Bunny Hopping - Page 8 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Look Ma, no life!
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Reply
 
Thread Tools Search this Thread Display Modes
Old 2013-02-25, 09:27 PM   [Ignore Me] #106
Figment
Lieutenant General
 
Re: Bunny Hopping


So you are saying there were nanites in counterstrike source?
Figment is offline  
Reply With Quote
Old 2013-02-25, 09:47 PM   [Ignore Me] #107
Tatwi
Contributor
Major
 
Re: Bunny Hopping


Originally Posted by Figment View Post
So you are saying there were nanites in counterstrike source?
If it hadn't five pages or before, then this thread has now officially jumped the shark, so to speak.
__________________
Tatwi is offline  
Reply With Quote
Old 2013-02-25, 10:55 PM   [Ignore Me] #108
Varsam
Staff Sergeant
 
Re: Bunny Hopping


Originally Posted by Sturmhardt View Post
Or another reason for that could be that I'm on a small island in Thailand right now with unstable internet and only my phone
My apologies, it seemed like you were conveniently ignoring points that might threaten your position. But that still doesn't mean you can selectively choose which points to read and respond to and expect not to be called out on it. Address all points of opposition, or our argument is flawed.

Originally Posted by Sturmhardt View Post
...and your arguments are not really that strong.
...to you.

Originally Posted by Sturmhardt View Post
But cqc is not limited to encounters under 5m. For example if you fight around a tower you will have fights everywhere from 0 to 75m. Bunny hoping only helps on VERY short range if you shoot. Have you actually tried it? It fucks up your aim pretty hard, try hitting something beyond 10m while jumping around. Maybe VS weapons are not affected that much, but NC weapons definitely are.
Again, a moot point. cqc is by definition "close quarters combat", within the 0-10m range. Anything outside that range falls under a different rule set in terms of encountered situations and proper responses. If you're arguing that bunny hopping is only marginally effective at best outside of 10m, I agree with you, wholeheartedly. That's not what I'm arguing. And yes, I have tried it.

Originally Posted by Sturmhardt View Post
No it's not. An op weapon or vehicle is not available to you instantly all the time. But you could ALWAYS bunny hop if you wanted to, immediately and in every situation. It might be something you don't like but it can't be OP. There is no situation where you can NOT do it, so it can't be unfair. By that logic strafing or taking cover can be called OP too, which is stupid.
You missed the point of the analogy (even though it could be argued that OP vehicles in this game ARE freely available to everyone at all times, but that's another thread entirely). It was not to draw a parallel between OP weapons/vehicles and bunny hopping. If that were the case the analogy would only prove your point, that OP weapons/vehicles, when made readily available to everyone, do not imbalance the interactions between players, because all players would then have access to and use the same tools.

The point of the analogy was to emphasize bunny hopping and its effect on cqc combat as a whole. In the same way that introducing an "OP" weapon stagnates game play and limits player choice (bad game play), so too does the effectiveness of bunny hopping in cqc essentially enforce an established norm in player behavior that detracts from game play variability, player choice, and (least importantly) realism.

Originally Posted by Sturmhardt View Post
I think you have not tried it, because I believe the downsides are so big that bunny hopping isn't worth it. Except maybe with these infrared scopes that doesn't really make sense and should be fixed.
I have, as I mentioned before, and on more than one occasion. If you had taken the time to read other peoples' input on a subject when in dialogue about it, you'd have seen it. I do it quite often in cqc, and more often than not the other player simply cannot react in time. It's quite common practice for me, as it is for most of the other BR50+'s I play with/have encountered thus far, so it's safe to assume that all of them share my position that bunny hopping is quite effective in cqc.

Originally Posted by Aurmanite View Post
How is this different from a player suddenly zigging? Or zagging...Or making any sudden movement with the intent of disrupting their enemy's aim? The truth is, when someone jumps their path of travel is fixed, they can't change direction in mid air like they can on their feet.

The solution is to use your mouse accordingly.
You are right, they are essentially the same (if you define them by their basest similarities, as you have done here). The difference is only in degrees. I'm going to assume by zig zagging you mean strafing back and forth (because with the other interpretation, sprinting back and forth, the downside is clear - you can't shoot back at all). This method of avoidance, while still effective, can be coped with and overcome given a modicum of practice by most players, as it is essentially limited to a single plane of movement (technically two, but moving back and forth has no effect on avoidance). Bunny hopping introduces a second plane of movement and a trajectory change that is sudden and random (to the defending player), and is very often too difficult for most players to compensate for in cqc, because it introduces many, many more possible vectors of movement.

As a community (and more importantly SOE should be doing this), then, the question becomes not whether bunny hopping is OP (though that line of argument shouldn't be ignored per se), but whether in cqc bunny hopping should be acceptable common behavior for players, and how, if at all, this affects/limits/expands player behavior and choice/responses to that situation.

Also, by your (very) rough definition of evasive behavior, teleporting (blinking) could easily be defined as, "any sudden movement with the intent of disrupting their enemy's aim". If we then added this mechanic into PS2 and make it a freely available ability to all players, would it be considered balanced, since everyone could do it? Would it encourage good game play?

Originally Posted by Aurmanite View Post
What does that have to do with nanites, bro? Natural movement. Makey no sense-y.
No one said anything about nanites.

Last edited by Varsam; 2013-02-25 at 10:59 PM.
Varsam is offline  
Reply With Quote
Old 2013-02-26, 02:38 AM   [Ignore Me] #109
Babyfark McGeez
Captain
 
Babyfark McGeez's Avatar
 
Re: Bunny Hopping


set com_maxfps 76?
Babyfark McGeez is offline  
Reply With Quote
Old 2013-02-26, 04:30 AM   [Ignore Me] #110
Phalanx
Private
 
Phalanx's Avatar
 
Re: Bunny Hopping


I just wish people would stop calling "pressing the spacebar repeatedly" a 'Bunnyhop'. Yes, jumping constantly might be a problem, but jumping constantly is not 'bunnyhopping'. All these young whippersnappers who weren't around during Quake, I tell you...
__________________
Phalanx is offline  
Reply With Quote
Old 2013-02-26, 06:58 AM   [Ignore Me] #111
Koadster
Sergeant Major
 
Koadster's Avatar
 
Re: Bunny Hopping


Im amazed no one has posted this yet.

http://www.youtube.com/watch?feature...Xbgrx9rg#t=25s

I CAN DANCE ALL DAY, I CAN DANCE ALL DAY, JUST TRY AND HIT ME ! hahaha
__________________


MuNrOe : Eat a Dick sandwich TR
Koadster is offline  
Reply With Quote
Old 2013-02-28, 12:53 AM   [Ignore Me] #112
Scientologist
Private
 
Re: Bunny Hopping


Bunny hopping is exploiting a bug that removes your hitbox from graphical framework. Bunny hopping + tapping ad mid air removes your hitbox from your graphical framework but also displaces it. It is now 100% random where that hit box is in a 27^m cubic area. That's like the size of most bunny hoppers apartments!

A side-issue related to countering this, especially for medium-ish skilled players, is do you have your mouse sensitivity lower so you can engage in proper shootouts (that are fun), or do you have your mouse primed to rocket skyward to spray that neckbeard-lair sized hitbox bouncing around (not fun)?

My compromise to this is two-fold, you keep your mouse sensitivity low enough you feel you are controlling your gunplay, AND you create a one button macro to activate /suicide. You engage in a shootout and ads ir/nv bunny hopping starts, you hit your ejector seat button. They fire back normally, you have fun, win/lose, both of you are playing the same game.

Wouldn't it be funny if everyone did that :P Imagine people who make some kind of (pathetic) income from streaming having people drop dead by themselves around them day and night when the streamer starts hopping around lol.

"Well guys, these uhn, these guys... Are all dying because of my sheer awesomeness... Yeah I know it's been like 4 hours since you've seen me get a kill, but you know..."

Broken players make games broken.
Scientologist is offline  
Reply With Quote
Old 2013-02-28, 10:38 AM   [Ignore Me] #113
Realmofdarkness
Corporal
 
Re: Bunny Hopping


bunny hopping will grant you the white bunny suite automaticlly and instantly equipped.

Who doesnt want to shoot the jumping guy in a bunny suite?
Realmofdarkness is offline  
Reply With Quote
Old 2013-02-28, 10:46 AM   [Ignore Me] #114
Bags
Lieutenant General
 
Bags's Avatar
 
Re: Bunny Hopping


Originally Posted by Phalanx View Post
I just wish people would stop calling "pressing the spacebar repeatedly" a 'Bunnyhop'. Yes, jumping constantly might be a problem, but jumping constantly is not 'bunnyhopping'. All these young whippersnappers who weren't around during Quake, I tell you...
yeah good luck getting anyone to call it that
__________________
Bags is offline  
Reply With Quote
Old 2013-02-28, 10:49 AM   [Ignore Me] #115
wasdie
Second Lieutenant
 
wasdie's Avatar
 
Re: Bunny Hopping


Bunny hopping paired with flinch is extremely annoying. Add in the latency of a lot of players and the gunplay of this game is just not fun anymore.
__________________
wasdie is offline  
Reply With Quote
Old 2013-02-28, 11:48 AM   [Ignore Me] #116
Kerrec
Master Sergeant
 
Re: Bunny Hopping


Originally Posted by Scientologist View Post
Bunny hopping is exploiting a bug that removes your hitbox from graphical framework. Bunny hopping + tapping ad mid air removes your hitbox from your graphical framework but also displaces it. It is now 100% random where that hit box is in a 27^m cubic area. That's like the size of most bunny hoppers apartments!
First time I hear this. And my gameplay experiences don't really back that up.

Last time I heard that kind of "exploit" was when I played BF2. Server side hit registration causes this kind of hit box misalignment. However, PS2 has Client side hit registration. That means the "graphical framework" of the player character is much more aligned with the location of the hitbox.

As far as my gameplay experiences, I don't have any issues hitting someone that jumps around if they are far enough that the aiming corrections are minor (ie: not jumping right on top of me/thru me).

I jump myself when I'm caught reloading. I don't do it conciously and I call myself cheap when I realize I'm doing it, but it DOES work better than just strafing alone. So it's hard to kick the habit.

The worst offenders IMO are people that do it with shotguns. They'll mag dump while jumping and since the pellets spread anyway the loss of accuracy for their setup isn't an important factor.
Kerrec is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord

Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 01:39 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.