Bunny Hopping

DefconDefcon Join Date: 2002-11-20 Member: 9402Members
edited January 2003 in NS General Discussion
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.

Comments

  • PodPod Join Date: 2002-11-03 Member: 5745Members
    the walk feature is bound to shift by default
    have fun
  • DefconDefcon Join Date: 2002-11-20 Member: 9402Members
    <!--QuoteBegin--Pod+Jan 12 2003, 11:02 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pod @ Jan 12 2003, 11:02 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->the walk feature is bound to shift by default
    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.)
  • BergerBerger Join Date: 2002-11-16 Member: 8945Members, Constellation
    Right. So, a marine, with his 1337 skulk tracking 5k|llz, can already go into a hive and kill anyone that spawns there. But no! Don't take away the marine's ability to hop around like a frog on speed and avoid the skulks further! Bunny-hopping does not 'increase the skill in marines,' it just makes it harder for your average Joe Skulk to nab one. Sorry, but you're contradicting yourself.

    On another though, yes, the walk-modifier should definetly make the marines silent.
  • BlueGhostBlueGhost Join Date: 2002-11-30 Member: 10337Members
    Crouch and crawl around when you want silence. Better yet listen yourself and you'll know when there's aliens nearby who might hear you.

    BlueGhost
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