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measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
<div class="IPBDescription">Share ideas about marine sprint</div>
Thread dedicated to the function of sprint;
Is it good/bad?<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->GOOD<!--colorc--></span><!--/colorc-->
Should marines tire?<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NEVER<!--colorc--></span><!--/colorc-->

You can be reloading while you are running.
You cannot jump while you are running.

For all those b-hop enthusiasts, I wonder if you would be satisfied if a running leap function was added to the marines capacity?
It would mean that maps might be made that have platforms that could only be accessed by capable marines (and aliens ofcourse, unless there is a door to block them).

Comments

  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    Sprint should be turned into auto bhopping. That way everyone can enjoy that which is bhopping /sarcasm

    On topic: Sprinting is good, but probably needs a limit. A stamina bar would do.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited March 2011
    jumping while holding strafe and not forward should ninja roll you, that keeps the marine on the ground for biting but allows him to dodge lerk shots.
  • measlesmeasles Join Date: 2007-02-26 Member: 60122Members, Constellation
    <!--quoteo(post=1838291:date=Mar 22 2011, 03:19 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Mar 22 2011, 03:19 PM) <a href="index.php?act=findpost&pid=1838291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->jumping while holding strafe and not forward should ninja roll you, that keeps the marine on the ground for biting but allows him to dodge lerk shots.<!--QuoteEnd--></div><!--QuoteEEnd-->
    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1838291:date=Mar 22 2011, 04:19 PM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Mar 22 2011, 04:19 PM) <a href="index.php?act=findpost&pid=1838291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->jumping while holding strafe and not forward should ninja roll you, that keeps the marine on the ground for biting but allows him to dodge lerk shots.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Expand that concept and you have a winner I think....marines jump is replaced with a forward or side ways roll.
    Would allow marines to dodge but remove the constant bunnyhopping.

    Also as marines dont use jumping to access anything it would not impede them.
  • PapayasPapayas Join Date: 2010-07-01 Member: 72219Members
    Is it good/bad? <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->BAD<!--colorc--></span><!--/colorc-->

    Should marines tire? <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->If sprint is not removed, YES<!--colorc--></span><!--/colorc-->



    <!--quoteo(post=1838291:date=Mar 22 2011, 05:19 AM:name=Tig)--><div class='quotetop'>QUOTE (Tig @ Mar 22 2011, 05:19 AM) <a href="index.php?act=findpost&pid=1838291"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->jumping while holding strafe and not forward should ninja roll you, that keeps the marine on the ground for biting but allows him to dodge lerk shots.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->

    Love that, would be awesome if you could do that.
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    edited March 2011
    Is it good/bad? GOOD (For escaping, not charging)
    Should marines tire? Yes, Stamina bar

    You CANNOT be reloading while you are running. (allow weaponswitch instead, Marine's aren't hit an' run, leave that to the aliens)
    You cannot jump while you are running.

    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->jumping while holding strafe and not forward should ninja roll you, that keeps the marine on the ground for biting but allows him to dodge lerk shots.<!--QuoteEnd--></div><!--QuoteEEnd-->

    This sounds just as immersion breaking as the NS1 onos climbing ladders. Also, specialists mod, this not is. If not a serious suggestion, excuse my elitism.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1838338:date=Mar 22 2011, 05:56 AM:name=Svenpa)--><div class='quotetop'>QUOTE (Svenpa @ Mar 22 2011, 05:56 AM) <a href="index.php?act=findpost&pid=1838338"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This sounds just as immersion breaking as the NS1 onos climbing ladders.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Someone needs to make a mod that allows this just for the hilarity that would ensue.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited March 2011
    Maybe not the implementation, but the essence behind that suggestion, is good.

    Perhaps holding a directional key while jumping will increase your horizontal motion (in the depressed direction) but drastically decrease your vertical motion (a long jump); conversely, jumping without holding a directional key will increase your vertical motion but drastically decrease your horizontal motion* (a high jump); *because in both cases, there will be <b>some</b> degree of air control for more precise motion.

    Perhaps a simple way to implement that (though slightly different to what I've expressed above) is:
    Directional key + Jump -> "Low" Jump (Long Jump) -> short air-time, high degree of horizontal air control.
    Jump only -> High Jump -> "long" air-time, low degree of horizontal air control.

    I don't like the idea of stamina bars for "sprint" - stamina bars have never made much sense to me. No one (who is fit) tires that fast that quick.

    One thing that interests me is maybe a HUD element (for any class or team) that tells you how fast you are moving.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1838480:date=Mar 23 2011, 09:39 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 23 2011, 09:39 AM) <a href="index.php?act=findpost&pid=1838480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the idea of stamina bars for "sprint" - stamina bars have never made much sense to me. No one (who is fit) tires that fast that quick.<!--QuoteEnd--></div><!--QuoteEEnd-->

    bacterium.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1838480:date=Mar 23 2011, 06:39 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 23 2011, 06:39 AM) <a href="index.php?act=findpost&pid=1838480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't like the idea of stamina bars for "sprint" - stamina bars have never made much sense to me. No one (who is fit) tires that fast that quick.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They do if they are sprinting. I can guarantee you that anyone doing a 40 or 100 m sprint is running as fast as they can to the point of exhaustion at the end. Also, I think this is a situation where gameplay trumps realism. Call it what you want, but a stamina bar is the most effective method for balancing sprint.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1838511:date=Mar 23 2011, 01:39 PM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Mar 23 2011, 01:39 PM) <a href="index.php?act=findpost&pid=1838511"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They do if they are sprinting. I can guarantee you that anyone doing a 40 or 100 m sprint is running as fast as they can to the point of exhaustion at the end. Also, I think this is a situation where gameplay trumps realism. Call it what you want, but a stamina bar is the most effective method for balancing sprint.<!--QuoteEnd--></div><!--QuoteEEnd-->

    <!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro-->+1<!--colorc--></span><!--/colorc-->
  • xVisionsxVisions Join Date: 2009-07-03 Member: 68021Members
    edited March 2011
    I don't think there needs to be a stamina bar as of right now.

    1. Aliens are already far superior in movement capabilities (as they should be)
    2. You can't shoot while your running
    3. A jump while your running... not opposed just would want to test and see how it feels

    A marine outrunning a fade is sort of ridiculous, i don't know if this is still the case though. Given fade has ways to catch up but in a race i don't think a marine being faster feels right.

    I do hope the maps increase in size by a lot.. i like the feeling of being disconnected from a secure base and having to travel a decent ways to the next objective. I would feel better about no stamina bar if this were the case. The stamina bar feels sort of artificial way to slow players down, its a game.. stamina bars are not fun.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1838480:date=Mar 23 2011, 07:39 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 23 2011, 07:39 AM) <a href="index.php?act=findpost&pid=1838480"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Perhaps a simple way to implement that (though slightly different to what I've expressed above) is:
    Directional key + Jump -> "Low" Jump (Long Jump) -> short air-time, high degree of horizontal air control.
    Jump only -> High Jump -> "long" air-time, low degree of horizontal air control.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Eugh. That's starting to sound wonky. Button combos tend to get finicky imo. Better to stick with running jump (sprinting+jump) versus normal jumps since that's more intuitive for most players. Running jump will have the minimal air control.

    Also, some kind of restriction on sprint is always a tough call. I definitely felt much more free in Borderlands since you had unlimited sprint and I definitely ahted the almost arbitrary sprint restriction in HL2 and Empires. Still, you do need a strong way to cap sprinting besides the fact you can't shoot.

    Perhaps coming out of a sprint your aim take a while to "settle" if we do unlimited sprint. That way you don't just snap in and out of sprint all the time and have to plan ahead for your engagement.
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    My biggest beef with most stamina-based sprints are that they drain a consistent amount of stamina, from start to finish. If the start of the sprint cost some bulk of stamina and then drained slowly after that, Sprint could last a reasonable amount of time without reducing the drain to some unreasonable amount.. Players would also be encouraged to commit to sprinting for some period of time instead of spam/tapping it, which would reduce the utility of the move to where it should be.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1838546:date=Mar 23 2011, 02:23 PM:name=spellman23)--><div class='quotetop'>QUOTE (spellman23 @ Mar 23 2011, 02:23 PM) <a href="index.php?act=findpost&pid=1838546"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eugh. That's starting to sound wonky. Button combos tend to get finicky imo. Better to stick with running jump (sprinting+jump) versus normal jumps since that's more intuitive for most players. Running jump will have the minimal air control.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Up Up Down Down Left Right Left Right B A Start

    We need it nao!
  • SvenpaSvenpa Wait, what? Join Date: 2004-01-03 Member: 25012Members, Constellation
    Add in catalyst packs again, receive ninja mobility.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    edited March 2011
    @Scardy: I'm pretty sure they run faster than the quick jog we run at in NS2.

    @spellman: Hardly button combos... you have two situations: jump with no direction key, get a high jump; jump with a direction key, get a long jump. Button combos... lol really.
    Anyway, it was suggested as an alternative to someone's ninja roll idea - nothing related to sprint really; you end up with much the same thing, you just don't get ninja rolling...
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    edited March 2011
    <!--quoteo(post=1838634:date=Mar 24 2011, 09:03 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 24 2011, 09:03 AM) <a href="index.php?act=findpost&pid=1838634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@Scardy: I'm pretty sure they run faster than the quick jog we run at in NS2.

    @spellman: Hardly button combos... you have two situations: jump with no direction key, get a high jump; jump with a direction key, get a long jump. Button combos... lol really.
    Anyway, it was suggested as an alternative to someone's ninja roll idea - nothing related to sprint really; you end up with much the same thing, you just don't get ninja rolling...<!--QuoteEnd--></div><!--QuoteEEnd-->

    the ninja rolling was to keep the marine on the ground so he doesn't jump out of melee range but still provides the marine with a tactical maneuver. other than that they are going to limit jumping somehow, most likely with a stamina bar. i'll go find the quote.

    edit:
    <!--quoteo(post=1838261:date=Mar 21 2011, 06:38 PM:name=dux)--><div class='quotetop'>QUOTE (dux @ Mar 21 2011, 06:38 PM) <a href="index.php?act=findpost&pid=1838261"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Marines can't bunnyhop in ns2. That's just jumping around because there's no limit to their jumping yet.<!--QuoteEnd--></div><!--QuoteEEnd-->
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    <!--quoteo(post=1838634:date=Mar 24 2011, 07:03 AM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 24 2011, 07:03 AM) <a href="index.php?act=findpost&pid=1838634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@spellman: Hardly button combos... you have two situations: jump with no direction key, get a high jump; jump with a direction key, get a long jump. Button combos... lol really.
    Anyway, it was suggested as an alternative to someone's ninja roll idea - nothing related to sprint really; you end up with much the same thing, you just don't get ninja rolling...<!--QuoteEnd--></div><!--QuoteEEnd-->

    It's more that when I jump I tend to jump while sporadically smashing different movement keys to dodge enemies. To ensure I get the jump I want it starts to become much more difficult to manage. If I happen to jump while I was momentarily not pressing a strafe button, it can really mess with my plans. Similarly, I have to intentionally release all strafe buttons and THEN jump to get the higher jump?

    However, in a sprint+jump versus jump world, you tend to have more intent in your current state, i.e. sprinting versus not sprinting, which mitigates this problem.

    Perhaps the bigger issue is my interpretation of a more binary jumping system. If the difference isn't huge to begin with, I would be fine. However, I've had bad experiences with things like side-rolling and such animation-locked jumping events to prefer the fluidity of not having basic movement keys modify my jump type.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    I thought the issue though, was that the jumping was imbalanced against poor skulks?
  • KuBaNKuBaN Join Date: 2002-11-16 Member: 8979Members, Constellation
    <!--quoteo(post=1838739:date=Mar 24 2011, 11:43 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 24 2011, 11:43 PM) <a href="index.php?act=findpost&pid=1838739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought the issue though, was that the jumping was imbalanced against poor skulks?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I feel like specialized Fields of View, as they had in NS1, would fix a great deal of the Skulks troubles.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    <!--quoteo(post=1838739:date=Mar 25 2011, 02:43 PM:name=Harimau)--><div class='quotetop'>QUOTE (Harimau @ Mar 25 2011, 02:43 PM) <a href="index.php?act=findpost&pid=1838739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought the issue though, was that the jumping was imbalanced against poor skulks?<!--QuoteEnd--></div><!--QuoteEEnd-->
    I agree, whats being suggested is all about novelty, I cant see why marines need to be able to jump at all...let alone run and jump.
    Why does a marine need to be able to run and jump? they are meant to have firepower not mobility which is meant to be the aliens forte.

    I thought there was an idea/concept that this could remove jump for marines and instead the un-upgraded marine could roll (though this would not be possible in HA)...that at least would make sense.
  • TigTig Join Date: 2010-05-08 Member: 71674Members, Reinforced - Shadow, WC 2013 - Silver
    <!--quoteo(post=1838877:date=Mar 26 2011, 03:43 AM:name=hakenspit)--><div class='quotetop'>QUOTE (hakenspit @ Mar 26 2011, 03:43 AM) <a href="index.php?act=findpost&pid=1838877"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I agree, whats being suggested is all about novelty, I cant see why marines need to be able to jump at all...let alone run and jump.
    Why does a marine need to be able to run and jump? they are meant to have firepower not mobility which is meant to be the aliens forte.

    I thought there was an idea/concept that this could remove jump for marines and instead the un-upgraded marine could roll (though this would not be possible in HA)...that at least would make sense.<!--QuoteEnd--></div><!--QuoteEEnd-->

    marines need to jump up onto crates to get out of the way of the onos. it's needed. besides, i feel so limited in games where i can't jump. i like to jump.
  • spellman23spellman23 NS1 Theorycraft Expert Join Date: 2007-05-17 Member: 60920Members
    Because psychologically we get fixated on what we can't do instead of celebrating what we can do. And Jumping is one of those "basic" things people get pissy about.

    Also, crates, ladders, jumping off ledges, etc.
  • HarimauHarimau Join Date: 2007-12-24 Member: 63250Members
    spellman: it's more that we've already been spoiled by the quake/half-life (duke 3d?) generation of first person shooters.
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