Strafe Jump Needs To Go!
tallhotblonde
Join Date: 2012-12-11 Member: 174770Members, Reinforced - Supporter, Reinforced - Shadow
This is probably the most damaging mech to be re-introduced into ns2. I can jump away from aliens on public all day long and in competitive it makes it even harder to kill marines with already brilliant micro positioning and aim.
Its not needed, its not fun and it ruins the alien experience for alot of casual players. BIN IT.
Its not needed, its not fun and it ruins the alien experience for alot of casual players. BIN IT.
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Comments
We don't need jumps!
Yeah! And remove jetpacks!
An while we're at it, remove walking as well! Turrets are way better than marines anyway!
Strafe jump.
after a few hours i've just adjusted to predict and time bites better... now i have little problem hitting 'jumpy' marines.
the kills are more rewarding too, because it's not a braindead hold left-mouse job. the marine thought he could dodge, he thought he could escape - but you bit him out of the air like a boss.
I´m boiling with hate towards this guy.You better not play on goddamn rookie servers.I´ve seen your damn jumping bullshit.How the **** do you even know when and where to jump when everything is so damn chaotic.You can´t possibly predict any movement while 3 skulks are jumping everywhere.
It had to be rookies if none of them was clever enough to just go the other way around (in reactor).
i think i play 1 of 15 games as marine because its not any challenge even with 15 aliens at the same team but its mostly random most times so if you take the reactor core incident and have 2 on one side and 1 on the other i tend to jump towards the lone skulk, and instead of strafe backwards exactly all jumps (Easy to predict as alien so they catch up and kill you) try jump OVER the one skulk coming at you That way you will have all 3 at the same side again so you can start over from scratch and enjoy a longer dance. also to answer your question i am admin and only play 100% on the [UK] 32 slot server #1 - there is hundreds of servers and no one is forced to play on THAT one in particular so try stay away from it you dont like to dance
It's not the strafe move that is the problem. It's the 1 on 1 overall mechanic that is.
-Alien have a different view so tracking becomes awful as he gets "disturbances" in the screen. Teeth rack...
-Lag issue, it look like they teleport (not even talking about (VCR-rewind, lag, dead), even with good pings. You see more the "turn around dance".
-Gnarling...
I do believe when you have a skulk biting an ass or a leg is like a bear trap... Why on earth does the marines isn't slowed down ?
*Especially when
-The marine never saw it coming.
-The skulk land a proper set of bites.
The marine counter would be to use secondary attack to "unlock the situation" for the second bite. Would be fair and less depending on lag. Which is really an issue right now.
This would force marine to pay attention a little more and or get the teammate to 'cover'. I rarely see on NS2 a marine covering the other one that is welding something.
I once 1v1d a dual exo as a skulk and killed him. This is evidence that Exos are underpowered and require buffs.
It's been a thing since 2003 mate it's all about where you stand in the room for maximum coverage of team mates with maximum distance between you and incoming skulks -micro positioning.
Oh ok cool. Soz, my micro position isn't up to scratch because I'm always focusing on my weapon macro and click control. I don't even want to talk about my button modulation!
Yeah, let's make the most basic, fundamental combat mechanics the whole game stands upon a chaotic, unpredictable mess of blurry turns and friends and foes blinking in and out of view at random. That will make the game insanely attractive. Little things like this, together with creeping featurism like the super-intuitive rule "you are not getting any res for a minute while jumped out of the chair". Why? Because!
Combat was fast paced, before this change and after it. That's just the way this game is designed. Adding this new strafe function does not make combat significantly more chaotic than it was before.
And the no res rule is entirely unrelated to this conversation, not sure why you're even bringing it up
Marines should have the advantage on range, aliens up close. Adding this jumpy nonsesnse does not benefit the game.
l2p is a snobbish $%#%.
nope... it was 60/40% depending on who plays of course. In clanplay... marines are pretty efficient. I would say 50/50%.
I do think it would be better to make a weight system for calculations.
A game as a PCW is far more organized than a public game. Unfortunately there are more public games than in clans. So the stats will never be accurate this way. Having a weight system that will give a little more weight to clan game. why not ?