Increasing Marine Speed

Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
<div class="IPBDescription">looking for verifiable methods</div> Sometimes I like going to my own server, setting SV_cheats and showspeed, and seeing about stuff I've heard and if it works.

I think the marine has a speed somewhere below 200, about in the middle or upper end of the 100s. I don't know the precise number, maybe 170. But I found that there's this slight acceleration if you tap your strafe button while holding forward. When you tap left and right strafe rapidly, it seems that you keep this acceleration up, which puts you around 200 some odd units per second or whatever the rate is.

So is this for real? Am I actually getting places slightly faster by wiggling left and right like a psycho, or is it pure optical illusion?

Another thing I've heard and can't verify is backward marine bhopping. I know you're supposed to be able to bunny uphill but not on flat land or downhill, but bunnying backwards sound so stupid that I almost believe it's true. So can someone who knows tell me if this is actually possible? Have you seen it? Does it look as funny as it sounds? Please try to actually tell me something detailed?

I've gotten mixed results trying to get knockback from bites and slashes as a marine. I'm not sure I understand correctly the timing to get massive knockback that can put you across the room done right. Does only holding backward help, along with the usual crouch-jump? Does it matter if you're headed up, or coming back down to get maximum distance? Yeah anything you know is good. Details plz.

That's all. Plain texts because you guys complained three times today. :[ F'n sheesh.

Comments

  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    1. Terrible secret of ns - costs many accusations of speedhacking.

    2. You can only bhop as a marine onto elevated surfaces. There are a few little tricks you can do to extend it, but full backwards bunnyhopping is a myth.

    3. While I haven't tested enough, I'm pretty sure knockback has to do with 3 factors - one is friction, two is direction of motion, the other is what type of bite the skulk lands.

    a) Friction means that if you're not connected to the floor, you will get more chance of huge knockback.

    b) If you're travelling away from the skulk when bitten, more chance of knockback.

    c) Finally, the weirdest of them all, sometimes melee attacks 'suck' a player in towards you, while at other times they don't. You can observe this with the knife when you get the so-called 'tractor beam' effect every once in a while. What causes this I am not certain of. It is either a bug or influenced by latency differences.
  • ekentekent Join Date: 2002-11-08 Member: 7801Members
    <span style='font-family:Times'>It's called strafewalking, and it's an old quake trick. Do a google search for "<span style='color:blue'>quake speedrunning</span>" and you'll find volumes of information about this. Scripts don't increase your speed but they maintain your speed more consistantly.

    I mentioned this in my movement thread, but both turning and strafing accelerate your movement. It has something to do with how half life calculates diagonal motion (since while you are turning you are effectively moving diagonal for the duration). Contact with any surface <i>decelerates</i>, because of friction. The principle of bunnyhopping is obviously to minimize contact with the ground by jumping a lot. Strafewalking is the most elementary concept of bunnyhopping.

    --

    You can absolutely bunnyhop backwards up ramps. dn`lucid used to be a master of this, to the consternation of many skulks. You go slightly faster than a marine walking forward, if I remember correctly. It looks pretty cool, imho, as does any fluid marine movement <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif' /><!--endemo-->.

    --

    As far as I understand, knockback is a constant force applied if the attack does any damage. Skulks and onos have the most knockback. I don't notice any with fade claws, so if there is any it's negligible. Onos knockback is almost straight to your left (if you're facing the onos), so it will either cancel any backwards velocity you have, or pull you in that direction. Either way, you end up right next to the onos again, and that's why it's so hard to dodge past onos in a small hallway.</span>
  • Act_ChillAct_Chill Join Date: 2003-04-24 Member: 15816Members
    Shhh...Marine knock back should only be kept within the "elite" circle of players. It is the single greatest exploit the game creators havent raped from the marines. If you can bh forward you can bh backwards. Damn althoughs bh skulks!!! <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> The whole diagnol thing does work but I only use when fighting. When a skulk jumps he must continue on that path if you guess the right direction to go and time it right you can dodge a bite a put a good distance between you and the skulk.
  • RushakraRushakra Join Date: 2004-03-25 Member: 27523Members
    Onos have some insane knockback on Gore if you're jumping. How many of you have spawned from an IP being raped by an Onos, only to be knocked 20 feet into the air and halfway across the room? A good example is ns_nothing. Relocation to Viaduct. I've actually seen Marines kicked ALL THE WAY UP ONTO THE CATWALK by Gore. -Wow.-
  • Swift_IdiotSwift_Idiot Join Date: 2003-01-05 Member: 11883Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I've actually seen Marines kicked ALL THE WAY UP ONTO THE CATWALK by Gore.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    <img src='http://www.cnn.com/interactive/allpolitics/0011/election.quotes/content/al.gore.ap.jpg' border='0' alt='user posted image' />

    <span style='font-size:8pt;line-height:100%'>Gore must work out. :o</span>
  • MistenTHMistenTH Join Date: 2003-01-01 Member: 11706Members, Constellation, Reinforced - Shadow
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    go alongside a wall, face the direction you want to go.

    then hold down strafe and forward at the same time. you will move _slightly_ faster. this also works for skulks in vents.
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    <!--QuoteBegin-MistenTH+May 7 2004, 09:43 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MistenTH @ May 7 2004, 09:43 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> eh cat-packs? =P <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    ^^


    that was exactly what I was going to say
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Ive been reading up and perfecting my alien bhop.

    From one of the sites i was reading bhopping backwards in TFC for some people was easier than forwards.

    And with a lot of practice you can learn to "mulch" which is transitioning a bhop forwards to a bhop backwards.

    The strafe technique you were mentioning i think is basically called "gliding" where you use forward and strafe to launch yourself and basically it is a good maneuver to start a fast bhop. Using the same principle and strafing to each side while walking does give a slight increase I reached 230-40 as a good constant.

    What script do people use for getting the strafe wiggle right?

    *if you want to test speeds put sv_cheats 1 on and cl_showspeed 1 on*

    I just tested the bhop backwards up ramps and you can reach 245, where 206 is default speed of running rine, backwardspeed is 82 as default.

    Also strafe running against a wall i can keep a constant 300!! The thing is depending on how your view is to the wall depends on how fast you can get, aiming just slightly from perpendicular towards the wall gives you an increase.

    As for knockback stuff, i dont know how to perfect it i only know jumping and moving away from the skulk usually achieves it, BUT at a wild guess strafing when you get hit instead of moving forwards or backwards should technically boost your jump as when bhopping you shouldnt use your forward or back keys you may get less friction useing strafe when you get bitten.

    Hope i helped. Now i've learnt myself a few tricks for future gaming.

    - RD
  • InsomniaInsomnia Join Date: 2003-06-10 Member: 17179Members
    You can bunnyhop up slopes. Strafe jumping every now and then works too.
  • ShesekShesek Join Date: 2003-06-22 Member: 17617Members
    <!--QuoteBegin-Swift Idiot+May 4 2004, 10:52 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swift Idiot @ May 4 2004, 10:52 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So is this for real? Am I actually getting places slightly faster by wiggling left and right like a psycho, or is it pure optical illusion? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    as far as i know, the speed measurer displays your total speed
    if we devide a marine's movement to two axis: X and Y
    where X is where you move forward/backwards, and Y is strafe left/right
    if you move only forward, the speed bar will show your speed on the X axis
    however, if you also move to one side, while your speed in the X axis remains the same, to the total amount of speed you'll need to calculate the speed in the Y axis aswell (with angles and trigonometry i reckon)
    so even though the speed bar changes, your forward speed is the same (strafing not into a wall, that is ), to the two exceptions mentioned above, where you either strafe INTO A WALL, or BH.
  • e_Nadagaste_Nadagast Join Date: 2003-10-30 Member: 22149Members
    edited May 2004
    there is no script to 'wiggle' on the ground. You could make one but then you'd have to wait for the script to finish to start firing or doing anything else... so it would do more harm than good... besides how hard is it to tap a and d keys repeatedly?

    Anyway there are a few techniques that still work for marines... the best for all around use is gliding where you can get over 300 groundspeed on the end of most jumps if you do it right. uhm then you have bunnysliding which is pretty fast but real annoying to do... and bhopping up stuff along with the crouch for an extra jump.

    and if there is still a way to replicate _special (it was taken out but I've heard you can still do it, shrug, probably just rumors) you could do chophopping which is just sick <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • BOBDololBOBDolol Join Date: 2003-10-04 Member: 21431Members
    what is bunnysliding
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