrenaline if you're cooling down or just think you might need it in a short while. When making turns/sharp turns you do NOT want to be in blink mode, you want to jump + blink before the turn, bhop during the turn, then begin blinking again once the turn has been made to keep speed and keep you navigating along the map. You should essentially be able to make almost every single sharp turn this method while maintaining fast speeds. Just takes some practice to figure out when is the best time to do the turn


Shadowstep: Shadowstep now has no additional momentum, and is basically a full commitment to any direction. You can shadowstep in the air, downwards, wherever. This is now essentially a dodge mechanic or a gap closer, during a shadowstep you can't move in any direction besides the step.. so make sure before you use it you know you're going where you want to go. After the shadowstep is over on the ground you stop moving due to ground friction. So during a bhop + blink you can shadowstep in the AIR and keep your current speed from the blink + jumping, but you won't gain any speed. Doing the shadowstep on the ground applies ground friction which is essentially what will make you slow down/lose speed.  You can blink in one direction, shadowstep backwards and if you don't touch the ground you have now full momentum in the opposite direction. I personally still need tons of practice with this mechanic as I always forget that I can shadowstep in every direction, and still need to figure out how to best use this in combat.



Well that's all for now, hope this helps all of you. And I hope to have a video out this weekend sometime explaining all of this via voice with in-game footage!


«1

Comments

  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013
    Initial post edited to fix mistakes/wrong info for shadowstep*

    Feel free to ask any questions, if you think something needs to be explained better
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    edited May 2013
    "faster than fast", is that with Cel or without? Or rather any idea of the speed numbers at all?

    I want to try this out, sounds very cool. :)
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow

    Meh, going to say that you should stay away from in combat advice on using the bhop - its just generally not the place to be using it once your within melee range.  Better to use strafe movements to avoid fire while constantly biting, biting a marine once then running away to a wall to jump off to get speed again is just going to get you killed against better players.  That said, there is a time/place to be a pure bait/distraction skulk (usually when you have a nearby teammate who can easily get the kill).  Then you can proceed to move around erratically to dodge as many bullets as possible.

  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    "faster than fast", is that with Cel or without? Or rather any idea of the speed numbers at all?

    I want to try this out, sounds very cool. :)
    Without, I don't actually have any numbers, what's the console command? I'll get you guys some numbers and edit them in
    xDragon said:

    Meh, going to say that you should stay away from in combat advice on using the bhop - its just generally not the place to be using it once your within melee range.  Better to use strafe movements to avoid fire while constantly biting, biting a marine once then running away to a wall to jump off to get speed again is just going to get you killed against better players.  That said, there is a time/place to be a pure bait/distraction skulk (usually when you have a nearby teammate who can easily get the kill).  Then you can proceed to move around erratically to dodge as many bullets as possible.

    Agree! generally when I try and do the bhop in combat, i try and get behind a wall or cover then gain speed; I do end up dead a lot when facing people with good aim, but it's pretty useful when your team is nearby to distract... anyway!
  • current1ycurrent1y Join Date: 2003-12-08 Member: 24150Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, Subnautica Playtester
    debugspeed. You'll need to do it with cheats on though. 
  • AgielAgiel Join Date: 2006-11-14 Member: 58605Members, Constellation, NS2 Playtester, Subnautica Playtester
    ezekel said:
    I don't actually have any numbers, what's the console command? I'll get you guys some numbers and edit them in
    cheats 1, and then debugspeed in the console.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Ok thanks, I'll give you guys the skulk speeds, lerk speed, and fade speed. And I'll also give you the super skulk speed (i just call it that) it's when you consecutively do everything correct for a long period of time and you begin to go nuts fast, I'll do it without celerity then with to give you an example.. I'm pretty sure it's faster than a lerk though haha
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2013
    I would like to have proper working a,d,a,d -ing back for this movement change.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013

    Koruyo said:
    I would like to have proper working a,d,a,d -ing back for this movement change.
    What do you mean? You need to use A/D




    Edit and here are the numbers, will edit main post: map tested was ns2_nsl_summit

    Celerity seems to make no difference besides making the top speeds reached QUICKER, only the lerk receives a maximum speed boost. Obviously ground movement speeds are still increased with celerity

    Skulk: Average: 13-16 speed
    Top/max: 18.17-20 (note it is extremely difficult to go past 18.17)
    Celerity/leap make no difference in max speeds, just makes it easier to get going


    Lerk: 8.50-10 average, 10.85 max

    Celerity: 12.75 max



    Fade: 18-21 average (no celerity) -- Not sure if celerity makes a difference, possibly just makes it easier to gain speed)

    Max: 26+ I believe you can reach 28-30 but you'd need more room to continue doing this perfectly, I was doing a lot of turns and it was summit so before I could get past 26. whatever I'd run into something

    Also as a fade, you can make VERY sharp turns at speeds of 26 by doing the shadowstep which keeps your current speed in AIR ONLY then continuing your bhop, this is VERY difficult to do and keep track of (I'm playing default key bindings)


  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2013
    Okay maybe my thread choice wasnt the best, since that isnt actually aimed at bunnyhopping.

    I mean just the evasive move for in combat, which especially works well against pistol - strafing left and right quickly to make you harder to track/predict movement... currently if you do it quickly you basically dont move at all, and if you do it slowly, so you actually move, its so slow that it barely makes a difference - considering other possible evasive manoeuvres. I think it was the last bigger movement change patch which gimped it - with this bunnyhop change, i think it would be cool if that would work better again.
  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    You should be able to a/d skulk almost identically in the BT mod compared to NS1, had you tested those movements in the balance mod?
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013

    Koruyo said:
    Okay maybe my thread choice wasnt the best, since that isnt actually aimed at bunnyhopping.

    I mean just the evasive move for in combat, which especially works well against pistol - strafing left and right quickly to make you harder to track... currently if you do it quickly you basically dont move at all, and if you do it slowly, so you actually move, its so slow that you barely make a difference - considering other possible evasive manoeuvres. I think it was the last bigger movement change patch which made it impossible to use this. - and i feel with this bunnyhop change it might be useful to bring it back as well.
    I understand, you mean if you strafe left/right as a skulk to dodge too quick, you pretty much won't go anywhere. But if you do it slowly you'll move, but so slow that a marine can easily track you (minus a pistol where there's more room for mistake) but wouldn't doing this require a speed boost? I'm not entirely sure how this would work, sounds like an interesting dodge mechanic.. however with the current BT skulk you can do a lot already.

    IMO A/D should be the exact same as vanilla currently is
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2013
    Well, if its the same as vanilla now, and that should be the same speed as ns1...

    I still feel like its a bit slow.
    But whatever - if everybody is happy with it... fine. (guess i got spoiled from how it was in the earlier days of ns2)


    edit: it wouldnt need a speed boost, it would only need a change on how fast you accelerate while strafing...- tho i guess that could make it harder to move precise)
  • sotanahtsotanaht Join Date: 2013-01-12 Member: 179215Members
    edited May 2013
    Yeah the instant bunnyhopping makes it into this game is the instant I drop it like a wet sack of shit and never look back.  Hope you make the right decision, there will be no second chance.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013

    sotanaht said:
    Yeah the instant bunnyhopping makes it into this game is the instant I drop it like a wet sack of shit and never look back.  Hope you make the right decision, there will be no second chance.
    Um, I'm lost here.

    Casual players > regular aim + regular skulking = fine

    Hardcore players >amazing aim + bhop skulking = fine

    For the better aimer, there's now more wiggle room for the better skulk, sure this tutorial will help (hopefully) everyone learn it, but the difference between the regular player and the hardcore competitive player will still be there. You won't be seeing every single skulk perfecting this movement and flying across the map dominating you endlessly, you'll see the competitive player doing what they've been doing. I'm all for this change and it really adds into the skilled movement of the aliens (I'm still on personal debate about the lerk though~)
  • RadmanRadman Join Date: 2013-04-05 Member: 184656Members
    edited May 2013
    So i read the first part a few times, and im completely lost here. 

    First approach a wall on either your left or right side, for this example I'll use a wall on your left side. At what angle? do i need to run along it so its almost parallel? do i need to approach the wall so i can strafe away from it as i touch it (similar to walljumping in tf2)? You're going to approach the wall, jump while holding your left movement key and having your mouse cursor positioned to the point where it's "glancing at the wall" What? be more specific you don't want to aim at the wall because directly hitting a wall will stop your speed just say "jumping at a wall at a 90 degree angle" or "perpendicularly" . Once you hit the wall let go of your left movement key and hit+hold just say "hold" or "press" your right movement key while strafing your mouse towards the direction you're moving (which would be right at this point) Just say, move your mouse or cursor away from the wall. How fast should we move it? When should we stop? Do we keep strafing away from the wall? When should we stop doing that?.  From there you want to hit jump again as soon as you feel you land. There is no perfect timing to hit, just do it when you feel you've landed. then from there you want to keep repeating those opposites on the ground or towards your next wall What opposite? What is the difference between bunnyhopping off a wall and off the ground?, you'll begin to hear a new sound which will confirm you've picked up speed.

    Red alone are my comments. Red + yellow highlighting are edits. Sorry if the edits sound anal, but i only fixed punctuation where incorrect use or lack of use confused the meaning.

    Sorry for the weird highlighting. I fucked up the formatting and i dont know how to fix it.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    You want to glance the wall, hitting the wall (as you can see for yourself) will make you lose speed, you basically want to just "tap" the wall and not be looking directly at it, no it's not similar to tf2 in any way

    a glance is a term in this game (like a glancing bite) where you aren't directly on target, just at the side of it but still able to hit it

    you can move the mouse away from the wall as if it was a fluid motion -- just don't do it spastic or too fast as this will cause speed loss, this is something you need to get a feel for


    As for the ground and walls it works like this


    wall + wall = fastest gain

    wall + floor = second fastest

    floor + floor = slowest

    You're bhopping the same way for all of them, however with the floor you're constantly doing it, with walls you're only doing it when you're hitting the walls. The "upward" aim with your mouse cursor is for the wall only, generally used to go over a structure / move upward maintaining speed on an incline or staircase, but it also gives more of a boost then just jumping off the wall
  • RadmanRadman Join Date: 2013-04-05 Member: 184656Members
    Is it possible to consistently wall jump off the same wall? would you just lose speed doing that?
  • JektJekt Join Date: 2012-02-05 Member: 143714Members, Squad Five Blue, Reinforced - Shadow
    edited May 2013
    You wall jump off the same surface by lining yourself up with it at a parallel and tapping space, like in the vanilla game. There's no mouse movement or strafe required. And yes, in the BT you gain a lot of speed very quickly doing this.
  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    Radman said:
    Is it possible to consistently wall jump off the same wall? would you just lose speed doing that?
    You can do this, you gain speed because each wall jump gives a momentum increase, however you'll eventually run out of wall and have to go back to the ground
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Needs a video with debugspeed and a keypress overlay like this:

  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    ScardyBob said:
    Needs a video with debugspeed and a keypress overlay like this:

    Actually, this is just like counter-strike source. If you were able to bhop in CSS, you're basically doing the same exact thing except now you're doing it off walls as well! :)
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    Time for this video again!


  • ezekelezekel Join Date: 2012-11-29 Member: 173589Members, NS2 Map Tester
    edited May 2013
    Time for this video again!


    He was doing this on a zBlock protected server, not saying he can't bhop, but he's most likely using a script which is illegal. Because the servers he's playing on essentially have bhop disabled. Also this isn't possible anymore as of 2010 when the game had an engine swap to sdk 09 (a worse version unfortunately) but the variable can be changed server side
  • dragonmithdragonmith Join Date: 2013-02-04 Member: 182817Members, Reinforced - Diamond
    @ezekel

    I don't believe he was using scripts or the like, but I know one cannot do this anymore :(
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    He wasn't scripting.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    ezekel said:
    ScardyBob said:
    Needs a video with debugspeed and a keypress overlay like this:
    Actually, this is just like counter-strike source. If you were able to bhop in CSS, you're basically doing the same exact thing except now you're doing it off walls as well! :)
    I know, but if your going to do a NS2Bhop/Wallhop tutorial, text isn't the best method. 
  • KoruyoKoruyo AUT Join Date: 2009-06-06 Member: 67724Members, Reinforced - Shadow
    edited May 2013
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited May 2013
    I feel that your skulk bhop tutorial is too complicated, and gets mixed up trying to explain details when what it really needs to do is communicate the fundamentals. What scares new players is not understanding the rules, so simply explain those rather than trying to dictate exactly what buttons to press. Basically it's as simple as this(all details confirmed just now in the current BT):

    1. While in mid-air, you can hold down the jump button to immediately jump again when you hit the ground. Doing this will cause you to fully preserve any extra speed you currently have. In NS2, this is all there is to bunnyhopping - simply jump repeatedly, no need for fancy mouse movements or key presses.

    2. Momentum can be gained in three ways:
    - Using Leap
    - Bunnyhopping down a slope
    - Walljumping off a wall during a bunnyhop

    3. For walljumping, you want to do a walljump at the shallowest angle possible - nearly parallel to the wall. Do not face towards the wall and then turn away from it, as you might have done previously in NS2 - this will cost you most of your speed(see #4). Note that you should not ever actually be touching the wall - you can now do a "glancing" walljump from a small distance away, and this will minimize the risk of actually bumping into the wall and losing speed.

    4. Any time you move your mouse to turn, you lose a bit of speed. The sharper the turn, the more speed you lose. Beginners should thus try to focus on straight lines and gradual turns to preserve their speed.

    5. The speed loss mentioned in #4 can be prevented by holding the left/right button corresponding to the direction of your turn. So when you need to move your mouse to the left, hold down your Left key while you do it, and your speed will be preserved. Note that you still do not gain speed in this way, simply preserve it.

    There you go, now you know everything there is to know about bunnyhopping. Learning to apply it has to come from experience IMO.
Sign In or Register to comment.