Please remove the ability for Marines to constantly jump all the time.

swansongswansong mk Join Date: 2013-11-04 Member: 188985Members
How likely is it that a guy with all that armour and constantly do that if at all? It looks stupid and is just really annoying, I don't understand why the allowed tactic in this game is for Marines to just jump around in circles.

It's like playing WoW :\
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Comments

  • BeigeAlertBeigeAlert Texas Join Date: 2013-08-08 Member: 186657Members, Super Administrators, Forum Admins, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, NS2 Map Tester, Reinforced - Diamond, Reinforced - Shadow, Subnautica Playtester, Pistachionauts
    Yes, it isn't very realistic, but it's what makes sense for the gameplay. It used to be much, much worse, they made some changes recently, and now I'm actually pretty happy with where it is.
  • HobocopHobocop Join Date: 2010-11-23 Member: 75226Members, Reinforced - Shadow
    Well, if they weren't allowed to actually dodge, they would just die 100% of the time in practically every engagement unless they had perfect aim.
  • NazoNazo Such Is Life in The Zone Join Date: 2010-12-16 Member: 75720Members, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Gold
    edited December 2013
    *SNIP*

    Something about learning to be nicer or at least on topic... -Kouji San
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited December 2013
    w1FJIXz.jpg

    Kouji San was here to spoil yo things, dun mind the pic t'be kinda funny and I'm all for shitNgiggles
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    swansong wrote: »
    It's like playing WoW :\

    Imagine WoW without jump, I dunno I've gotten used to the DDR marines
  • swansongswansong mk Join Date: 2013-11-04 Member: 188985Members
    SWG Pre CU
    Rainbow Six 3 Raven Shield
    ARMA 2

    The best games don't have jump.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    Don't recognise 2/3 of those games. Also what do you mean they don't have jump? Do they not have legs?
  • BestProfileNameBestProfileName Join Date: 2013-01-03 Member: 177320Members
    swansong wrote: »
    SWG Pre CU
    Rainbow Six 3 Raven Shield
    ARMA 2

    The best games don't have jump.

    To combat the jumping marine, don;t jump yourself. Stay on the ground when you are in close and look up slightly. You'll hit them quite easily.

    Of course it's still a nightmare trying to predict the first jump but...marines need a chance to dodge.

    As for those games, they are not asymmetrical as far as I can recall.
  • HobocopHobocop Join Date: 2010-11-23 Member: 75226Members, Reinforced - Shadow
    edited December 2013
    ARMA 2 and RS3 don't have you engaging high mobility targets with unpredictable movement patterns. They're designed completely differently. This isn't a milsim or a realistic tactical shooter where players have virtually identical abilities, sorry.

    Star Wars: Galaxy is an MMO with targeted abilities. Jumping literally means nothing there.

    Point?
  • NeXuSNeXuS US Join Date: 2013-10-13 Member: 188681Members, NS2 Playtester, Reinforced - Silver, Reinforced - Shadow, Subnautica Playtester
    Well, spamming jump is actually detrimental. Learning how to properly strafe and jump is the key. How else would Marines dodge the more agile and jumpy skulks?
  • KrovakonKrovakon Join Date: 2012-05-20 Member: 152332Members
    I don't understand why they feel the need to give ranged units the ability to dodge in close combat. Marines are ridiculously powerful at all ranges with a standard rifle, and god forbid they have a shotgun.

    Honestly it's just bad game design. I'd say once a certain threshold of damage is taken, jump is disabled for <2seconds. It can be higher than a lerk bite, but lower than a skulk/fade bite/stab.
    Honestly I'd like to see them roll it out even for just a single build to see how the public reacts to it. It would also greatly help new players since they'd actually have a chance to kill something as a skulk rather than losing every 3v1 engagement and spending more time in the spawn queue than actually in game.
  • Cannon_FodderAUSCannon_FodderAUS Brisbane, AU Join Date: 2013-06-23 Member: 185664Members, Squad Five Blue, Squad Five Silver, Reinforced - Shadow
    @Krovakon. I think the design decision is done for balance around competitive gaming. Yes, in a pub it sux to be gunned down so easily, and have the marines play bunny to avoid getting killed. But the reality is, if marines can't jump dodge, they will be so easy to kill as alien life forms that can use cover effectively (or have game sense) can easily close distance gaps and be at melee range. This would be very one sided on the comp. scene.

    I agree jump dodging marines are annoying, but they are not a game breaker. I find them much easier to kill now that I don't mash the jump key in order to keep up with them (it is actually really hard to hold that reflex to jump after the jumping marine - once engaged, it is actually better to stay on the ground and run up walls (with the occasional jump to a wall to run up it).
  • draktokdraktok Join Date: 2013-02-18 Member: 183156Members
    swansong wrote: »
    SWG Pre CU
    Rainbow Six 3 Raven Shield
    ARMA 2

    The best games don't have jump.

    I'm pretty sure the best shooter ever was UT2K4 and it totally had jump.
  • HobocopHobocop Join Date: 2010-11-23 Member: 75226Members, Reinforced - Shadow
    edited December 2013
    Krovakon wrote: »
    I don't understand why they feel the need to give ranged units the ability to dodge in close combat. Marines are ridiculously powerful at all ranges with a standard rifle, and god forbid they have a shotgun.

    Honestly it's just bad game design. I'd say once a certain threshold of damage is taken, jump is disabled for <2seconds. It can be higher than a lerk bite, but lower than a skulk/fade bite/stab.
    Honestly I'd like to see them roll it out even for just a single build to see how the public reacts to it. It would also greatly help new players since they'd actually have a chance to kill something as a skulk rather than losing every 3v1 engagement and spending more time in the spawn queue than actually in game.

    Because automatically being dead when aliens get into close range is binary and boring, which is also horrible design. Competent skulks WILL run circles around marines without the ability to dodge, who will then die horribly, especially since they changed the collision model into a two-part system with 261. It won't end well now that aliens no longer lose all of their momentum upon gently touching marines. New players will still be running on the ground in straight lines as skulks and lerks getting shot either way, so it doesn't really help them.
  • KrovakonKrovakon Join Date: 2012-05-20 Member: 152332Members
    Hobocop wrote: »
    Krovakon wrote: »
    I don't understand why they feel the need to give ranged units the ability to dodge in close combat. Marines are ridiculously powerful at all ranges with a standard rifle, and god forbid they have a shotgun.

    Honestly it's just bad game design. I'd say once a certain threshold of damage is taken, jump is disabled for <2seconds. It can be higher than a lerk bite, but lower than a skulk/fade bite/stab.
    Honestly I'd like to see them roll it out even for just a single build to see how the public reacts to it. It would also greatly help new players since they'd actually have a chance to kill something as a skulk rather than losing every 3v1 engagement and spending more time in the spawn queue than actually in game.

    Because automatically being dead when aliens get into close range is binary and boring, which is also horrible design. Competent skulks WILL run circles around marines without the ability to dodge, who will then die horribly, especially since they changed the collision model into a two-part system with 261. It won't end well now that aliens no longer lose all of their momentum upon gently touching marines. New players will still be running on the ground in straight lines as skulks and lerks getting shot either way, so it doesn't really help them.
    If marines want to have the advantage in close combat, they should bring a shotgun. If a skulk manages to get close enough to bite you without you seeing him you deserve to die if you have a rifle. you can easily turn around and blast a skulk that ambushes you with a shotgun without dying. I'm a mediocre player at best and I can reliably do it.

    Balancing a high skill cap game around competitive is a terrible idea. It's better to use comp as a general base and make tweaks from there, which is what they've done for the most part. However some things are now super gimped because of comp, like shade hives.

    To be honest, there's no point in ambushing as a skulk unless you're a fantastic player. when you ambush you have no momentum and it's super easy for them to just jump in a direction and gun you down faster than you can get 4-5 bites. If you land every bite you'll be fine, but if you miss even one you're probably dead.
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    IronHorse wrote: »
    Krovakon wrote: »
    If marines want to have the advantage in close combat, they should
    Are you honestly saying marines have the advantage currently at melee distances? :-?
    Krovakon wrote: »
    Balancing a high skill cap game around competitive is a terrible idea.
    Ehh.. I'm not touching that one.. but at its core it sounds like you are suggesting to
    A) Balance around unskilled and unreliable pub data (no one would ever actually do this..)
    B) Lower the skill ceiling / Remove skilled play (on that note, fuck "suppression screen blur")

    To which i'll just say :
    cm-47319-051073d034e4ce.gif

    I always thought CS (and TF) were balanced around the unskilled masses, is that not why crits came into TF2? I mean I know few "1337" tf players who thought it was a good idea yet that is what we got.

    Both of these are very succesful games/mods that have generated a hell of a lot of revenue and fun for gamers across the last ~15 year...and still attracting new players.

    The whole issue of marines jumping around like rabbits on crack has been an ongoing issue..sure its not as bad as the skulk surfing patches but its definately more than it should be.

    Seeing as we lost the stamina bar for sprinting..how about bringing it in for jumping, allow ~2 decent jumps before you have to wait for some stamina to regen.

    Seems to me that this is an ongoing issue that new players (and some of us casual hacks) see as a problem.

    Its funny I never had much luck escaping being 1 shotted by multiple marine weapons...but if aliens actually get within strike distance...marines should be able to get out of jail!

    Sadly Krovakon I dont think this will ever change...the desire to put the comp players ahead of casual has been an issue that has been around throughout the alpha - Beta - Retail stages.

  • TwigTwig Australia Join Date: 2013-11-09 Member: 189225Members, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, WC 2013 - Gold, WC 2013 - Shadow
    Krovakon wrote: »
    To be honest, there's no point in ambushing as a skulk unless you're a fantastic player.

    So shall we just walk up and say hi I'm going to eat you?

    Ambushing is pretty essential as a skulk.



    Do you understand the literal definition of "skulk"? Here let me quote a dictionary:

    skulk [skʌlk]
    vb (intr)
    1. to move stealthily so as to avoid notice
    2. to lie in hiding; lurk

    Source: http://www.thefreedictionary.com/skulk
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    CS isn't. TF2 is but there's a competitive mod iirc?
  • hakenspithakenspit Join Date: 2010-11-26 Member: 75300Members
    Ghosthree3 wrote: »
    CS isn't. TF2 is but there's a competitive mod iirc?
    Would disagree there...both are focused on casual gamers...both have competetive mods that cater to the comp player.

    Just look at how CS:S introduced the random bullet spread (not due to top line players saying they wanted it) as an example.

    But the point is they both focus on the casual gamer and not the comp gamer (having been invloved in TF, CS and DoD comp teams I have been one of the ones in the past crying poor over the comp scene).
  • IronHorseIronHorse Developer, QA Manager, Technical Support & contributor Join Date: 2010-05-08 Member: 71669Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Subnautica Playtester, Subnautica PT Lead, Pistachionauts
    edited December 2013
    No, CS was competitive from the get go, even in alpha days, even in as_oilrig with VIP escorts and perma silenced M4s.. it strove to be competitive and was based on that idea from the ground up. The fact that it was something the masses could swallow was due to it's low skill floor. The skill ceiling in CS was also balanced around higher level play..

    See this is where people keep messing up, i feel, there's a distinction:

    The skill ceiling should be based on reliable and balanced games from skilled players.
    The skill floor (aka the knowledge and skill entry barrier which is needed to be overcome to be adequate or passable. ) should be designed around the absolute lowest common denominator. Someone who doesn't typically play video games or maybe just he dumbest human being you can find..

    Referencing pub data may be helpful in so that the only reliable data it can provide you is the average - which neither assists in balancing the skill ceiling or the skill floor.
  • tarquinbbtarquinbb Join Date: 2012-11-03 Member: 166314Members
    no @hakenspit, they don't focus on the casual.

    they cater for casual, but not exclusively. this is because in the video game industry if you don't cater for the casual then you remove the majority of your demographic.

    but on the other side, if you don't cater for the skilled players then you aren't giving an incentive for people to play enough to become skilled at the game. noone cares about a game which is just for casuals, everyone wants to see skilled players better than themselves to spur them on, to justify the time investment and want to be as good as them.

    also, i'm not sure what the tf2 competitive mod is... just an item white list and class limit to create a more 'standard' format and prevent boring games. if there were no class limits it would probably be 4 demoman + 2 medic in every game and noone would use any other class.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    edited December 2013
    Also turns off random crits I think.

    Also you'd be surprised at the classes used in high level play. Scout is a beast.
  • KamamuraKamamura Join Date: 2013-03-06 Member: 183736Members, Reinforced - Gold
    BeigeAlert wrote: »
    Yes, it isn't very realistic, but it's what makes sense for the gameplay. It used to be much, much worse, they made some changes recently, and now I'm actually pretty happy with where it is.

    I second that. Strafe jump was unbearable in previous 25x, now it seems okay.

  • OtsOts Join Date: 2003-07-30 Member: 18577Members, Constellation
    If i can't jump in a game, i don't really play it. There's a certain amount of 'realism' one can take when playing a video game.
  • Ghosthree3Ghosthree3 Join Date: 2010-02-13 Member: 70557Members, Reinforced - Supporter
    The KotOR series really annoyed me with it's stupid no jump rule D:
  • SomatiSomati Join Date: 2013-11-27 Member: 189586Members
    edited December 2013
    Anyone remember when they implemented the change where the skulks bite speed got faster for a second or so right after leaping (I'm pretty sure it's since been removed)? What if something similar was added where a skulk would gain a speed boost (maybe 10-15%) for 1-2 seconds after landing a successful bite?

    The thinking behind this comes from the way I typically like to play skulk (bias alert, want changes that affect my playstyle oh no). Instead of expending all my energy simply trying to get close to marines, then trying my best to remain within biting distance until he or I perish, I typically try to do "runs" on them, biting once, and then leaving the area again to come back across for another run. This obviously has severe disadvantages, like just being shot in the ass till you die when running away, but for me it is a far more enjoyable way to fight. Firstly because it is best used when making full use of the map layout, which I like, and secondly because it doesn't involve wildly throwing the mouse around while looking for the slightest blur on your screen to indicate which way the marine went.

    I personally would like to encourage this kind of hit and run gameplay in any way possible, but that's just me (I also wouldn't suggest implementing this in a vacuum, marine changes would probably be needed for balance to be maintained).

    Forgot to mention that, in theory, the speed boost wouldn't really benefit a skulk that chose to stay as close as possible and just continue to bite the jumping marine.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    Sigh another one of these threads? Can we just remove marine jump and be done with it? Sigh.
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