Jumping

Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
Seems like 1.1 is going to be like CS jumping, stopping bunnyjump is fine, but by making it like CS it makes it real easy for skulks, say you jump away to get out the way of it, then you end up stuck being unable to moove for half a second like in CS, will just be a free meal on a plate <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->

isnt there another way?

Comments

  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    well in cs they altered the air accel to stop genuine bhing...then they went 1 step further and made it so you coudlnt jump more than once in like 3 hours. So Im not entirely certain what is meant :/
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    It's completely silly that skulks could be doged in the first place, the aliens are supposed to rule in moving, not marines.



    Thank God BHoping is getting removed, it kills gameplay on so many levels:

    Supension of Belief,
    Hit box issues,
    Balencing Issues,


    to name a few...
  • Mythr1lMythr1l Join Date: 2003-01-26 Member: 12772Members
    im not argueing for bunnyhopping to stay, but maybee a stamina bar like in DOD could be added, like you could jump out the way of a skulk but you couldnt go flying around the map at 50mph.


    btw ill still be bunnyhopping along as skulk <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • NegaBenjiNegaBenji Join Date: 2003-01-09 Member: 12058Members
    <!--QuoteBegin--Mythr1l+May 17 2003, 07:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Mythr1l @ May 17 2003, 07:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> im not argueing for bunnyhopping to stay, but maybee a stamina bar like in DOD could be added, like you could jump out the way of a skulk but you couldnt go flying around the map at 50mph.


    btw ill still be bunnyhopping along as skulk <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    I think the way marines can easily dodge attacking skulks is more of a problem than them being able to get around quickly. Part of the skill involved in being a skulk is getting yourself close enough to the marine to attack - marines should have the advantage at range, but once you've closed in the skulk should take them down easily
  • evilopsevilops Join Date: 2003-02-13 Member: 13494Members
    Damn... something needed to be done about bunny hopping but slowing down after a jump? That's one of the most annoying things about CS... and when you HAVE to jump (to get up crates etc) it takes you AGES. <i>Please</i> don't make it as slow/hindering as CS :/

    I figured the air accel was just going to be fixed..
  • Marik_SteeleMarik_Steele To rule in hell... Join Date: 2002-11-20 Member: 9466Members
    Let's try to keep all of our bunnyhopping discussion <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=1&t=32349' target='_blank'>in one place</a>, at least.
This discussion has been closed.