Zek
Sep 23 2004, 10:14 PM
First, let me preface this by saying that this isn't a bunnyhopping debate. I'm not opposed to bunnyhopping; I bunnyhop myself, and I realize that it's an intended feature for aliens. My beef with bunnyhopping is that not only is it an "unnatural" sort of skill, i.e. something that doesn't come with practice alone and can only realistically be learned if you look it up elsewhere or are taught how to do it(in this way it is different from learning to aim or being a good Fade or whatever else), and that it is really stupid and atmosphere-breaking when skulks act more like kangaroos than anything else. Also, it creates a lot of bad feelings among the community; whether or not the dissidents are right, you can't deny that it irritates people.
Anyway, my suggestion is first that we get rid of bunnyhopping by implementing a very small pause between jumps; no slowdown, you just wouldn't be able to jump again for just long enough that you lose your speed boost. I understand very well that people are attached to bunnyhopping because it's fun and it adds a skill curve to the aliens, which is why it needs to be replaced with something. My idea is that Skulk wall-running would be revamped to give them a much more interesting and skillful style of movement. It would work as follows:
- Skulk wallrunning would be "sticky." In other words, it would work like ladders; you won't be de-attached from the wall or ceiling until you jump off. Skulks would also be able to jump and leap directly from a wall. (This is already in Future Versions, but since it's integral to the concept of replacing bunnyhopping I had to include it)
- Alter skulk jump to cover more forward distance but stay lower to the ground. Also, it would boost the skulk in the direction that he's facing rather than like a normal jump, basically like a much weaker version of Leap. This gives skulks a lot more room for creativity in their jumping patterns, as they could more easily take advantage of the architecture to vary their movement patterns. Walljumping wouldn't be worth a lot if it only jumped straight out like ladders. Leap might need to be slightly nerfed, like with a higher energy cost, to compensate for the improvements in jump.
- If the skulk is on flat ground and strafes to the left or right while jumping, he will jump sideways with the longer distance rather than in the direction he's facing. Think of it like UT's side-dodging.
- Some form of speed increase for the skulk. This could either be a global run/jump speed boost, or maybe one that only applies if the skulk is tilted greater than 45 degrees, i.e. wall-running?
Basically the idea is to give skulks a much more intuitive and atmospheric way to travel and increase their speed, one that takes better advantage of the skulk's defining characteristic, and without eliminating the skill curve associated with it in the absence of bunnyhopping. That's the main complaint, besides balance, I've heard most people make when it comes to ditching bunnyhopping, but I figure that there's no reason a skillcurve has to be so unnatural to what the game is supposed to be. I'm not sure how easily implementable a lot of this is, but I figured I'd throw it out there.
Morphs
Sep 23 2004, 10:36 PM
Why would you need extra speed as a skulk? I find the skulk doing fine already, especially with celerity. Point is that most bunnyhoppers tend to forget that skulking is about ambushing rather can highspeed-jumping into a marine's face. But my opinion about bunnyhopping is not really the issue here....
...I find your first suggestion very interesting as well as the best suggestion. Remember Alien versus Predator? The alien had a really effective wallwalk as it sticked onto the walls. Ceilings that were not flat were no problem whatsoever. The skulk does have problems with surfaces that are not completely flat when it comes to walking on the wall or ceiling. I can understand that it will be quite difficult to code, but it would drastically alter the gameplay for skulks.
So I say 'yes' to sticky wall/ceiling walk like AvP, but without the disorienting view that goes upside down on the ceiling. However, I don't like the idea of adding some unnecessary speed when removing bunnyhopping, removing it is good enough. Don't use it anyway.
Kwil
Sep 24 2004, 12:22 AM
Extra speed as a skulk because the primary use of bunnyhopping now (as I understand it) is to get to ambush spots more quickly. Since this is apparantly needed for balance, if you remove the speed of bhop for the much improved wall-walking (thumbs up to the whole thing, btw) then supposedly balance will require the extra speed to get back to those ambush spots.
However, I think that with the extra abilities this type of wall walk would give (making running on the ceiling more than just a "once in a while" thing) it may not be necessary, since it opens up many more spaces as ambush worthy.
Zek
Sep 24 2004, 12:25 AM
The speed boost would be to compensate for the fact that there are a lot of times when skulks simply can't ambush(namely when marines are in a defensive position, be it their base, a node or a siege spot), and that's when they currently need bunnyhopping most. The map travelling advantages of bunnyhopping is the other main factor.
Lt.Realness
Sep 24 2004, 08:59 PM
read the quote Flayra made about this oO
radforChrist
Oct 19 2004, 06:44 PM
| QUOTE (Zek @ Sep 23 2004, 05:14 PM) |
- Skulk wallrunning would be "sticky." In other words, it would work like ladders; you won't be de-attached from the wall or ceiling until you jump off. Skulks would also be able to jump and leap directly from a wall. (This is already in Future Versions, but since it's integral to the concept of replacing bunnyhopping I had to include it)
- Alter skulk jump to cover more forward distance but stay lower to the ground. Also, it would boost the skulk in the direction that he's facing rather than like a normal jump, basically like a much weaker version of Leap. This gives skulks a lot more room for creativity in their jumping patterns, as they could more easily take advantage of the architecture to vary their movement patterns. Walljumping wouldn't be worth a lot if it only jumped straight out like ladders. Leap might need to be slightly nerfed, like with a higher energy cost, to compensate for the improvements in jump.
- If the skulk is on flat ground and strafes to the left or right while jumping, he will jump sideways with the longer distance rather than in the direction he's facing. Think of it like UT's side-dodging.
- Some form of speed increase for the skulk. This could either be a global run/jump speed boost, or maybe one that only applies if the skulk is tilted greater than 45 degrees, i.e. wall-running?
|
I really, really, like this. I'm sorry if I've "Ressurected and old thread", but this could really enhance the feel of NS and alien movement. I'm an opponent of Bhopping, but I see it's necessity. This idea would be a built it feature available ot anyone with out instructions, but could be deadly if used right.
Imagine, you're a marine on eclipse. You are moving on Triad, and as you pass the balcony you see a skulk by the alien RT. He sees you, and jumps quickly to the pillar between you and him. As you round the corner and stand on the ladder, he jumps to the ceiling and in the vent. You keep the gun trained on the vent, waiting for him to pop his head out so you can take it off. But he's too quick. He dashes across to the pillar on your left, then to your right. You're firing trying to trace his path, only landing bullets behind him, he lands behind the Resource node, off the right pillar, and then on you. You emptied a whole clip, and died. He leaves unscathed.
A directional jump, much like leap, with a minimal speed increase, and toward your POV, without adren use would make skulk a strong base unit, but an amazing weapon in skilled hands. Bunnyhopping does this very thing, but it's completely destructive to the atmosphere, and it's a trait you either know or you don't. Adding this jump to NS would be so amazing. Zunni, weigh in here.
Shazbot
Oct 19 2004, 06:48 PM
I agree totally... bunny hopping looks dumb. I think a skulk should be able to run faster than an onos who has celerity... which I don't think is the case.
crisano
Oct 19 2004, 06:54 PM
Bunny hopping isn't just used for an increase of speed. It is also a way to try to evade incoming bullets, try to throw off the marine's aim. I don't like raising the base speed of skulks because if you do and skulks get celerity, they'll be unkillable, being able to strafe circle a marine incredibly fast.
cookman
Oct 19 2004, 07:03 PM
| QUOTE (crisano @ Oct 19 2004, 01:54 PM) |
| Bunny hopping isn't just used for an increase of speed. It is also a way to try to evade incoming bullets, try to throw off the marine's aim. I don't like raising the base speed of skulks because if you do and skulks get celerity, they'll be unkillable, being able to strafe circle a marine incredibly fast. |
Haha, unkillable skulks, yeah right. Like anyone got MC at first hive anyway. And at second hive, people got shotties, which fails rarely, even against BHopping celerity skulks.
crisano
Oct 19 2004, 07:07 PM
| QUOTE (cookman @ Oct 19 2004, 03:03 PM) |
| QUOTE (crisano @ Oct 19 2004, 01:54 PM) | | Bunny hopping isn't just used for an increase of speed. It is also a way to try to evade incoming bullets, try to throw off the marine's aim. I don't like raising the base speed of skulks because if you do and skulks get celerity, they'll be unkillable, being able to strafe circle a marine incredibly fast. |
Haha, unkillable skulks, yeah right. Like anyone got MC at first hive anyway. And at second hive, people got shotties, which fails rarely, even against BHopping celerity skulks.
|
It seems like you're basing my comments on pure pub experience. In competitive play, MCs get used a lot. Celerity skulks, especially in a pack is hard to counter even if the person has a shotgun. The good skulks don't run up towards you from a long hallway, something you are probably experiencing to say that celerity skulks are worthless.
Two hive skulks tear it up a LOT. Leap is an amazing skill and add celerity to it, a pair of skulks will own a shotty marine.
obuh
Oct 19 2004, 07:09 PM
| QUOTE (cookman @ Oct 19 2004, 02:03 PM) |
| QUOTE (crisano @ Oct 19 2004, 01:54 PM) | | Bunny hopping isn't just used for an increase of speed. It is also a way to try to evade incoming bullets, try to throw off the marine's aim. I don't like raising the base speed of skulks because if you do and skulks get celerity, they'll be unkillable, being able to strafe circle a marine incredibly fast. |
Haha, unkillable skulks, yeah right. Like anyone got MC at first hive anyway. And at second hive, people got shotties, which fails rarely, even against BHopping celerity skulks.
|
I bet it's quite hard to kill skulks running (on the floor, walls, etc) at 600+ units/seconds.
Kwil
Oct 19 2004, 08:56 PM
| QUOTE (crisano @ Oct 19 2004, 01:07 PM) |
| Two hive skulks tear it up a LOT. Leap is an amazing skill and add celerity to it, a pair of skulks will own a shotty marine. |
A pair of skulks should own a shotty marine. Just like a pair of shotty marines should own a leap/celerity skulk. It's that whole teamwork h4x thing.
The situation we should be more concerned about is when the numbers are even.
I don't understand, however, how you say "bunnyhopping is used to avoid bullets" and then say "speed shouldn't be increased because it'll help skulks avoid bullets" when the subject is removing bunnyhopping. If bunnyhopping is removed, and it's used to avoid bullets, and speeding up the skulks helps them avoid bullets, that looks like a wash to me.
Personally, I don't know if the speed increase would be necessary either, though. I think the added mobility this would give to wall and ceiling walking, and especially to jumping would be enough of a benefit right there to handle what dodging that bunnyhopping brought to the table before.
When I'm skulking, I always try to use walls and stuff when I'm attacking a marine, but with the current system, I often find myself suddenly in mid-air, falling in a predictable line. When that happens, I'm just splatter on the wall behind me. If I don't fall off or get stuck though, I can usually get up to the marine and do some damage, and I don't bunnyhop (though I'll admit I'm lousy at getting that second bite in.. I always seem to lose track after the first bite. You can usually tell where I've been though because I wound a bunch of them and the skulk behind me gets 3 or 4 kills in a row.)
The only thing I'm concerned about is map control -- the skulks are expected to be anywhere on the map extremely quickly, and at the high levels the game is balanced around the ability to bunnyhop to get there (which, in my personal opinion, is a poor way to balance it, but I'm not the devs). Would the extra wall/ceiling mobility make up for this? If it doesn't, are there other ways this could be addressed? Say by raising the health of the alien structures, thus requiring marines be there longer before being able to take it down.
Zek
Oct 19 2004, 09:36 PM
If anything bunnyhopping just makes the skulk's movements more predictable; only inexperienced marines have a hard time following the pattern. The main reason you get hit less is because you're moving faster. I don't know whether or not the speed boost would really be necessary, that could be worked out in testing.
theclam
Oct 20 2004, 04:05 AM
Bunnyhopping is somewhat necessary. It's not just the speed, but the jumping and curving that make it so powerful. Even if its predictable, its 2x as good as plain running. Jumping off walls would be better for ambushes than bhopping, but not great for those times you have to rush camping marines.
Kwil
Oct 20 2004, 05:58 AM
| QUOTE (theclam @ Oct 19 2004, 10:05 PM) |
| Jumping off walls would be better for ambushes than bhopping, but not great for those times you have to rush camping marines. |
Haven't we heard that if you have to rush camping marines as a skulk, you're playing poorly?
If marines are camping in combat, they lose via time limit.
If marines are camping in NS, they lose via map control.
crisano
Oct 20 2004, 04:25 PM
| QUOTE (Kwil @ Oct 19 2004, 04:56 PM) |
| QUOTE (crisano @ Oct 19 2004, 01:07 PM) | | Two hive skulks tear it up a LOT. Leap is an amazing skill and add celerity to it, a pair of skulks will own a shotty marine. |
A pair of skulks should own a shotty marine. Just like a pair of shotty marines should own a leap/celerity skulk. It's that whole teamwork h4x thing.
|
I never said they shouldn't, in fact I said that they should. I was just speaking of the fact that the person I was responding to thought that getting MCs first would of course fail and marines with shotties, even if the aliens have 2 hives, are invincible. I've always advocated that teamwork should always be a main factor in balancing anything.
| QUOTE |
| The situation we should be more concerned about is when the numbers are even. |
Balance concerning even numbered engagement varies. At ranged, of course skulks will get destroyed, or should get destroyed. At close range, marines will be dominated. However, if marines get shotguns, then I believe marines should have the favor in the situation, since they are invested with more resources.
| QUOTE |
| I don't understand, however, how you say "bunnyhopping is used to avoid bullets" and then say "speed shouldn't be increased because it'll help skulks avoid bullets" when the subject is removing bunnyhopping. If bunnyhopping is removed, and it's used to avoid bullets, and speeding up the skulks helps them avoid bullets, that looks like a wash to me. |
I'm talking about midrange, bunny hopping is a way to dodge bullets due to the fact that they're not running directly at marines which I see a lot of inexperienced players do. As for added speed, I'm speaking of close range encounters. At medium to long range, increased speed skulks who can't bunny hop will still be dominated. Straight line running is always a lot easier to aim at. However, when you have skulks ambushing around corners or out of vents, with increased base speed, it makes it extremely hard for the marines to make it out alive. Though the advantages are on the alien side in ambushes, they should not be unkillable.
| QUOTE (Zek @ Oct 19 2004, 05:36 PM) |
| If anything bunnyhopping just makes the skulk's movements more predictable; only inexperienced marines have a hard time following the pattern. The main reason you get hit less is because you're moving faster. I don't know whether or not the speed boost would really be necessary, that could be worked out in testing. |
I'm not talking about bunny hopping at marines down long hallways, of course they will get owned against a good marine. I'm talking about bunny hopping around corners or in close engagement situations, bhopping around corners when they hear you approaching, stuff like that.
radforChrist
Oct 20 2004, 05:26 PM
| QUOTE (crisano @ Oct 20 2004, 11:25 AM) |
| QUOTE (Kwil @ Oct 19 2004, 04:56 PM) | | I don't understand, however, how you say "bunnyhopping is used to avoid bullets" and then say "speed shouldn't be increased because it'll help skulks avoid bullets" when the subject is removing bunnyhopping. If bunnyhopping is removed, and it's used to avoid bullets, and speeding up the skulks helps them avoid bullets, that looks like a wash to me. |
I'm talking about midrange, bunny hopping is a way to dodge bullets due to the fact that they're not running directly at marines which I see a lot of inexperienced players do. As for added speed, I'm speaking of close range encounters. At medium to long range, increased speed skulks who can't bunny hop will still be dominated. Straight line running is always a lot easier to aim at. However, when you have skulks ambushing around corners or out of vents, with increased base speed, it makes it extremely hard for the marines to make it out alive. Though the advantages are on the alien side in ambushes, they should not be unkillable.
|
But I'm not implying, nor the creator of this post, I think, that running speed should be increased. It's the directional jumping speed. Think of it as a leap with no sound or adren, and only SLIGHTLY faster than jump is now. It doesn't work like a normal jump. Yes, when on the ground, you do jump up, but mostly you "dart" in the direction you are facing. On walls, if you are on one wall, and you want to jump to the other wall across from you, you look at the wall, press jump, and you "dart" across to the other wall. You don't cover a ton of distance like leap, you just move a bit faster than jump. This gives skulks the ability to jump from a wall.
This could help rushing a marine by jumping from wall to wall instead of a straight line, faster than current movement so it isn't as easy to train on. Skilled marines will have better aim following this tactic, but better skulks will be able to master this technique with great accuracy.
It also comes in handy in other ways. At Subspace on Veil, the hive can be a bit tricky to get on top of without leap for some players. A directional jump from the wall beside the hive will allow the alien to hop over to the hive without requiring leap, hurting the hive with leap if FF is on, and is easy to do.
I don't base speed should be altered much, if any, just the JUMPING speed should give a slight forward increase. Just make it so you can jump do three consecutive ones in a row, then a short puase, to keep it from being abused.
Kwil
Oct 20 2004, 09:37 PM
| QUOTE (crisano @ Oct 20 2004, 10:25 AM) |
| I'm talking about midrange, bunny hopping is a way to dodge bullets due to the fact that they're not running directly at marines which I see a lot of inexperienced players do. As for added speed, I'm speaking of close range encounters. At medium to long range, increased speed skulks who can't bunny hop will still be dominated. Straight line running is always a lot easier to aim at. However, when you have skulks ambushing around corners or out of vents, with increased base speed, it makes it extremely hard for the marines to make it out alive. Though the advantages are on the alien side in ambushes, they should not be unkillable. |
Gotcha. That makes perfect sense.
I think the new wall-climb/directional jump would address both these issues so a speedup may not be needed. At midrange, skulks could dodge by jumping onto and off the walls and ceiling as they run, in effect becoming even less predictable than a high-speed bunnyhop. Also of use when coming around corners.. no longer stuck to the floor or the outside wall, they could also come around on the inside wall or the ceiling.
As I said before, the only thing that worries me about no speedup is the issue of map-control. But, also as said before, this could be addressed in different ways.
I'm still all thumbs up for this idea. I just hope the coding is possible.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please
click here.