Panic Hopping


(gg2ez) #81

[quote=“immenseWalnut;97611”][quote=“FilterDecay;97606”]dirty bomb revolutionary war edition:

  1. No left right movement.

  2. No jumping.

  3. All mercs stand in a row.

  4. all wait to fire until told to.

  5. All die together.[/quote]

Welcome to the new Western world, when being a real man makes you a coward, when being a good aimer makes you a try hard, when you have pride and self respect, you are just a vicious bully.

But if they can shoot a static target that doesn’t shoot back within 5 seconds, they get to be a pro in their own mind.

This is why I hate bad players, they are not bad because they lack skill, they are bad because their mindset is ‘I want to win, and if I don’t, I will quit this crap game!’. So gimme gimme!

If they miss you, you cheated. If you hit them, you cheated. But when they dodged your shots and killed you, then it was nothing less than supreme skill on their part.

They are the real cancer within gaming, not the ‘toxic’ gamers that call them nasty names.[/quote]

My lord, it’s perfect. Thank you.


(Black) #82

[quote=“Atherel;97697”][quote=“BlackFro;97598”]
Well firstly I understand jumping to avoid bullets is something exclusive and unique to dirty bomb.
You don’t see people using jump as a viable/effective way to dodge bullets in any other shooter as you do in Dirty bomb, so I’m for keeping it as long as players are given a disadvantage while doing it.[/quote]

Why should there be any disadvantage? Ever played Quake 3 Arena or Titanfall?

Games like CoD and Battlefield where you easily kill the enemy when you shoot first have ruined FPS… [/quote]

The quake series was a fast paced fps that focused mainly on aim more then anything else. Movement and map awareness came second. As long as you knew how to aim you were a legend in it. It was the foundation of fps, during that time.

Also games like CoD, battlefield, rainbow 6 series, insurgency, and many other games that had a very small kill time and death with 2 or more well placed shots was the evolution of fps due to it’s realism and fast paced nature. One mistake can mean your life. That’s what gives players the thrill.

Dirty Bomb on the other hand simply did not take this approach, which I completely respect but being able to reload in mid air is something that just needs to go. It completely removes the disadvantage of having to reload where you are vulnerable and slower.


(Grave_Knight) #83

[quote=“Chase;97349”]@laudatoryLunch @wolvie

Panichopping in 3 levels!

Level 1: Beginners who “panic” jump when getting shot to avoid getting shot at!

Level 2: Intermediate users who sometimes “panic” jump and occasionally wall jumps to dodge shots!

Level 3: Seasoned-Veterans who have mastered the wall-jump mechanic of Dirty Bomb, using it to the fullest by dodging enemy fire and then unleashing hell upon their foes!

Quit complaining. Crouching and jumping are all cheap yet legitimate tactics to dodge enemy fire. It’s the same as strafing, why do you strafe while shooting? To avoid enemy fire duh!

^ The answer to your problems! If you suck at aiming vertically upwards, get used to it :wink: [/quote]

Pretty sure vets start off with strafing and mix in long jumps and wall jumps and not panic hopping.


(Szakalot) #84

[quote=“BlackFro;97711”][quote=“Atherel;97697”][quote=“BlackFro;97598”]
Well firstly I understand jumping to avoid bullets is something exclusive and unique to dirty bomb.
You don’t see people using jump as a viable/effective way to dodge bullets in any other shooter as you do in Dirty bomb, so I’m for keeping it as long as players are given a disadvantage while doing it.[/quote]

Why should there be any disadvantage? Ever played Quake 3 Arena or Titanfall?

Games like CoD and Battlefield where you easily kill the enemy when you shoot first have ruined FPS… [/quote]

The quake series was a fast paced fps that focused mainly on aim more then anything else. Movement and map awareness came second. As long as you knew how to aim you were a legend in it. It was the foundation of fps, during that time.
[/quote]

that doesn’t sound true to me, if you didnt know how to navigate the map, time powerups and trap people you could have perfect rail/lg/rocket accuracy and be destroyed by a worse aim player who just had a bigger hp+armor stack.


(Maggot) #85

[quote=“Szakalot;97736”][quote=“BlackFro;97711”][quote=“Atherel;97697”][quote=“BlackFro;97598”]
Well firstly I understand jumping to avoid bullets is something exclusive and unique to dirty bomb.
You don’t see people using jump as a viable/effective way to dodge bullets in any other shooter as you do in Dirty bomb, so I’m for keeping it as long as players are given a disadvantage while doing it.[/quote]

Why should there be any disadvantage? Ever played Quake 3 Arena or Titanfall?

Games like CoD and Battlefield where you easily kill the enemy when you shoot first have ruined FPS… [/quote]

The quake series was a fast paced fps that focused mainly on aim more then anything else. Movement and map awareness came second. As long as you knew how to aim you were a legend in it. It was the foundation of fps, during that time.
[/quote]

that doesn’t sound true to me, if you didnt know how to navigate the map, time powerups and trap people you could have perfect rail/lg/rocket accuracy and be destroyed by a worse aim player who just had a bigger hp+armor stack.
[/quote]

Indeed. In Unreal Tournament knowledge of all the buff locations and their respawn timers is critical, especially in competitive.


(Litego) #86

This is just not true as @Szakalot said.

Also games like CoD, battlefield, rainbow 6 series, insurgency, and many other games that had a very small kill time and death with 2 or more well placed shots was the evolution of fps due to it’s realism and fast paced nature. One mistake can mean your life. That’s what gives players the thrill.

Does not give me any thrills.

Dirty Bomb on the other hand simply did not take this approach, which I completely respect but being able to reload in mid air is something that just needs to go. It completely removes the disadvantage of having to reload where you are vulnerable and slower.

The disadvantage is that the enemy has 2 second of free time to kill you where you can’t do shit. If you somehow survive that and manage to kill him, he fucked up and deserved to die.


(Black) #87

[quote=“Szakalot;97736”][quote=“BlackFro;97711”][quote=“Atherel;97697”][quote=“BlackFro;97598”]
Well firstly I understand jumping to avoid bullets is something exclusive and unique to dirty bomb.
You don’t see people using jump as a viable/effective way to dodge bullets in any other shooter as you do in Dirty bomb, so I’m for keeping it as long as players are given a disadvantage while doing it.[/quote]

Why should there be any disadvantage? Ever played Quake 3 Arena or Titanfall?

Games like CoD and Battlefield where you easily kill the enemy when you shoot first have ruined FPS… [/quote]

The quake series was a fast paced fps that focused mainly on aim more then anything else. Movement and map awareness came second. As long as you knew how to aim you were a legend in it. It was the foundation of fps, during that time.
[/quote]

that doesn’t sound true to me, if you didnt know how to navigate the map, time powerups and trap people you could have perfect rail/lg/rocket accuracy and be destroyed by a worse aim player who just had a bigger hp+armor stack.
[/quote]

lol, have you watched quake duels? I think you exaggerated that a bit much. Yes map awareness is important my your accuracy really decides whether or not you live or die. Health + armor simply makes the kill time go up.
I’ve seen it way too many times where a players gets a whole bunch of armor and hp and they still get wrecked because the enemy has like 45% accuracy on the lg. This happens a but load of times in clan arena too.

Look at the below video where one player just takes a dump on the other regardless of how much hp or armor he can get. The player ZeRo4 simply just has better aim.

This is just not true as @Szakalot said.

Also games like CoD, battlefield, rainbow 6 series, insurgency, and many other games that had a very small kill time and death with 2 or more well placed shots was the evolution of fps due to it’s realism and fast paced nature. One mistake can mean your life. That’s what gives players the thrill.

Does not give me any thrills.

Dirty Bomb on the other hand simply did not take this approach, which I completely respect but being able to reload in mid air is something that just needs to go. It completely removes the disadvantage of having to reload where you are vulnerable and slower.

The disadvantage is that the enemy has 2 second of free time to kill you where you can’t do shit. If you somehow survive that and manage to kill him, he fucked up and deserved to die.[/quote]

I’m sorry but you are forgetting other factors. During the time a player has to reload or out of ammo, he or she can use their equipment, switch to their secondary or switch to their knife. You can do alot of shit, just not shoot with your primary weapon.

Bur regardless being able to reload while taking such evasive maneuver completely negates that vulnerability.


(Szakalot) #88

[quote=“BlackFro;97845”][quote=“Szakalot;97736”][quote=“BlackFro;97711”][quote=“Atherel;97697”][quote=“BlackFro;97598”]
Well firstly I understand jumping to avoid bullets is something exclusive and unique to dirty bomb.
You don’t see people using jump as a viable/effective way to dodge bullets in any other shooter as you do in Dirty bomb, so I’m for keeping it as long as players are given a disadvantage while doing it.[/quote]

Why should there be any disadvantage? Ever played Quake 3 Arena or Titanfall?

Games like CoD and Battlefield where you easily kill the enemy when you shoot first have ruined FPS… [/quote]

The quake series was a fast paced fps that focused mainly on aim more then anything else. Movement and map awareness came second. As long as you knew how to aim you were a legend in it. It was the foundation of fps, during that time.
[/quote]

that doesn’t sound true to me, if you didnt know how to navigate the map, time powerups and trap people you could have perfect rail/lg/rocket accuracy and be destroyed by a worse aim player who just had a bigger hp+armor stack.
[/quote]

lol, have you watched quake duels? I think you exaggerated that a bit much. Yes map awareness is important my your accuracy really decides whether or not you live or die. Health + armor simply makes the kill time go up.
I’ve seen it way too many times where a players gets a whole bunch of armor and hp and they still get wrecked because the enemy has like 45% accuracy on the lg. This happens a but load of times in clan arena too.[/quote]

I think YOU exaggerated : )

Obviously aim is very important in quake, but so are all the other elements. I do not see them as secondary to aim, if you don’t know how to navigate the map you will get spawncamped like crazy.

At a certain level of skill it is very hard to have even better aim: players have such great accuracy that that one more % will not make a big difference, compared to knowing how to outplay your opponent, time the powerups, etc. In the video you provided I don’t see the aim swinging the game but rather map awareness, Zerox looks to be much more experienced on this map, knowing full well where to expect their opponent, when to prefire the RL (which is not aim the way LG accuracy is aim-dependent), when to trap the mega, etc.

Many quakecons I’ve watched where won by players who could stomp their opponent by denying them powerups/guns; i think its particularly visible on lost world.


(Litego) #89

Some of the best Quake players like Cooller and Rapha are not known for their aim. That should say something.

[quote=“BlackFro;97845”]I’m sorry but you are forgetting other factors. During the time a player has to reload or out of ammo, he or she can use their equipment, switch to their secondary or switch to their knife. You can do alot of shit, just not shoot with your primary weapon.

Bur regardless being able to reload while taking such evasive maneuver completely negates that vulnerability.

[/quote]
I assumed when you were talking about jumping reloads that you had used up the alternatives. If you still have other options you wouldn’t be doing a jumping reload in the first place now would you… And no, it does not negate the vulnerability, you still can’t sprint while reloading (unless augmented) and it’s easy to kill jumpers, so you’re still very vulnerable. As I said, if you lose to someone reloading, you fucked up.


(3N1GM4) #90

If you can’t kill someone who can’t sprint (which means no long jump) even while they’re jumping, that is the root problem, not that they can jump while reloading lol


(watsyurdeal) #91

[quote=“Lumi;97319”]

It actually gives a great accuracy reduction when you jump already. The only difference is that those who suck won’t bother you, and those you complain about are actual good players who manage their aim beautifully in order to compensate for the loss of accuracy. [/quote]

Actually no, my issue is that when they’re jumping it’s harder to hit them, and they can do with any class and kill me, cause it’s easier to hit someone who’s on the ground on an even plane, than someone jumping like crazy spamming bullets.

The accuracy penalties should be harsher, especially on the initial jump.

It’s a stupid strategy that shouldn’t work as well as it does currently.


(Amerika) #92

Also, when you jump, your TTK will go down on them which means that while you are killing them or still trying to somebody else could come around the corner and kill you or a medic could be in range to revive before you can gib.

Randomly jumping hurts players. Jumping strategically in situations where you don’t have your bearings on a person shooting at you or you are out of ammo and need to reload or need to stall for a teammate helps.

Sometimes it’s hard to know which a player is doing though.