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| Huxley General This is the Huxley general discussion area where most talk regarding Huxley is done. Sub Forums: Huxley PC Forum - Huxley Xbox 360 Forum |
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#21 (permalink) |
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Member
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Lets just stop here shall we, before it ends up in someone getting banned, hmm ? and no i didnt get my ass wooped in CSS. theres simply no tactics in it, its all about aiming and reflexes and knowing all the "usual camping spots", a game that needs tactics, thats BF2.
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#22 (permalink) | |
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![]() Join Date: Mar 2006
Location: Anathematised
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However, CS is a MUCH different style of FPS compared to games like Quake/UT/Tribes... You described it perfectly, while CS employs a lot of realistic combat situations and strategy, the other FPS games are based upon pure twitch skill, along with a decent amount of strategy (in terms of routes you run, level layout, and then basic team DM's, CTF, ect). Huxley is going to be based on the prior, not CS. They are two completely different styles of FPS and are impossible to compare.
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#23 (permalink) |
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Senior Member
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Quake's "bunny hopping" is integral to the movement system because, done properly, the strafe jumping allows you to pick up momentum.
Quake-type strafe jumping based games where you pick up momentum by hopping are a totally different category than any other game, because the bunny hopping i INTENTIONAL. However the Unreal engine simply doesn't use this type of physics model, so it won't be in any Unreal 3 engine game (I'm not even sure if it'd be possible to add if a developer wanted). Every non-quake game, including CS, bunny hopping makes you an easier target. So I wouldn't expect it to be a problem here. |
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#24 (permalink) | |
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Member
![]() Join Date: Mar 2006
Location: Sweden
Posts: 35
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#25 (permalink) |
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Training Grounds
![]() Join Date: Apr 2006
Posts: 24
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Kard I agree that Huxley is going to be nothing like CSS. I just don't like people bashing it :oops: . He still says no tactics, you have only played in public. If you played in a match it's 70% tactics. Our clan used to lose to people well below us in skill, just because our tactics were crummy.
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Defend CSS till the day I die! |
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#26 (permalink) |
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Training Grounds
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The only ones I ever see who bitch about movement based dodging are looking for reality, and tend to be clueless in the average fast paced shooter.
They want it like CS were you can't dodge a cheesy headshot, or camp all day til you get one on a slow moving player.....let me ask you something, when deer hunting....is he limited by the world as to where he might turn, or jump when you shoot at him? no he isn't, just by his own skill Granted now, bambi isnt gonna strafejump anytime soon, but my point is.....its a skill, learn it or suck, either way, stop trying to turn any game that might have some balls to it into another CS please. |
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#27 (permalink) | |
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Member
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Location: Anathematised
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Quote:
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#29 (permalink) |
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Super Moderator
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I would love to see some way to move around fast in the game, but I'm not sure that bunny hopping is the way to go. As an old quaker (yes q1/qw too) I would prefer the strafejumping style to gain speed. As much fun the qw bunny hopping is I don't think it would be suited for a game like this.
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#31 (permalink) |
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Senior Member
![]() Join Date: Mar 2006
Location: 305,Florida
Posts: 308
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Everything once again will come down to the skill of the player i dont see anything wrong with it since i play BF2..... A good player can kill a bunny hopper wit no problem just unload as the are coming back down but from another point of view maybe they should make the target reticle wider like in PS even though I think there's not a problem wit it
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#32 (permalink) | |
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Member
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Quote:
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#33 (permalink) |
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Member
![]() Join Date: Feb 2006
Location: UK
Posts: 86
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I hope the game incorperates a dodge function like UT, double tap in a direction and you make a short sharp jump useful for avoiding fire. This would give the game that extra speed and twitch factor that I loved UT so much for. Its a misconception that UT is all about bunny hopping, if you kept jumping about like a rabbit on crack people are able to estimate your landing easily and rocket you to oblivion.
The further away Huxley's gameplay gets from CSS, the better. |
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#34 (permalink) |
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Member
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The further away it gets from CSS the better , but it would be nice if the game needs brains as well, since speedhoppin and bunny hoppin is for kiddies.
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I feel my fire starts to burn The heat controlling my mind Berserk, a savage running wild. Within me the beast starts to roar! |
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#35 (permalink) |
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Senior Member
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Actually I find people in BF2 quite easy to shoot when bunnyhopping around. All you have to do is aim where they are, because they're not gonna move much horizontally, just vertically. Dolphin diving is another matter, but that's not really bunny hopping that's a gameplay bug. The ONLY advantage to randomly jumping is to avoid being headshotted because you change where your hitbox is. This is pretty much true for any game with headshots, although the effectiveness varies.
Even if someone's aim itself isn't that good, like he said it's always easy to predict where someone will LAND. Being predictable is the easiest way to die in just about any FPS game, and bunnyhopping is the most predictable movement pattern you can follow. |
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#36 (permalink) |
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Training Grounds
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This has always been a pretty big issue, I bunny hop but only when I am pretty much all out of ammo and I have to pull out my knife.
In Planetside bunnyhoping is worse thing you can do for sure, ask the VS max if bunnyhopping is a good idea against the TR striker. It's best just to move forward and stand your ground. Bunnyhopping moves your around and like was said before you can't move as well in the air. while the person on the ground still has full control of their movements and aim.
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#38 (permalink) | |
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Senior Member
![]() Join Date: Mar 2006
Location: 305,Florida
Posts: 308
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Quote:
while the person bunny hoping may be a n00b if you cant kill them what does that make you? |
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#39 (permalink) |
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Member
![]() Join Date: Apr 2006
Posts: 83
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CS isnt the most popular because it limits bunny hopping, its popular because of how the game plays out.
Because it plays out to the last man before everyone respawns, its still possible for that last man to win the game, and everyone on his team is watching him do it, and whats more is that he knows they are. It also adds a slightly more social edge since when dead the players can chat to each other and the other team, something which you dont really have time for in the fast paced games. In addition death actually means more than just 1 extra death point, because if you die you cant kill people, and you also have to sit out and watch. I hope they designers realise this play style appeals to alot of people, and when making the battle zones for huxley add in a similar style of play, for some of the zones, as well as the all out war ones.
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