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~)
Bunnyhop is first and foremost a bug. It is not an intuitive mechanic, not even one that makes sense, and no good comes of it in any game, ever. Walljumping on the other hand is fairly intuitive and still has plenty of room for improvement.
don't even bother the same anti-bunnyhopping arguments have been used over and over again and I've still yet to see anyone bring something new to the table
Practiced this for a few hours on Tram. Best I could get was around 13 with walljumping, 10-11.5 on the ground.
It seems to be possible to increase speed without walljumping, but I still don't fully understand the mechanics behind it. Sometimes I jump and get +0.5 to +1.0 speed, but more often than not I just keep my current speed or drop back to 7. There seems to be some sort of magical combination of momentum + movement direction (A/D) + mouse movement that grants a speed boost but I can't do that consistently.
IronHorseDeveloper, QA Manager, Technical Support & contributorJoin Date: 2010-05-08Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
Please do not let this helpful thread devolve into a pro /con bhop argument.
It exists in the balance test mod, and this thread is about how to utilize it.
Anything else can be posted in the mod's existing thread.
he was, he was playing on zBlock bhop disabled servers via ESEA. You'll see from his lan footage that he was unable to bhop the same, yet online there was never any mistakes, anyway back on topic!
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.
I'm aware, but if you read the thread I was hoping to have a video w/ voice tutorial out this weekend! The text is just an immediate post to help anyone out playing this week, as a lot of people were joining the server and having trouble with the new stuff.. so as someone who practiced it a lot and figured almost all of it out (minus shadowstep, sewlek gave some insider info about that) I figured I'd make a post about it
@StrikerX3 "Practiced this for a few hours on Tram. Best I could get was around 13 with walljumping, 10-11.5 on the ground.
It
seems to be possible to increase speed without walljumping, but I still
don't fully understand the mechanics behind it. Sometimes I jump and
get +0.5 to +1.0 speed, but more often than not I just keep my current
speed or drop back to 7. There seems to be some sort of magical
combination of momentum + movement direction (A/D) + mouse movement that
grants a speed boost but I can't do that consistently."
You can gain speed from ground only, but that's the slowest form
It's
Floor + floor = slowest
Floor + wall = fast
wall + wall = fastest
Glancing upward wall + wall = sonic the hedgehog -- this may be a placebo, but I believe when dropping downward you pick up speed because of decline, hence making it feel faster when you glance upward.. also by my numbers this is how I reached the highest speeds, I believe you can hit 19-21~ on a map like veil.. but don't expect to be doing it during matches lol, just something you can do for fun
NS2 is balanced for what can be done with a unit, but not what the average player can do. This is why the fade in normal play is either terrible or invincible. The best shooters in the game with shotguns have a difficult time killing a unit that only requires 2 shots to kill - that's just moronic. Mechanics based on fooling client prediction are incredibly stupid and speeds that the engine cannot reasonably support are the same. This was why skulks in NS1 were so paper thin, because of how fast a small minority of players could move. There's not a linear balance relationship for aliens health and speed - it's exponential. Might as well just give leap to hive 1 skulks because it's a zillion times more intuitive. As terrible an idea as that sounds, it's slightly less terrible that reintroducing terrible fucking ideas.
I wouldn't really call it a bug myself, more like an unintended side effect of the way the physics system works.
I wouldn't call it a bug at all, since it was intentionally put into the balance test. It can be removed, tweaked, and added... not exactly what I'd call a bug
edit: or is it just the generic type of bhop, making it not really worth typing about?
Its a bhop/wallhop fusion really. Though, a gorge bhop (ghop?) would be amazing.
You can do it on the gorge, however he hits the floor so much and doesn't get the same boost, so the constant ground friction being applied stops him from doing it like the other life forms
I wouldn't really call it a bug myself, more like an unintended side effect of the way the physics system works.
I wouldn't call it a bug at all, since it was intentionally put into the balance test. It can be removed, tweaked, and added... not exactly what I'd call a bug
I'm talking about the original manifestation of it in quake.
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):
I agree with Zek. ezekel, your effort is appreciated, and perhaps your video will be more clear, but the text explanation you wrote in your OP is hard to understand for someone who doesn't already understand it.
Zek's explanation is a good model to emulate. I would, however, avoid using the word "bunnyhop" entirely, since I've never seen it do anything but confuse people. Also, I wouldn't say "momentum" - just say "speed". Also, you might want to explicitly say that NOT jumping will cause you to LOSE any extra speed you have.
Comments
It seems to be possible to increase speed without walljumping, but I still don't fully understand the mechanics behind it. Sometimes I jump and get +0.5 to +1.0 speed, but more often than not I just keep my current speed or drop back to 7. There seems to be some sort of magical combination of momentum + movement direction (A/D) + mouse movement that grants a speed boost but I can't do that consistently.
It exists in the balance test mod, and this thread is about how to utilize it.
Anything else can be posted in the mod's existing thread.
@StrikerX3 "Practiced this for a few hours on Tram. Best I could get was around 13 with walljumping, 10-11.5 on the ground.
It seems to be possible to increase speed without walljumping, but I still don't fully understand the mechanics behind it. Sometimes I jump and get +0.5 to +1.0 speed, but more often than not I just keep my current speed or drop back to 7. There seems to be some sort of magical combination of momentum + movement direction (A/D) + mouse movement that grants a speed boost but I can't do that consistently."
You can gain speed from ground only, but that's the slowest form
It's
Floor + floor = slowest
Floor + wall = fast
wall + wall = fastest
Glancing upward wall + wall = sonic the hedgehog -- this may be a placebo, but I believe when dropping downward you pick up speed because of decline, hence making it feel faster when you glance upward.. also by my numbers this is how I reached the highest speeds, I believe you can hit 19-21~ on a map like veil.. but don't expect to be doing it during matches lol, just something you can do for fun
Repeated mistakes are incomprehensible.
NS2 is balanced for what can be done with a unit, but not what the average player can do. This is why the fade in normal play is either terrible or invincible. The best shooters in the game with shotguns have a difficult time killing a unit that only requires 2 shots to kill - that's just moronic. Mechanics based on fooling client prediction are incredibly stupid and speeds that the engine cannot reasonably support are the same. This was why skulks in NS1 were so paper thin, because of how fast a small minority of players could move. There's not a linear balance relationship for aliens health and speed - it's exponential. Might as well just give leap to hive 1 skulks because it's a zillion times more intuitive. As terrible an idea as that sounds, it's slightly less terrible that reintroducing terrible fucking ideas.
I wouldn't call it a bug at all, since it was intentionally put into the balance test. It can be removed, tweaked, and added... not exactly what I'd call a bug