How does wall-jumping work in build 250?
Farewelltoarms
gainesville fl Join Date: 2013-03-03 Member: 183603Members
So as I understood it, skulk movement was a very contentious topic in the balance mod. Now that the 250 build is live, how exactly does wall-jumping and bunny-hopping work? A video would be best, but just a general description of what I need to be doing to move as fast as possible would be nice.
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Step 2: Repeat Step 1 continuously.
Step 3: While bouncing like this, approach a wall at a parallel angle. Don't touch it, just get near it and press jump to "walljump" along the wall. This will give you a speed boost. Rinse and repeat to gradually go faster. You can also jump along the same wall repeatedly without touching the ground, which is the best way to build speed fast.
Step 4: When you have Leap, you can also use that to very easily get started at a high speed.
That's the basics of it - practice until you get the hang of it. Now after a while you may notice that whenever you turn in midair, your speed goes back down a bit. That's where the last trick comes in:
Step 5: Whenever you turn left or right, hold the strafe button in the same direction that you're turning. If you do this, you will no longer lose speed from that turn. This makes it considerably easier to gain speed without losing any of it to turning.
This does NOT mean "jump repeatedly."
Ye Oldskoole Bunnyhoppinge means jumping while holding strafe (only, not forward) while slowly turning. Takes some practice.
I also combine strafe and walljump to bounce between walls or just as a way of dismounting towards a target while keeping speed.
The opposite actually. What you need to do in this game is simply jump repeatedly to maintain speed. In quake you had to jump and using your strafe keys while doing curved movements with your mouse pointer.
In 250, do glancing jumps on walls, and simply hold your forward key while pressing your jump key as you are about to land.
How you are able to conclude that these two are one and the same is beyond my comprehension.
Although as it turns out, you can do quake-style bunnyhopping (but holding forwards too) to achieve the same effect. There's no need, but it does work. The benefit there is ensuring you can make essentially any turn without losing momentum (which of course is also achieved with just A/D).
I'm not saying you're wrong (I agree that the two systems are technically different, if not different in spirit), just clarifying that you can actually do 90% of bunnyhopping (ie forward key is the only difference) and you will achieve maximum speed in NS2.
Yes you can psuedo-bunnyhop up to maximum speed without walljump or blink. It just takes a while
You can figure of 8 a fade in a readyroom up to very high speeds. Remember: there is no blink in the readyroom. That should be proof enough that this is possible! But yeah, it takes quite some time!
In my experiments, you can only maintain higher-than-base speed if you strafe jump. Maybe I'm wrong; does that speed measurement console command still work? This thread's got me thinking that it might be worth experimenting with this...
As for Skulk, I find the whole process infuriating. There just seem to be SO many little edges (especially in the floor) that don't slow you down visually, but the +speed simply DIES when you jump from the wrong spot. It's infuriating because there's no clear indication what killed your speed.
Tram, hub. The railtracks on the floor. Friggin' speedkillers, no matter where you land.
Readyroom rules are not in-game rules. In the RR, marines have zero jump penalty. That should be proof enough that your proof is not proof .... proof.
Actually they do. But there's a catch.
There are two kinds of readyroom marines: the ones you get for joining a server, switching maps, etc. which do not possess a flashlight and have no jumping penalty, and the regular marines which you get from joining the marine team who have flashlights and jumping penalty.
The readyroom Fade is the same as the in-game Fade except for not having blink.
Skulk movement now feels like I have rubber cement attached to my boney little legs. Wall jumping ends up with you banging your head on a wall if you're not holding three or four buttons at a time, and it's extremely easy to lose all of that speed just by touching the floor. It feels sloppy and lazy on the skulk's part.
Compare that to the long, long ago... before the big skulk movement nerfs. Jumping off of the wall was a mini leap in the direction you were looking. It made skulks unpredictable and ferocious. The very act of wall jumping felt feral and exciting. You were a ferocious animal leaping off of walls and biting chunks of flesh from unlucky marines. It was the most fun I ever had skulking.
I'll end this post here before I begin ranting about the hitbox fix coming out with a nerf rather than fix first, but I hope this sums up well enough how I feel about the new wall jumping compared to the old wall jumping.
EDIT: I won't rant, but I will mention again that we never got to try the old movement with the hitbox fixes, and there was never any attempt to balance aforementioned minileap by lowering the amount of propulsion from the jump. What we did see was a hitbox fix coupled with a huge nerf to acceleration and friction causing skulks to be unable to build up speed and losing whatever speed they did build up the moment they touched the floor. Now we have a movement speed that's, in my opinion, boring and predictable, making skulks feel like a punishment once again.
I have to agree.
Anyway, things have changed in 250, it seems like regular jumping works? IDK...
- Jump off the wall + ground walk = Instant speed boost with quick fall off once you start walking
- Jump off the wall + ground jump = Instant speed boost with lesser drop off as you jump
- Jump off the wall + strafe jump (pseudo-bhop) = Instant speed boost with no drop off
- Strafe jump (pseudo-bhop) = Slow build up of speed to wallhop level
In practice, you really only need Jump off the wall + ground jump to be the most effective. Rarely are you ever in a position where the benefits of strafe jumping outweigh the need for maneuverability (i.e. there a few times where you need to go long distances very quickly where strafe jumping is a benefit).