In Praise Of Bunnyhopping

Dunkin_DynamiteDunkin_Dynamite Join Date: 2003-02-08 Member: 13260Members
<div class="IPBDescription">A compromise</div> With the apparent negativity regarding bhopping and the idea floating around that it will be removed in 1.1

I just hope to vouch for a compromise that I think allows "bhopping" or rather, the jump-crouch, to be legitimate.

First of all, I don't bhop. I played CS beta for a bit and that was the extent of my experience in HL MP, save for a few Firearms and DoD days.

Second, I play on a laptop where can't jump and move left at the same time; I have to let go of one button for the other to work. So even if I tried bhopping I would be at disadvantage.

However. There are times when fighting skulks, where they come charging at me - and I jump-crouch *OVER* them. We both turn around and he charges again, and I jump-crouch again. It's very fun to do this jump over of a skulk, and it's not broken either as your timing has to be perfect; and the skulk can still jump at you and bite your legs.

I am not madly bhopping to keep myself off the ground as much as possible and breaking the speed limit, I only bhop to jump over the skulk; oh, Flayra and the gods of NS, I hope you can find it in your hearts to test a compromised form of bhop, where bhopping does not let you move faster but is still in! So that people can still jump over skulks charging straight at them. Maybe bhopping might have a time limit, in that you cannot behop more than say, 1 / second. And behop might leave you entirely stationary so the bhop abusers can no longer hop all over the place.

Give this idea some thought. Give bhop a chance -

Comments

  • CplDavisCplDavis I hunt the arctic Snonos Join Date: 2003-01-09 Member: 12097Members
    yes plus the fact that use use jump crouch to get onto high places or Jump into a small vent.
  • ShockehShockeh If a packet drops on the web and nobody&#39;s near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
    Crouch jumping <i>isn't the same</i> as bhopping.

    What you're doing is fine. Don't worry 'bout it.
  • ElectroKiwiMonkeyElectroKiwiMonkey Join Date: 2002-11-06 Member: 7384Members
    Don't quote me on this, but a post somewhere said that FLAYRA said (I told you not to quote me, silly) that in 1.1 you will no longer be able to go faster through bunnyhopping, but that Flay felt crouch-jumping as a way to avoid skulks was perfectly legit.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    Best discription of bunny hopping yet: <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> (TeoH @ Mar 12 2003, 09:25 AM)

    Quake engine games (including HL) have no air friction, but have a value corresponding to floor friction. When you are in contact with the floor you lose speed at so many units per second / per second. This is what makes you stop going when you release +forward.

    This friction kicks in as soon as you land, and the longer you spend on the floor without holding +forwards, the more speed you'll lose untill you are stationary. This then brings up the question - What happens if you press jump the instant you hit the floor? Friction doesn't kick in, and you lose no speed. This is bunnyhopping.

    In itself, this would be meaningless, but there is another quirk of the quake engine that you can use in conjunction with bunnyhopping. Because of the way air control works, it is possible to accelerate in the air when turning, air acceleration can potentially bring you above normal running speed, but as soon as you hit the floor you are subject to friction, so you lose this extra speed. If you jump, accelerate in the air and then use bunnyhopping to avoid floor friction, you can hop along faster than you are able to run normally.

    To limit the use of this, valve has built in a limiter to bunnyhopping speed. Whenever you move at greater than 170% of your base running speed, you trip the limiter. This limiter will drop you back down to normal running speed as soon as you touch the floor (even if you hop). This means a bunnyhopper typically accelerates over several jumps, untill he breaks the 170% mark, then lands and loses all his speed before beginning to accelerate again.

    Because of the limiter, it is not possible for a bunnyhopping marine to outpace a running skulk over any distance. And it certainly isnt possible for a hopping marine to outpace a hopping skulk in any circumstance. (Skulks can hop just as well as marines, and their limit is 170% of their much higher base speed, meaning they have a higher top speed).<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Add in this and you have your answer:

    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->QUOTE (Immacolata @ Mar 11 2003, 10:19 PM)
    Bunnyhopping might go out come 1.1. Not confirmed but the message says that Flayra has decided that it must go.

    QUOTE (coil @ Feb 22 2003 @  05:00 PM)
    In a game like TFC, bunnyhopping is a skill. Knowing how to do it well is vital to being competetive in the game.
    In a game like CS, bunnyhopping isn't possible. It ceases to be a skill, because you can't do it; if you could find a way to bunnyhop in CS, it would be a cheat.
    In NS, bunnyhopping is currently possible, but its future is looking pretty dim. I suppose in that light (no pun intended), you could view it as an exploit, since bunnyhopping to gain speed is going to be eliminated in 1.1 - Flayra has decided it doesn't belong in NS.
    In the NS forums, bunnyhopping is a headache. And we all know how to cure a headache.
    *coil loads shotgun*
    *BLAM!*



    And the thread was locked after that 

    Coil confirmed it.

    QUOTE 
    1) jumping in conjunction with air control to gain speed, as described by TeoH. This will be removed in 1.1.
    1a) performing (1) while crouched, resulting in fast, silent movement (as crouching makes you silent, including jumping). This will be removed in 1.1.

    2) jumping repeatedly to avoid attacks. This will remain in.
    2a) performing (2) while crouched, resulting in a very difficult-to-hit marine. This is because the crouched hitboxes are buggy; they will be fixed in 1.1, invalidating this tactic.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
  • airyKairyK Join Date: 2002-12-19 Member: 11126Members
    i dont see anything wrong with bhoping anyhow.......i always kill the marine if im close or not even if they are bhoping! i think you guys just need to adapt and get better at skulking imo
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