<!--QuoteBegin--Fantasmo+May 20 2003, 02:58 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Fantasmo @ May 20 2003, 02:58 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--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-->But my point still stands that marines should not <b>always</b> lose at close range.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
How do you know this new jump will mean the marines will "...<b>always</b> lose at close range."
I'm not saying you are right or wrong but what do you have to back up this point? <i>Speculations</i> based on your experience? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> I was not really directing that at the new jump specifically, it was a more general point that close-range encounters should not always end up in the aliens favour.
As far as the new jump goes, it sounds like selective jumping will still be possible and hence balance should be ok.
If selective jumping were to be removed, I think it would tilt the balance too much towards the skulk etc. And this would be based on personal experience yes.
agreed, some form of jumping should be allowed. Obviously backwards hopping and super speed are broken.
Some balancing work is needed. Depends if Flay wants. But it is better than getting rid of jumping forever. Depends on how it works out. Marines still have to be able to jump after all.
Backwards hop maybe once and then you would be slowed maybe, skulk latches onto your leg and lames or holds you - obviously that may confer too great an advantage. Actually since marines do have to jump anyway I think the new jumping will be a non issue. So long as we can still jump over a skulk, even if not perfectly, and not all the time.
Comments
How do you know this new jump will mean the marines will "...<b>always</b> lose at close range."
I'm not saying you are right or wrong but what do you have to back up this point? <i>Speculations</i> based on your experience? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I was not really directing that at the new jump specifically, it was a more general point that close-range encounters should not always end up in the aliens favour.
As far as the new jump goes, it sounds like selective jumping will still be possible and hence balance should be ok.
If selective jumping were to be removed, I think it would tilt the balance too much towards the skulk etc. And this would be based on personal experience yes.
Some balancing work is needed. Depends if Flay wants. But it is better than getting rid of jumping forever. Depends on how it works out. Marines still have to be able to jump after all.
Backwards hop maybe once and then you would be slowed maybe, skulk latches onto your leg and lames or holds you - obviously that may confer too great an advantage. Actually since marines do have to jump anyway I think the new jumping will be a non issue. So long as we can still jump over a skulk, even if not perfectly, and not all the time.
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