Bunny Hopping PLS NERF


(Kingsley) #21

I just can’t anymore.
Bunny-hopping, really??
Jesus.


(CirclesofJerk) #22

Yea, like a said before, limit the player movement might be a little bit overkill.
But people that Jump DURING combat (not running away or something like that) are not punished enough imo.

Limiting the player movement would be overkill. There, you said it.


(N8o) #23

Learn to aim. There you go. Bunnyhops are no longer an issue.


(Talak) #24

You’re playing a Splash Damage game. They got their start making mods for Quake. Most of their games are based off of the Quake engine, it’s movement speed and high accuracy regardless of what’s happening and you want to nerf jumping?

I think you need to find another game if jumping is your concern about this game.


(srswizard) #25

(N8o) #26

[quote=“srswizard;137095”][/quote]

Fair and balanced.


(Hexfest) #27

[quote=“ThiagoJaqueta;136995”]
When I say that crouching is viable, I’m not saying that I crouch and stand still for the next 50 seconds.
Getting Headshoted, crouch and the enemy will shot above your head, when he reposition his aim, you get up and he’ll have to do again, plus, crouching increases accuracy, that was a very used tactic on Enemy Territory, and works pretty well in DB too.[/quote]

I love crouchers :smile: … easy targets even if they do as you say, could aswell just stand still. And as earlier poster said, free headshots.


(insightfulHelicopter) #28

I have big trouble aiming at aura or proxy when they’re strafing randomly, but when they start jumping, they become easy target.


(watsyurdeal) #29

[quote=“ThiagoJaqueta;137003”][quote=“Watsyurdeal;136996”]Imo, it doesn’t reduce accuracy enough is the problem, jumping should cause your spread to expand to the maximum value for that weapon, then compress as you descend to the ground.

Even if people start aiming down sight while jumping there is still that delay to aim the sights.[/quote]

The problem of reducing accuracy is RNG.
Sometimes he won’t hit you once, some other times he will hit you 10 times in a row.
A good example of inconsistency is Rhino’s Mini-gun at a certain distance.
However I wouldn’t mind if the view-kick while taking damage and shooting where bigger while jumping. [/quote]

Thing is maximum spread is far too random for that, you’re guaranteed to place 3 shots with good grouping with the M4 while strafing, while jumping though, yea good luck with that.

This is really all the game needs to fix this problem, unless Splash decides to add a punishment for consecutive bunny hops in the form of slowing you down like Long Jumps used to do.


(ThiagoJaqueta) #30

[quote=“Talak;137039”]You’re playing a Splash Damage game. They got their start making mods for Quake. Most of their games are based off of the Quake engine, it’s movement speed and high accuracy regardless of what’s happening and you want to nerf jumping?

I think you need to find another game if jumping is your concern about this game.[/quote]

Did you guys even read the whole discussion before posting?


(N8o) #31

[quote=“Talak;137039”]You’re playing a Splash Damage game. They got their start making mods for Quake. Most of their games are based off of the Quake engine, it’s movement speed and high accuracy regardless of what’s happening and you want to nerf jumping?

I think you need to find another game if jumping is your concern about this game.[/quote]

Did you guys even read the whole discussion before posting?[/quote]

Yes, I did. My point is that the combat system doesn’t need to be changed in any way. By learning to track and aim, there is no need to dilute the combat system or movement.


(PeneTraitor) #32

Bunny hoppers just die tired


(Feley) #33

It would be better if they added stamina instead of movement speed loss, but that doesn’t suit this game either… Anyways if there was any kind of stamina in this game, it should be very hard to lose it by running, and decent loss of stamina by bunny hoppying (you know once or twice you jump, you don’t lose almost anything, but once you jump five times, marginal stamina loss will increase… In other words, you lose more and more by every jump you make, but first few jumps wouldn’t be as strong as those later")
If you lose stamina, you can’t sprint or long jump for lets say 5 secs cooldown.

But stamina should last long time before losing it by only running…

By this you would still be able to bunny hopp, but you would be heavily penalized for that.

Anyways this is just the way I would handle it, but since it wouldn’t work in this game, I wouldn’t do it at all…


(PeneTraitor) #34

If they add stamina then I dont want to lower my gun when running. I’ll take an aim penalty. Ultimately, in a fast paced and very movement heavy game, you are going to have to deal with bunny hoppers. News flash, it is tough to change direction while in midair, so spot the jump and shoot where they will land. Anticipating your enemies movements is key. Another thing you can do is swing the cricket bat. It has a decent hit arc and the unexpected attack has a high chance of success.


(Feley) #35

I was thinking if you have 100 stamina… You could run for 50 seconds lets say (and regen rate of stamina is lets say 10 points per second)
So, you lose 2 s/s (stamina per second) while running…
For bunnyhoppying it would be something like: 1st jump - 3 stamina, 2nd jump takes 4, 3rd 5, 4th - 6, 5th - 8, 6th jump would be 10, than increases are stronger and stronger… It would drain the merc who bunny hopps, but wouldn’t do anything to trick jumps.

Thats my point.

But still, this game doesn’t need something like this cause it is fast paced as you said…
I would love if there is no bunnyhopping but eh, nothing can be done.


(Occult) #36

but proxy just wants to jump
dirtybomb.nexon.net/mercs/proxy


(MTLMortis) #37

Um…you do realise that this game was designed specifically with bunny hopping as a core mechanic right?

The secret to nailing hoppers is to aim where they will be. They cannot change direction of momentum and as such cannot dodge. Hoppers are actually more predictable then someone on the ground.


(Sterling) #38

This is an insanely flawed analogy, though. Half-Life 2 is way more inclined to arcade and Insurgency does NOT allow shooting while jumping. If it did, the pinpoint accuracy that hip-fire has would kill the entire game balance.

As far as I have noticed, 2 consecutive jumps slow you down and springy ups that to 3. This is why I usually walljump instead of bunnyhopping.


(Feley) #39

[quote=“MTLMortis;137281”]Um…you do realise that this game was designed specifically with bunny hopping as a core mechanic right?

The secret to nailing hoppers is to aim where they will be. They cannot change direction of momentum and as such cannot dodge. Hoppers are actually more predictable then someone on the ground.[/quote]

Parkour and trick jumps =/= Bunny hopping…
If it was designed specifically for bunny hopping, there would be little to no trick jumps, but there are lots of them, purposely made…

Bunny Hopping is just one drawback of having trick jumps in game.


(Amerika) #40

I was thinking if you have 100 stamina… You could run for 50 seconds lets say (and regen rate of stamina is lets say 10 points per second)
So, you lose 2 s/s (stamina per second) while running…
For bunnyhoppying it would be something like: 1st jump - 3 stamina, 2nd jump takes 4, 3rd 5, 4th - 6, 5th - 8, 6th jump would be 10, than increases are stronger and stronger… It would drain the merc who bunny hopps, but wouldn’t do anything to trick jumps.

Thats my point.

But still, this game doesn’t need something like this cause it is fast paced as you said…
I would love if there is no bunnyhopping but eh, nothing can be done.[/quote]

You’re basically describing Urban Terror which started out as a Q3 mod and is now it’s own free game. It’s like DB as it has wall jumps and it also has ground slides, the ability to pull up on ledges and you can strafe jump. I’d wager Exedore is a fan of Urban Terror since DB does a lot to play like a more calmed down version of it.