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> Marines and their sprint ability
Macpersil
post Feb 8 2010, 01:56 PM
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Just watched the ingame clip again and i have to say i am really amazed. I love it.
The only thing i can't imagine for competitive gaming is the Marine's sprinta ability.
In ns1 it requires some skills to be faster than normal. Sprinting is making this easier here
and I already see the bar which is empty for me 24/7 because i can't stop sprint !!!
Maybe just enable that fast movement if the rine got a cata and include "marine bhop" ?

Just an idea...
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Comprox
post Feb 8 2010, 02:24 PM
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Moved to ideas.


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pSyk0mAn
post Feb 8 2010, 02:30 PM
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(GJ moving the thread in the moment I add my posts, now I had to rewrite :p)

I think the "skill" involved is that you have to time your sprints and know when to use them.
But my issue with sprinting is that it apparently serves more of a purpose to fast map-travel than to close combat.
It seems rather dull to me, if you have to turn around to sprint away from a skulk to avoid that last bite.
Apparently though in ns2 you don't crackjump away from the skulk, but gun-melee the skulk away from YOU, which might already be considered as movement/dodging replacement for marines.

My idea from ensl forum:
They should rather add some kind of long jump like in hl1.
Of course it should only be slighty farther than a normal full speed jump (if at all) but when you can use it while standing/crouching and go in every direction (like only once in a few seconds) it would help to make close combat more interesting opposed to sprint, which rather seems to help faster map-travel.

This post has been edited by pSyk0mAn: Feb 8 2010, 02:31 PM


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Jimyd
post Feb 8 2010, 02:47 PM
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I am lolin' at both these suggestions.

Assuming Marine has Bash/Melee like from L4D, you do not need any of this.

NS2 is going to be differen't from HL Engine Exploits, accept it. It is easier to start now.



Although that is a good idea for the Catpacks, to allow infinite Sprinting until it wears off.


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MuYeah
post Feb 8 2010, 05:01 PM
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Yeah, come on guys. You're forgetting all of the new spark engine exploits! Just wait and see and I'm sure there will be lots for us to abuse.


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Hybridclaw
post Feb 8 2010, 08:09 PM
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I would rather see a gorge with the ability to sprint than a marine. Sprinting seems to be a much better option than the "damage soak" ability.


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kyliegirl
post Feb 8 2010, 09:31 PM
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While interesting idea, I think an energy bar for sprinting would be good in preventing exploiting this ability and will also give a more natural/realistic approach. As you sprint the bar would deplete until its empty and then forces you back to normal stride and regenerates again (or you can stop sprinting and it regenerates from the point you stop)

We also do not know if sprinting will let you outrun a skulk, skulks are built (in upper muscle wise, not legs) like dogs (34-45mph) so in this sense, even running at your fastest (27.89), the skulk will always be faster, its just common sense there, and if they don't already then I don't see why not. Even an alligator can reach speeds of 25mph.


I don't know if this is already taken into consideration and already applied, I am just saying incase it isn't

This post has been edited by kyliegirl: Feb 8 2010, 09:43 PM


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Renegade.
post Feb 8 2010, 10:10 PM
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Considering NS is CQB/indoor environment, not a battlefield (though I relish the thought of BF:NS), I don't see any reason or need for sprinting. It will only serve to increase the rate at which we see Rambos.


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Voyager I
post Feb 9 2010, 01:43 AM
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QUOTE (R_e_n_e_g_a_d_e @ Feb 8 2010, 08:10 PM) *
Considering NS is CQB/indoor environment, not a battlefield (though I relish the thought of BF:NS), I don't see any reason or need for sprinting. It will only serve to increase the rate at which we see Rambos.


Covering distance?
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Hybridclaw
post Feb 9 2010, 02:42 AM
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QUOTE (kyliegirl @ Feb 8 2010, 02:31 PM) *
We also do not know if sprinting will let you outrun a skulk, skulks are built (in upper muscle wise, not legs) like dogs (34-45mph) so in this sense, even running at your fastest (27.89), the skulk will always be faster, its just common sense there, and if they don't already then I don't see why not. Even an alligator can reach speeds of 25mph.


This makes me wonder about why the marines are getting the ability to sprint.

The alien team relies on speed and maneuverability to take down opponents. The marine team relies on advanced technology and long ranged weapons. It doesn't seem that logical to include sprinting.


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Renegade.
post Feb 9 2010, 05:18 AM
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QUOTE (Voyager I @ Feb 8 2010, 06:43 PM) *
Covering distance?

Hovering Jetplanes cover distance too, let's include those in NS2 plz.


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Draco_2k
post Feb 9 2010, 10:38 AM
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QUOTE (Squeal_Like_A_Pig @ Feb 9 2010, 08:58 AM) *
People see a feature like sprint being added and immediately jump to the conclusion that we are just trying to pull in people from MW2 or something. But, as NS players ourselves we know how frustrating it was to have to slowly make your way across an entire map, just to get to a battle you know is raging, only to get there too late to be effective. Using it won't be without a cost and there will be repercussions to using sprint that will insure its not always the most viable option (and it won't mean marines will be running circles around skulks).


There you go. Beyond that, we don't know how sprint will - if at all - work. Do you specifically have a problem with it being too easy to do?..

This post has been edited by Draco_2k: Feb 9 2010, 10:38 AM
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kyliegirl
post Feb 9 2010, 10:44 PM
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QUOTE (Hybridclaw @ Feb 9 2010, 10:42 AM) *
This makes me wonder about why the marines are getting the ability to sprint.

The alien team relies on speed and maneuverability to take down opponents. The marine team relies on advanced technology and long ranged weapons. It doesn't seem that logical to include sprinting.


Oh I agree, its a little confusing why one class gets it but not the others *shrug* (but we dont know if they do or not, just a light assumption) I find in ns now its really not that hard to shoot a skulk with celerity and even if they zigzag i can track them pretty well, there isn't really any challenge, they do not have the speed to make it hard to shoot them (i dont play marines so when i do its usually one every few months, but i find marines are pretty damned easy compared to a skulk), a sprint ability would really help skulks have a better chance of covering ground to get to their opponents and also make it harder for them to be shot at. But again ppl can train to adapt to the speed increase.


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Bacillus
post Feb 10 2010, 10:28 AM
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Being a huge fan of the HL styled curving and such, the sprint obviously feels like a dull, boring and generic alternative. I think I'm going to see how it works as a whole before opening the floodgates though. There has been more than enough feedback on why NS movement system is awesome even on marines, it's up to devs now.


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Temphage
post Feb 10 2010, 12:21 PM
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Everything is better when you tie irritating control gimmicks to simple actions so you can call it TEH SKILLZ.

You know, the biggest irony about calling bunnyhopping 'skill' is that it's always the same in every ###### game, so really there's no skill to that either - you just want it to be the same as the last game you played so you don't have to learn anything new or risk being a "noob".

This post has been edited by Temphage: Feb 10 2010, 12:21 PM


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Voyager I
post Feb 11 2010, 01:33 AM
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QUOTE (Temphage @ Feb 10 2010, 10:21 AM) *
Everything is better when you tie irritating control gimmicks to simple actions so you can call it TEH SKILLZ.

You know, the biggest irony about calling bunnyhopping 'skill' is that it's always the same in every ###### game, so really there's no skill to that either - you just want it to be the same as the last game you played so you don't have to learn anything new or risk being a "noob".


Different games have different movement. The important thing is that it's there to begin with.

TF2 had no bunyhopping but RJ'ing with offset explosives and decent air control, Quake has RJ's with centered rockets and almost no air control along with strafe jumping (and different movement if you play in CPMA) along with plasma climbs and such, UT has double-jumping and dodge based movement, NS has bunnyhopping that is distinct from Quake strafe jumps and works differently between aliens and marines along with a few unique tricks like mine ladders and skulk elevators, etc.

The important thing is that all of these add an interesting layer of depth to the game and force you to take the terrain into consideration when moving. "Hold Shift for speed" doesn't work at quite the same level.


Aim is often nearly the same between games. Does that make it less of a skill?

This post has been edited by Voyager I: Feb 11 2010, 01:48 AM
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Battle-Bug
post Feb 12 2010, 09:38 PM
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Although it completely looks like sprinting, it could just be catalyst in action.
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FocusedWolf
post Feb 15 2010, 07:08 PM
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QUOTE (Battle-Bug @ Feb 12 2010, 02:38 PM) *
Although it completely looks like sprinting, it could just be catalyst in action.


Or maybe the devs realized that only 1 in 50 marine commanders dropped cat packs (or know the advantage of using them)... maybe the ns2 marine commander does NOT drop ammo/meds/cat in NS2... maybe the marine sprint also lets them build stuff faster... that'd be cool huh. I remember they had this interest in accelerating how fast a marine could take down enemy rts... so perhaps this is tied into that... marines come standard with cat packs! coooolll :P


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Bacillus
post Feb 15 2010, 07:14 PM
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QUOTE (Battle-Bug @ Feb 12 2010, 08:38 PM) *
Although it completely looks like sprinting, it could just be catalyst in action.

I highly doubt they've implemented such features at this point. The sprint was also visible in the first tech vid demonstrating the lighting effects. And it completely looks like sprint too.


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I want NS2 movement to be simple to learn and difficult to master. The only real design objective I want different from NS is that it should be intuitive.

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PSA
post Feb 16 2010, 02:01 AM
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+2 to some sort of skill-based movement. Not sure how sprint will go over...
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