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2012-06-20, 04:49 AM | [Ignore Me] #77 | |||
Corporal
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Bunny hopping has become more and more rare and exotic to the point where I think it's generally not considered to have any place in a serious modern FPS game, unless it's an intricate part of a very specific playstyle that game is trying to provide. Regarding disabling being able to shoot while jumping, I'd say it depends. Personally think the stamina bar mechanic would suffice when it comes to preventing bunny hopping...as long as you don't have any precision to speak of when firing while jumping. Last thing I want to see is people jumping into rooms or around corners and being able to pull off headshots from mid-air on a regular basis. /BB Last edited by BillyBob; 2012-06-20 at 05:49 AM. |
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2012-06-20, 06:09 AM | [Ignore Me] #80 | ||
Second Lieutenant
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So if your aim is worthless while jumping, what about when you are jump jetting or jumping off of a building? I think it is a bad idea to gimp awesome moments like that to fix a problem that has many different resolutions.
I think aiming should be only slightly affected by jumping, and bunny hopping limited by something else. I understand that making you move slower while jumping might make movement feel clunky, so what about making it so that when you jump, your weapon gets lowered for about half a second. Only regular jumps would be affected like this, and LA could sacrifice their gun for a split second in return for a more powerful launch. |
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2012-06-20, 06:11 AM | [Ignore Me] #81 | |||
Major
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2012-06-20, 11:09 AM | [Ignore Me] #82 | ||
Brigadier General
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Simple solution for avoiding bunny hopping while not gimping LA would be that it's the act of jumping itself that throws off your cone of fire, but after that split second of huge bloom, it starts shrinking down again even if you are still in mid air. So non LA players could jump off a building and shoot someone on the way down (before going splat), and LA could open fire on someone as they reached the top of their jump, to help them take a roof top from entrenched defenders.
Locking weapons while jumping is going to far, but making different weapons bloom to different degrees would be an adequate solution. That and making standard jumps be more shallow and take longer the more times you jumped in a row. Maybe after the first jump, any immediate subsequent jumps would also start slowing your horizontal movement speed, making you a slower sitting duck if you tried to hop around. Light Assault should take care of most of the twitch gameplay needs of the game, so no need to make the slower classes like HA look silly by having them trying to jump around everywhere. Multiple play styles would be accommodated and the over all feeling the the game could still stay somewhat consistent and semi-serious. |
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2012-06-20, 11:27 AM | [Ignore Me] #83 | |||
Major
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No shooting while jumping and no shooting while performing prone if prone is integrated No matters whats some hater said !!! Bf3 have some good mechanics to prevent many anoying crap from the old games NO shotting at all while jumping like Bf3 is the only solution and solve the problem all those cone of fire thing will all be exploits ! Last edited by Stew; 2012-06-20 at 11:32 AM. |
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2012-06-20, 12:17 PM | [Ignore Me] #84 | ||
Staff Sergeant
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Dude I don't even know why your saying something about this, without even playing you have got to know light assaults are going to be bunny hopping all bloody over the place. As annoying as that is they are in the game and you can't change it without crippling the class, best get used to it.
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2012-06-20, 12:53 PM | [Ignore Me] #85 | |||
Corporal
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This was also possible in all the quakes, soldier of fortune1 & 2, RTCW, RTCW/ET off the top of my head, and not just CPMA. CPMA is a re-implementation of the full set of Q1 physics which had superior air control to vanilla Q3. |
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2012-06-20, 01:04 PM | [Ignore Me] #86 | |||
Corporal
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This was also possible in all the quakes, soldier of fortune1 & 2, RTCW, RTCW/ET off the top of my head, and not just CPMA. CPMA is a re-implementation of the full set of Q1 physics which had superior air control to vanilla Q3. |
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2012-06-20, 01:43 PM | [Ignore Me] #88 | ||
Sergeant
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OP, assuming you're referring to the simple act of jumping while firing and not actual bunny hopping, which is the case like 90% of the times when people use the term, jumping in ps1 was extremely bad for your aim not to mention it drained precious stamina, don't think ps2 will be any different (aside from the stamina part).
I don't really care since it's not the kind of game where i feel like i need to jump while shooting, but if it's like bf3 i'll definitely be jumping around while moving/escaping (ps1 wasn't like that).
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Last edited by AzK; 2012-06-20 at 01:46 PM. |
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2012-06-20, 02:24 PM | [Ignore Me] #90 | ||
Staff Sergeant
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Gotta jump on bored with a lot of people I do not desire to see "bunny hoping" it PS2, at the very least gunning and hoping can not happen, you wanna bounce around go for it, just don't let them be able to shoot there gun.
As for the video mentioned only reason TF2 had such a "jumping" mechanic is cause they balanced the crap out of it, A scout had one of the lowest healths in the game, and demo and soldier have to suffer damage which is not all that useful in a gunfight outside of fleeing. But when all said and done if a scout is jumping around the heavy who actually aims will rip it apart in matter of moments. Call me old fashion, but for me the guy who aims should be rewards, not the guy who spazzes around jumping and hip shooting,. |
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