jumping delay
NS-Soldier
Join Date: 2013-01-16 Member: 179856Members
there should be a delay or "energy" to each time jump is pressed, this should apply to both marine and alien.
below are marines complaining about this...
below are marines complaining about this...
Comments
edit: I think I had this pegged wrong. I fell for the troll bait.
But that's the whole point.
People play both aliens and marines. Nobody wants OP mechanics for marines (or aliens for that matter), because they have to deal with that imbalance when they are on the alien team (and even on the marine team - stomping isn't fun).
There is already an effective jump "energy" preventing players from spamming jump, so there's no reason for this thread or your identical thread in GD. If you'd proposed that the already existing anti-jump-spam mechanic be tinkered with or reworked then that might attract more serious responses. Unfortunately these type of threads seem to be started on the premise marines can constantly jump without being impeded in some way - which is false.
A 'delay' would be obnoxiously restrictive when an energy mechanic already exists as a less obstructive means of mitigating jump-spam. Unless you're talking about a delay before you can jump at full strength again (as opposed to jump at all), in which case, this already exists as part of the energy mechanic (there already is an effective cooldown between full strength jumps).
Unfortunately in it's current state, that ability and rational is the problem.
Take a look at this video by ISE. Go to 4:46. It explains it in greater detail.
No, that's not the whole point. Have you ever seen a bunch of marines and skulks cluttered together, everyone jumping and trying to attack? There is no skill involved, just luck and hope you'll make a random kill in that mess. Been there, seen that and i think it's stupid. It looked totally moronic. Whole point is that marines should be deadly at range and weak up close where skulks have the opposite ability. Yet i can only sense that when i'm attacking some rookie (on both sides). When 2 skilled players fight each other it turns into one big F mess of jumping. Marine randomly trying to evade and skulk randomly trying to attack. The skill is pretty much irrelevant, because pure luck decides who will win when the game decides one made enough lucky blows. I'd understand it if the game was totally unique and nothing ever to be seen, but i've seen and played AvP and if they could work it out properly, so could UWE. But they apparently just don't give a toss.
You are completely wrong, as all of the baddie marines thinking they know how jumping works and spamming the space bar in a fight have shown me by being the easiest kills possible when they actually slow down and screw up their own aim by doing the jumping wrong. See the millions and millions of threads with millions and millions of competent players saying the same thing over and over again; spamming jump gets you nowhere, it's situational and requires skill and experience to pull off.
I'm not talking about backward jump, i'm talking about side jump which throws aliens off the aim so badly it's hilarious. Being on both sides, i know how it looks like from one or another side. It's much easier to side jump away, where alien with its idiotic FOV loses the track and range and that's where the guns come in. Even if you miss them at range with rifle for whatever reason, you can always draw a gun and shoot them in the face before they can even get into the biting range. Yes, perfecting this takes some time, but it's way easier than perfecting skulk strikes.
Therius is right. You are completely wrong.
a) the skulk has lost its momentum for one reason or another (which is always the skulk's fault as it's entirely possible to maintain a momentum and speed greater than the marine during an engagement) and the marine uses strafejumping to create distance
b) the marine jumps in a direction the skulk fails to anticipate, at which point the skulk got juked, i.e. outplayed, i.e. outskilled, i.e. l2p
If neither a) or b) is the case, jumping as a marine is actually detrimental to the marine, as it slows them down and makes them incapable of choosing their movement direction for the duration of their jump. Unless of course the skulk is literally so bad that they lose track of the marine if they are a feet off the ground, which I cannot sympathise with.
So, a cooldown on skulk jumping. Im going to take a wild guess here...Its just a hunch but... you're new to the game?