Jumping
Lee_Harvey
Join Date: 2002-12-23 Member: 11448Members
<div class="IPBDescription">bad</div> Something needs to be done more than already has been about bouncy marines. Especially with a fade, hitting a marine who is rapidly tapping his jump key can be an exercise in tedium. I do realize that bhopping has been removed. I just feel that Marine jumping should be for getting over obstacles and nothing more.
Just imagine sitting in training for the military and having you instructor say "And if your enemy ever tries to melee attack you, just jump around like hell and you'll be fine."
Jumping should just not be a valid defensive tactic. I'd say something as drastic as instituting CS jumping may be necessary. Discuss.
And oh, since I mentioned CS in this post:
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Just imagine sitting in training for the military and having you instructor say "And if your enemy ever tries to melee attack you, just jump around like hell and you'll be fine."
Jumping should just not be a valid defensive tactic. I'd say something as drastic as instituting CS jumping may be necessary. Discuss.
And oh, since I mentioned CS in this post:
<span style='font-size:14pt;line-height:100%'><b><span style='color:blue'>j</span><span style='color:red'>0</span><span style='color:purple'>0</span> <span style='color:orange'>h</span><span style='color:yellow'>a</span><span style='color:gray'>v</span><span style='color:green'>e</span> <span style='color:blue'>a</span><span style='color:red'>c</span><span style='color:purple'>t</span><span style='color:orange'>i</span><span style='color:yellow'>v</span><span style='color:gray'>a</span><span style='color:green'>t</span><span style='color:blue'>e</span><span style='color:red'>d</span> <span style='color:purple'>t</span><span style='color:orange'>e</span><span style='color:yellow'>h</span> <span style='color:gray'>f</span><span style='color:green'>l</span><span style='color:blue'>a</span><span style='color:red'>e</span><span style='color:purple'>m</span> <span style='color:orange'>s</span><span style='color:yellow'>h</span><span style='color:gray'>e</span><span style='color:green'>e</span><span style='color:blue'>l</span><span style='color:red'>d</span><span style='color:purple'>!</span><span style='color:orange'>!</span><span style='color:yellow'>!</span><span style='color:gray'>1</span><span style='color:green'>1</span><span style='color:blue'>o</span><span style='color:red'>n</span><span style='color:purple'>e</span></b></span>
Comments
Besides, jumping isn't even that big of an advantage if you know how to track a marine, just look up as he jumps and bite and you can hit him no problems.
Jumping just adds a little spice to the game and it's not even that bad.
<!--QuoteBegin-Lee Harvey+Feb 23 2004, 05:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lee Harvey @ Feb 23 2004, 05:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--><span style='font-size:14pt;line-height:100%'><b><span style='color:blue'>j</span><span style='color:red'>0</span><span style='color:purple'>0</span> <span style='color:orange'>h</span><span style='color:yellow'>a</span><span style='color:gray'>v</span><span style='color:green'>e</span> <span style='color:blue'>a</span><span style='color:red'>c</span><span style='color:purple'>t</span><span style='color:orange'>i</span><span style='color:yellow'>v</span><span style='color:gray'>a</span><span style='color:green'>t</span><span style='color:blue'>e</span><span style='color:red'>d</span> <span style='color:purple'>t</span><span style='color:orange'>e</span><span style='color:yellow'>h</span> <span style='color:gray'>f</span><span style='color:green'>l</span><span style='color:blue'>a</span><span style='color:red'>e</span><span style='color:purple'>m</span> <span style='color:orange'>s</span><span style='color:yellow'>h</span><span style='color:gray'>e</span><span style='color:green'>e</span><span style='color:blue'>l</span><span style='color:red'>d</span><span style='color:purple'>!</span><span style='color:orange'>!</span><span style='color:yellow'>!</span><span style='color:gray'>1</span><span style='color:green'>1</span><span style='color:blue'>o</span><span style='color:red'>n</span><span style='color:purple'>e</span></b></span><!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
My god, it's eternal!
I don't have a problem with marines jumping out of the way, I have a problem with airborne marines getting ridiculous air times. One way to fix this would be to lower the knockback on an airborne marine, or just lower the knockback in general.
And the counterattack!
*crowd cheers wildly*
Aliens, now more than ever, depend on melee attacks. That means they need suitable mobility to get into melee range. Marines compensate for this by making small pieces of metal go really really fast.
Not that I'd mind removing actual bunny-hopping altogether, of course.
Re-balancing the game?
Re-balancing the game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
?
Anyway, if marines are ambushed, the skulk deserves to kill them. Of course, there is also the traditional solution of SHOOTING THE SKULK!
<!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
OT:
On the subject of meeting a skulk that "has not heard of looking up" I remember playing a quake LAN where mouse look was off, and you could only aim with cursors and A-Z (move up-move down.)
My team totally owned the other team by permanently crouching; we could not be shot. <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo--> was awesome, if a little tedious for the other team. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Simply removing knockback could possibly be more damaging to the marines than limiting their jumping.
Regards,
Savant
Regards,
Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Hear hear!
dun dun duun
And the jetpack?
Regards,
Savant
Regards,
Rennex.
Regards,
Rennex. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
That's why we have Armour 1.
Jumping is part of evading the bite. Realism aside and balance concerned, I see no problem with jumping to outmaneuver skulks. I play alien in the far majority of my games and to be honest I've never really cared about jumping. If I die it's because my ambush was ineffective, or some other reason. Blaming "jumping" is just a ridiculous excuse.
Re-balancing the game? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Are you going to do this rebalancing? Have you even thought of the implications that removing marine "bunnyhopping" would have on game design? Or are you just planning to sit back and post random one liners in the hope that some one will make it so you can actually kill marines once in a while?
Savant: "Prevert in game mechanics to exploit a flaw?" Not only is that second part redundant, do you honestly believe that these people who dodge are "cheaters" or "exploiters?" Even if you can consider it an "exploit," dodging skulks is an accepted form of play in ns.
On the other hand, I do like your idea ... to some extent. Fast skulks will be able to follow your dodge and move with you, making your jump essentially free time for the skulks to get a bite or two in. Instead, make jump lower your accuracy drastically, so only close range skulks will take much damage. Basically, it's an idea that needs tweaking.
I hope you know that the HL engine considers people 'jumping' to be the same as 'flying' - the player is governed by the same physics either way. There's no way to detect it unless there was a variable somewhere that remembered the last time you executed a +jump. It simply isn't possible without a lot of extra code.
All that aside, however, I think that jumping is really an integral part of the game and how it's played. I don't see it going any time soon. Remember, nobody's going to make the game into something <b>completely</b> different, and removing the marines' ability to jump would do just that.
Regards,
Rennex. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
No, but it should be very difficult to kill them unless they're almost dead from the approach. They could be easier to kill on the approach, but closing to melee range should be an easier kill than it is with the current jumping and knockback.
IMO, the problem here is that a competent skulk can pretty easily chain two bites against a non-airborne marine. Which means, as a marine, you have this mini-game in which you try to time your jumps such that they correspond with possible bites.
Balanced or no, this is a really bizarre game mechanic.
I hope you know that the HL engine considers people 'jumping' to be the same as 'flying' - the player is governed by the same physics either way. There's no way to detect it unless there was a variable somewhere that remembered the last time you executed a +jump. It simply isn't possible without a lot of extra code. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
The game already differentiates between jumping and flying, otherwise there would be no need for jetpacks. If you have a jetpack, you can fire while "in the air" if not, you cannot.
I do not think this is a necessary nerf. Removing knockback would solve the problem much better.