Bunny Hop SPAM non-stop
MrRayChales
Join Date: 2013-07-21 Member: 186255Members
So, as players get better, the more they abuse constant and massive bunny hop. They might as well just have a macro that hits spacebar for the entire game.
Jumping should not give you speed and extra agility. Marines, skulks, all life forms, simply bounce bounce bounce bounce. Marines can back peddle bounce, skulks fly all over the place, lerks spaz out.
It not only makes for an absolutely dumb visual experience, but a frustrating balance between needing to switch from low to high mouse sensitivity.
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Well, it looks pretty stupid when a marine backpeddles, then jumps and takes off and twice the speed 3-4 feet into the air, and it can be repeated over and over
of course lerks fly... the point is how jerky and ridiculous they move
beyond that, Onos, skulks, and marines just bunny hopping with impunity is very off compared to most games in... well the last 10 years
-typically its is a detriment to bunny hop, not a bonus
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Bunny hop does not = skill. It turns it into a spam and chance fest. The more a game is centralized around jerky random spaz, the less actual player skill means. You can try to say otherwise, but it reduces calculated decisions and turns it into a reflex and "hip fire" game (dont forget cone of fire already there).
This isnt a precise, calculated movement, headshot kind of game. Its a spam spacebar and fling your character around as much as possible and hope you get the first kill.... if you think that bunny hopping and spraying cone of fire/melee weapons = skill over calculated headshots and accuracy, you have a skewed view (biased!).
Jumping should not give you speed and extra agility. Marines, skulks, all life forms, simply bounce bounce bounce bounce. Marines can back peddle bounce, skulks fly all over the place, lerks spaz out.
It not only makes for an absolutely dumb visual experience, but a frustrating balance between needing to switch from low to high mouse sensitivity.
---
Well, it looks pretty stupid when a marine backpeddles, then jumps and takes off and twice the speed 3-4 feet into the air, and it can be repeated over and over
of course lerks fly... the point is how jerky and ridiculous they move
beyond that, Onos, skulks, and marines just bunny hopping with impunity is very off compared to most games in... well the last 10 years
-typically its is a detriment to bunny hop, not a bonus
--
Bunny hop does not = skill. It turns it into a spam and chance fest. The more a game is centralized around jerky random spaz, the less actual player skill means. You can try to say otherwise, but it reduces calculated decisions and turns it into a reflex and "hip fire" game (dont forget cone of fire already there).
This isnt a precise, calculated movement, headshot kind of game. Its a spam spacebar and fling your character around as much as possible and hope you get the first kill.... if you think that bunny hopping and spraying cone of fire/melee weapons = skill over calculated headshots and accuracy, you have a skewed view (biased!).
Comments
it's fine
go play <insert generic "realism" FPS here>.
As for the Marine jump that's already discussed quite a bit. I'm of the stance that it's a valuable skill that could buy you an extra second to reload against a skulk instead of being condemned to death when they're within 5 feet of you.
They're all skills that are easily learned and can be countered with good enough reflexes and mouse control. Don't hold better players back. Catch up!
of course lerks fly... the point is how jerky and ridiculous they move
beyond that, Onos, skulks, and marines just bunny hopping with impunity is very off compared to most games in... well the last 10 years
-typically its is a detriment to bunny hop, not a bonus
It's very dificult to get going and it drops down very fast
new to the game - check
Asked for bhop to be removed, one of the most iconic and memorable parts of NS1 - check
It's not bunnyhop, and it's not abusing anything. It's how the game is designed. If you don't like jumping skulks/fades, agile lerks, and dodging marines, you're playing the wrong game.
Next the Lerks, well they are supposed to be super agile feathers from hell, so lets cut their wings and make them into cute turrets. In that way they'll move with the pace of a snail but we will buff their damage ( whispers: by 5 % ).
Next is my little human: white dudes can't jump! So they need another ability and that is to roll forward and to the sides. That way we can make them look super bad-ass and quite effective at dodging alien bites. Imagine a room full with bad aliens, who have captured our hot babes. Then someone knocks on the door. The TurretLerk with the gangster hat goes to check, who it is and then BAAM! The door smashes him and our good guys roll forward with explosions everywhere and start shooting their God-like rifles that never miss. The kangaroo hides behind a barrel and lifts a sign that says: "I'm a protected species!" but it gets shot to bits. The Bossnos charges their positions but then from the smoke rolls out a marine with a deadly mustache and kills the Bossnos with his epic shotgun of DOOM (tm). Oh and in meantime, the mother gorge with her cute little baby faints from the destruction. The skulk is like meh... and waves the white flag.
Then our hot babes get rescued and they hug the manly men that rolled in the room to save them! And of course 'MERICA behind them!
The end!
See, he sees the future! I like!
A lerk is jerky and ridiculous? They are dodging bullets; what do you want them to do? How do you think F-16s and other real fighters fly... not a smooth and level flight. They dodge and jink and accelerate, climb, dive, etc etc.
I've never seen an Onos bunny hop.
Lastly, just because majority of games, in the last 10 years, has made games less and less competitive and more about "progression" doesn't mean NS2 must follow that "benchmark". Not to mention none of those games are aliens vs marines.
But there some ramps on the maps where marines get some extra speed.
This should removed for sure, as it feels buggy. Like the downward blink bug.
Skilled marines try to dodge the alien attacks.
Rookie marines only jumps like idiots and they are easy targets as they lose all the movement abilitys cause that.
Marine jumps. In a pub it buys you a reload. In competitive the game is unplayable without it. Or atleast it wouldnt be the game I know and love.
In NS2, 'bunnyhop' does not give massive speed and extra agility. Air friction, ground friction, air control, and acceleration are the same whether or not you are jumping. Neither can marines backpeddle bounce.
High Five!
Infact, UWE didn't want bunnyhop just like you and made their own totally different movement system for gaining speed that involves jumping off walls!
Low Five!
I think NS2 just might be the right game for you afterall! Looking forward to seeing you ingame. Let's build some cloaked sentries together sometime!
God help you should you have a latency above 5 when colliding in mid air.
Get off your high horse. Effective jumping does not very much much skill, which is perhaps the issue. It gives much advantage for little skill. Pressing space bar at more or less the right time and sailing over their heads will throw most pub skulks into confusion and make you bloody difficult to track for a trite investment on your part.
Dont get me wrong though, some skilled players can pull off crazy shit with jumps.
Also in case the devs take up reading QQ threads. FIX THE DAMN COLLISION! Not ghosting through your enemies is like the single most important feature of all non-crap melee games.
This isnt a precise, calculated movement, headshot kind of game. Its a spam spacebar and fling your character around as much as possible and hope you get the first kill.... if you think that bunny hopping and spraying cone of fire/melee weapons = skill over calculated headshots and accuracy, you have a skewed view (biased!).
I can see how a player who can't aim and can't play skulk would think these things.
Keep practicing. One day, it will all click for you. Hopefully.
Strafe jumping and bouncing around in a non linear manner is essential to skulky's survival. Backpedaling and bouncing around can be essential to a marine's survival. A game mechanic skilled players on both sides can and should utilise.
This, so much this! it's still a damn joke. Surface transition for skulks working better would be nice to.
try playing quake sometime
twitch railshots are so satisfying. q3 wasn't a fps, it was a first person jet fighter simulator.
You sir have no idea. I've been following your posts lately and notice that everything you say is met with massive disagree's so I'm guessing your UWE's latest troll. 27 & 22 disagree's on both threads you have opened.
Lets run off a checklist:
- Twitch Aim required while controlling your own movement
- Tracking aim required while controlling your own movement
- Positioning awareness
- Map awareness
- Counting bullets
- X and Y axis shooting, compared to shooting on 1 axis
- Meta game
- Multiple movement systems to learn; marine, skulk, lerk, fade
NS1 has very calculated decisions in everything you do. Do not even compare NS skillset to counter strike. It just makes you sound like an idiot. CS is a hard game, but it is hard for very different reasons and to compare a game with a different skillset and say its less calculated, spammy and random is just... no words to describe you.
FYI; go youtube some warsow 1v1 duels. It's Quake 3 & NS1 skulk bhop physics + walljump 1v1 duels on the quake 2 engine. After watching that you might have some sort of clue
While I agree, and consider the animation transition side of ns2 to have been negatively impacting gameplay since alpha days...
What's required is a complete revamp of how the animation system works /transitions, to possibly include procedurally generated walking animations. This would be a monumental undertaking, so i wouldn't hold my breath for it, unfortunately. :-\