Jumping
Mythr1l
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?
isnt there another way?
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Comments
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...
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-->
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
I figured the air accel was just going to be fixed..