Jumping

Lee_HarveyLee_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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Comments

  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Jumping should remain, if nothing else than to make sure a skulk has to do more than hold down the +attack key whenever he wants to kill a marine.


    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.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    This is actually touched on in the marine bunnyhopping thread, as is pretty much everything else related to marines and/or aliens. But I also don't like how this affects the game, and I'd like to try a stamina bar or something - actually, in the Bizarro World where I made NS, marines can't even jump. Spacebar has them climb up to suitably low platforms (just like whatever other game has mounting). And they wear pink.

    <!--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!
  • CxwfCxwf Join Date: 2003-02-05 Member: 13168Members, Constellation
    I don't have a particularly harder time hitting jumping marines than marines just dodging on the ground. The only real advantage gained by jumping is that you can crouch (to shrink your hitbox) without giving up so much speed--but even that reduced hitbox is not terribly hard to hit, and the anti-bunnyhopping fix for marines means that they do still lose some speed, just not as much as by crouching on the ground. So it's a tradeoff, unless of course your facing a skulk who hasn't heard of looking up.
  • AkfekaAkfeka Join Date: 2002-11-05 Member: 6991Members
    My problem with marine jumping is that while they are on the ground, most alien attacks knock them back some. When they are in the air, the attack knocks them across the room.

    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.
  • TheGivingTreeTheGivingTree Join Date: 2003-01-09 Member: 12070Members
    Something needs to be done about the skulks bunny hopping. Especially with a LMG, hitting a skulk who is rapidly tapping his jump key can be a exercise in tedium. I just feel that alien jumping should be for getting over obstacles and nothing more.
  • GadzukoGadzuko Join Date: 2002-12-26 Member: 11556Members, Constellation
    <!--QuoteBegin-TheGivingTree+Feb 23 2004, 07:01 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TheGivingTree @ Feb 23 2004, 07:01 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Something needs to be done about the skulks bunny hopping. Especially with a LMG, hitting a skulk who is rapidly tapping his jump key can be a exercise in tedium. I just feel that alien jumping should be for getting over obstacles and nothing more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    And the counterattack!

    *crowd cheers wildly*
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    HAR HAR HAR

    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.
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    This is just an example of people trying to suggest ideas to make the game easier for them. Think of it this way, if marines couldn't dodge, how in the world are they expected to survive if they're ambushed? Dodging is a balance factor, but with practice a good skulk can counter it. On the other hand, dodging is a skill, and how good you are also effects your marine skill.
  • AlignAlign Remain Calm Join Date: 2002-11-02 Member: 5216Forum Moderators, Constellation
    <!--QuoteBegin-Last.+Feb 24 2004, 02:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Last. @ Feb 24 2004, 02:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think of it this way, if marines couldn't dodge, how in the world are they expected to survive if they're ambushed? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Re-balancing the game?
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    <!--QuoteBegin-Align+Feb 24 2004, 02:04 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Feb 24 2004, 02:04 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Last.+Feb 24 2004, 02:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Last. @ Feb 24 2004, 02:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think of it this way, if marines couldn't dodge, how in the world are they expected to survive if they're ambushed? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    The only really serious problem with jumping is knockback. A jumping marine can be knocked across the room by one skulk bite, which spells certain death for the skulk. This is completetely ridiculous and I think it's fairly obvious why. Knockback should be removed, and skulks can be balanced around that if necessary(though it is very easy to kill a skulk before it gets to you now unless it ambushes like it should). I understand the balance concerns very well but we shouldn't be leaving such an incredibly flawed mechanism in there just because we don't feel like fixing the side effects.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    *coughelectricitycough*

    Simply removing knockback could possibly be more damaging to the marines than limiting their jumping.
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    Simple fix, disable firing when in the air. Since it should be impossible to have any decent kind of aim while jumping, make it so you can't fire while in mid-air or add serious recoil when jumping. So if they want to jump, let them jump. Just not jump AND fire with any accuracy. I don't think we should reward those who pervert the in game mechanics to exploit a flaw.

    Regards,

    Savant
  • ScuzballScuzball Join Date: 2003-09-08 Member: 20657Members, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Savant+Feb 24 2004, 08:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 24 2004, 08:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Simple fix, disable firing when in the air. Since it should be impossible to have any decent kind of aim while jumping, make it so you can't fire while in mid-air or add serious recoil when jumping. So if they want to jump, let them jump. Just not jump AND fire with any accuracy. I don't think we should reward those who pervert the in game mechanics to exploit a flaw.

    Regards,

    Savant <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Hear hear!
  • ZiGGYZiGGY Join Date: 2003-01-19 Member: 12479Members
    <!--QuoteBegin-Lee Harvey+Feb 23 2004, 11:08 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lee Harvey @ Feb 23 2004, 11:08 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Something needs to be done about the poulation jumping. Especially as a hardcore gamer, playing a game with a population rapidly fluctuating can be a exercise in tedium. I just feel that game should be for getting over obstacles in my life and nothing more. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    dun dun duun
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    edited February 2004
    <!--QuoteBegin-Savant+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->No firing in the air<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    And the jetpack?
  • SavantSavant Join Date: 2002-11-30 Member: 10289Members, NS1 Playtester, Contributor
    I don't consider jetpackers to be 'jumping', I consider them to be flying. Of course they would be the exception, as they are the counter to stomp etc. This would make jetpacks all the more valuable for those who want to have their cake and eat it too.

    Regards,

    Savant
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    So basically, you're say it should be auto-death as soon as a skulk enters biting range of a marine?

    Regards,

    Rennex.
  • SariselSarisel .::&#39; ( O ) &#39;;:-. .-.:;&#39; ( O ) &#39;::. Join Date: 2003-07-30 Member: 18557Members, Constellation
    This should go in S&I.
  • PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
    <!--QuoteBegin-Rennex+Feb 24 2004, 10:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Feb 24 2004, 10:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So basically, you're say it should be auto-death as soon as a skulk enters biting range of a marine?

    Regards,

    Rennex. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    That's why we have Armour 1.
  • briDgebriDge Join Date: 2003-06-21 Member: 17583Members
    Why is the issue of "realism" being rehashed over and over and over again? The game is not supposed to be "realistic"! Of course they wouldn't train marines to prance around to evade aliens. But then again, not much more than a single bullet from an LMG would have the force to knock over and kill a yellow dog with a mass of less than 20 kilos, and less than a clip would kill a fade. And where does the acid for acid rocket come from? Does it just magically materialize? To be realistic, fades should be massive blobs of acid, that shrink as the acid is shot out through the acid rocket.

    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.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    Call it atmosphere if the term "realism" bothers you.
  • OG17OG17 Join Date: 2002-11-01 Member: 2024Members
    Indeed. Show me a space marine who responds to an alien charge by hopping up and down.
  • LastLast Join Date: 2003-10-06 Member: 21463Members
    <!--QuoteBegin-Align+Feb 24 2004, 11:04 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Align @ Feb 24 2004, 11:04 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Last.+Feb 24 2004, 02:30 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Last. @ Feb 24 2004, 02:30 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Think of it this way, if marines couldn't dodge, how in the world are they expected to survive if they're ambushed? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    edited February 2004
    Meh - I've always seen jumping as representing the marine's ability to dodge/fend off an attack. I'm for removing KB (which seems to punish aliens for scoring a hit), but I think eliminating jumping altogether might be one step too far.
  • Raw_EvilRaw_Evil Join Date: 2003-01-05 Member: 11903Members
    <!--QuoteBegin-Savant+Feb 25 2004, 02:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 25 2004, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't consider jetpackers to be 'jumping', I consider them to be flying.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    Removing knockback would require rebalancing, but mostly it would involve marine health and armor numbers and probably damage numbers of higher lifeforms. I'm not for removing jumping or knockback for that matter. I'm just saying it's not impossible to balance it differently.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    <!--QuoteBegin-Rennex+Feb 24 2004, 11:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Rennex @ Feb 24 2004, 11:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> So basically, you're say it should be auto-death as soon as a skulk enters biting range of a marine?

    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.
  • DeaconDeacon Join Date: 2002-11-24 Member: 9852Members, Constellation
    <!--QuoteBegin-Zek+Feb 24 2004, 06:05 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Feb 24 2004, 06:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> The only really serious problem with jumping is knockback. A jumping marine can be knocked across the room by one skulk bite, which spells certain death for the skulk. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    <!--QuoteBegin-Raw Evil+Feb 25 2004, 06:22 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Raw Evil @ Feb 25 2004, 06:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Savant+Feb 25 2004, 02:21 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Savant @ Feb 25 2004, 02:21 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->I don't consider jetpackers to be 'jumping', I consider them to be flying.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
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