Bunny Hopping
Defcon
Join Date: 2002-11-20 Member: 9402Members
I know, it's been posted a few times however I have my own few points regarding this subject.
Most, quite obviously dislike the teqnique, partly because they're unable to do it. Yes it does take skill (unless it's scripted).
When aliens complain about bunny hopping marines, for the marines to speed up, they MUST lose there ability to aim, since aliens do not need to reload, a quick few hop's and they'll catch and bite the marine.
It's going to be another skill in NS gone, leaving not alot. Once you master 'tracking' skulks you'll soon realise how easy it is for 1 marine to walk into the enemy hive, and gun down every spawning skulk (even with the faster spawn times) eventually, if every skulk dies, this is a sure fire way of winning (unless of course he gets no support)
The skill in marines therefore relies in the movement and sound vs. aliens. Bunny hopping is simply increasing this.
However, I do disagree with
1) backwords bunnyhopping
2) the speed you can gain (should be just under a skulks run)
3) silent bunnyhopping
To counter 3, I propose the devs implement a walk|silence feature, since sound is a crucial element in NS to working out where the enemy are.
Most, quite obviously dislike the teqnique, partly because they're unable to do it. Yes it does take skill (unless it's scripted).
When aliens complain about bunny hopping marines, for the marines to speed up, they MUST lose there ability to aim, since aliens do not need to reload, a quick few hop's and they'll catch and bite the marine.
It's going to be another skill in NS gone, leaving not alot. Once you master 'tracking' skulks you'll soon realise how easy it is for 1 marine to walk into the enemy hive, and gun down every spawning skulk (even with the faster spawn times) eventually, if every skulk dies, this is a sure fire way of winning (unless of course he gets no support)
The skill in marines therefore relies in the movement and sound vs. aliens. Bunny hopping is simply increasing this.
However, I do disagree with
1) backwords bunnyhopping
2) the speed you can gain (should be just under a skulks run)
3) silent bunnyhopping
To counter 3, I propose the devs implement a walk|silence feature, since sound is a crucial element in NS to working out where the enemy are.
Comments
have fun
have fun<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
The idea of walk is the fact it's silent (like counter strike), currently it makes a noise like your running around making 2 footsteps for every 1
Since sound is a huge part of natural selection (determing where enemies are from behind walls etc.)
On another though, yes, the walk-modifier should definetly make the marines silent.
BlueGhost