Marine jumping and firing mechanics
inveigle
Join Date: 2004-01-07 Member: 25117Members, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Supporter
I have been playing NS since inception as an HL mod. I love this game and have over 1500 hours logged in NS2 alone. What I enjoy most is the amount strategy this game employs and that it truly is teamwork over single player kills. I roll with all your changes and find that most often I can see where you are going. That being said, maines that can jump their own height and bunny hop ad infinitum, have to be addressed please. Marines should not be able to move like this. I propose reducing their jumping to two times before they get winded and all jumping should negate aiming and increase bullet spread exponentially. I am open for others solutions as I did not wish to cry out without presenting one of my own. What are your thoughts for solutions other than the "Dude, there is nothing wrong with it, you just suck" mentality?
Comments
I don't think it needs to be changed, but if you HAD to change something, just increase the "recharge" time between full jumps. Do not touch the lmg spread.
Its strange as I have seen a lot of marines bunny hop there way through 3 skulks and still be hopping after the win ...? Is it some type of hack then or just a glitch in the games mechanics they are exploiting, whether aware of it or not? t seems a bit silly that a marine can out hop 3 skulks and live to tell the tale.
You're wrong. It is possible to bunnyhop as marines and gain speed going down slopes. You can even gain a speed on the tram tracks to rush north / south tunnels. It is also possible if the gradient and length of slope allows, to go faster than skulks.
Yeah and if you land wrong or stop going down a slope you sometimes stop dead in your tracks, also I've yet to see a single person get a kill doing this; It's not a problem like you make it out to be
Also you rarely go faster than a skulk, you need to land it 'right' to gain speed like that and even then you're never faster than a skulk who is wall hopping
If you hold only A/Q or D while pressing jump, you'll jump farther. It's what most experienced marines will do to dodge a skulk and maximize the distance between them. It can buy enough time for the jump "cooldown" to wear off, so you can dodge again if there's still skulks around.
I've survived encounters with multiple skulks myself this way, but only because the skulks in said encounters were just terribly inexperienced. A decent skulk is less likely to miss his bites.
Yes, you can gain a speed boost by jumping of a slope. But that's not bunnyhopping, is it? Nor is it something you can do indefinitely, as you'll lose that speed boost quickly after landing on a flat surface.
I have one in a pub, one in a pug/gather, and I failed at one for 70-80 dmg in a scrim/pcw
How does one "land wrong" on a slope?
I've killed people using this in map testing in games you've been a part of. Perhaps you didn't see it, but it happens. I also like to do it on skylights stairs if skulks use the vent. They literally can't keep up with me and I get an easy 1-2 frags. You are right that they can catch me if they wall jump or have held their momentum.
With jump queuing for marines, it's dead easy. You just queue your jump...
I'm not saying it's a problem. In fact I quite like the mechanic. It would be nice to remove jump queuing from marines though to make it more skill based.
Bunnyhopping as a means of strafe jumping to increase speed or repeatedly jumping to avoid damage, I don't care what you call it in one word. It's obvious that we're talking about marines repeatedly jumping.
Here let me make a new word and define it as this -
Bouncyballing.
The marine is jumping repeatedly to avoid damage by increasing his speed intially to have it then decrease after landing on a flat surface. Much like a bouncy ball.