Mario

SaltSalt Join Date: 2012-11-21 Member: 172766Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow
Where every single marine tries to jump on your head like skulks are some kind of toads.

Puns aside, i think this is a serious issue, a little dodgy jumping to get some distance between skulks sure, But when i see one marine getting the better of 3 skulks, without really aiming like a freak and all i see him do is do some sketchy jumping, then no. i'm sorry but that feels like some serious bull.

Now i know bunny hopping in general is under a lot of controversial discussion about how it is defined by skill and a learning curve for anti skulk behavior.
And you might argue that skulks do the same, Well yes. But that's why you have the benefit of being ranged for.
Jetpacks later on should be the only boost that makes you able to dodge skulks like that, because at least then it's costing resources.

This isn't just a one-time 'oh what' moment, it's happening a lot, mostly when i'm commanding too. i just see one guy totally ###### on 3/4 skulks by just jumping around, One after the other.
Once again, not saying it should be burned down to the ground,

A suggestion would be a fatigue meter kind of mechanic, that drains both from sprinting and jumping.

Comments

  • DeathshiningDeathshining Join Date: 2012-11-14 Member: 170977Members
    I think it would benefit Skulks and Aliens in General more if the Attack Indicators were better visible and would stay for 2 or more seconds after you got hit, instead of vanishing so fast. So an alien would get a better sense of where the attacker is currently located.

    This would also be logical, I mean in real life a dog immediately knows from which direction a ball came from or if it gets bitten by a squirrel in its left side.

    As for the fatigue mechanic, I think it is already present in Marine Jumping, but they all seem to be super humans as they can jump repeatedly very high even while wearing heavy armor. Maybe tweaking that part a bit might help too.
  • EmooEmoo Ibasa Join Date: 2002-12-20 Member: 11198Members
    This pisses me off when I'm a skulk but I can't help but feel that without it the marines would be too easy to kill.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    There was a thread about this a week ago. I will say the same as I said then.

    1) Marines already have stamina for jumping. Jumping many times in a row quickly reduces the height at which you jump until it is negligable.

    2) With good timing, an experience marine can jump at the very moment this fatigue no longer is in effect. Thus he is rewarded.

    3) If you cannot bite a marine that is jumping, then you are a terrible skulk. Stop trying to drop the skill ceiling even more in this game. Next you will want auto aim for marines.
  • d0ped0gd0ped0g Join Date: 2003-05-25 Member: 16679Members
    edited December 2012
    ... This thread again? :(

    Somewhere in an ideal parallel universe, a ns2 marine jumps slightly to the right 1 metre without any skulks heads exploding, thinking "WHAT THE HELL?! WHERE DID HE GO? NERF MARINE JUMPING!"

    There is a fatigue system already in place. Marine jumping is already incredibly restricted. It does not need nerfing. If you can't follow a marine jumping around, you simply need to play more. That's all there is to it.
  • Ellen RipleyEllen Ripley Join Date: 2012-11-06 Member: 167803Members
    Thread in a nutshell: "I can't just hold down mouse1 and instantly kill marines!"

    Just because you bite things instead of shooting them does not mean you don't have to aim at your target. Jumping around works because most skulks go for the ankles. A good skulk will expect some flailing around and still kill you.

    Also, there is no "bunny hopping" in this game. Bunny hopping refers to a skill based movement system that exploits the physics of a game engine to gain and maintain speed by repeatedly jumping at the appropriate time. NS2 has the opposite of bunny hopping. Jumping repeatedly as a marine causes you to lose speed and height each jump. The only way to nerf jumping even more would be to remove it altogether. Frankly, I've had enough of shooters that glue your feet to the floor.

    I will say that the current hitreg issues are likely complicating things in many cases, but that is another issue entirely. As I said in another thread, don't make convoluted balance adjustments to compensate for bugs, just fix the bugs.
  • PsympleJesterPsympleJester Join Date: 2008-04-06 Member: 64024Members
    <!--quoteo(post=2041155:date=Dec 6 2012, 08:39 PM:name=Salt)--><div class='quotetop'>QUOTE (Salt @ Dec 6 2012, 08:39 PM) <a href="index.php?act=findpost&pid=2041155"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But when i see one marine getting the better of 3 skulks, without really aiming like a freak and all i see him do is do some sketchy jumping, then no. i'm sorry but that feels like some serious bull.<!--QuoteEnd--></div><!--QuoteEEnd-->

    It makes me die inside when I see 4 skulks fail to kill a single marine because they run straight at him down a long corridor, then walk around on the floor spamming bite from 3 feet away like a retarded dog whilst the marine does nothing more than strafe from side to side.

    Perhaps we should euthanize bad players...
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    Only thing I want is a skill based movement system for skulks, a reduction in model size and the ability to disable glancing blows.
  • TimMcTimMc Join Date: 2012-02-06 Member: 143945Members
    <!--quoteo(post=2041641:date=Dec 7 2012, 01:55 PM:name=RobustPenguin)--><div class='quotetop'>QUOTE (RobustPenguin @ Dec 7 2012, 01:55 PM) <a href="index.php?act=findpost&pid=2041641"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Only thing I want is a skill based movement system for skulks, a reduction in model size and the ability to disable glancing blows.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So... NS1?

    I agree anyway. Skulks are big, dull and glacing blows change the game in a negative way imo. Before you could count down the bites until a kill, and parasite+2bites was a sign of a good player.
  • creamcream Join Date: 2011-05-14 Member: 98671Members
    can't help but think people are trying to troll.

    <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=125260" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=125260</a>

    <!--quoteo(post=2042143:date=Dec 9 2012, 05:54 AM:name=cream)--><div class='quotetop'>QUOTE (cream @ Dec 9 2012, 05:54 AM) <a href="index.php?act=findpost&pid=2042143"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this thread proves how misinformed most players are about movement mechanics back in ns1. watching some people pop terms like "air acceleration" without knowing what it means is just... *sigh*

    i don't see how this:
    1) is related to bunnyhopping
    2) is related to skill-based movement
    3) has ANYTHING to do with air acceleration (still laughing over this because, seriously, how misinformed can one get?)
    4) is a problem when you can just look higher and jump along with the marine when he jumps?

    the current implementation of jumping for marines in ns2 is not even moderately close to bunnyhopping. in fact "hopping" doesn't even make sense here. it's just marines jumping out of your way and that jumps in ns2 appear to be vertically higher than in ns1.

    this has nothing to do with game mechanics, as bad as they are in ns2 already. it's just you who has a problem keeping your screen fixed on the marine and moving along with him. if he jumps, you jump with him. problem almost solved. just gotta move your mouse now. i don't think that's very hard?

    surely you don't expect yourself to kill every single marine just by holding down your left mouse button and the move forward button? if so, sorry things aren't as easy for you as you think it should be.

    and do you know bite range is actually further than it looks? i recommend spawning a bot and testing your bites on it to get a feel for how far your bite can actually reach. you'd be surprised.<!--QuoteEnd--></div><!--QuoteEEnd-->
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