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Jumping Weapon Animation

Posted: 2010-09-08 03:49
by SharpShooter13971
So I was annihilated by a couple of bunny hoppers in my last few rounds. And I decided this would be a good suggestion.

The stamina loss is fine and all that but what should be changed is how fast the weapon animation is when you hit the ground. If you jump 3-4 feet in the air with 30-60 pounds on your back you shouldn't have a weapon in your hands.

If you jump you should have to re-equip you weapon entirely. I put 3 shots into a bunny hopping Insurgent and he decides to stop jumping since I'm reloading and 2 secs later he shoots me up.

This hopping madness is easily exploited still and if it takes the player another 5 seconds to take his gun out then there's not much he can exploit.

If I was gonna jump and jump and jump, I'd put my weapon away.

If you think it's stupid so be it but it's an exploit that's been bothering me

Re: Jumping Weapon Animation

Posted: 2010-09-08 03:54
by Redamare
..... what? so your saying ... have them put away their gun when they jump?
and each time they land you have to take it out and recock it? .... what if i jump over a lot ?? :L i wouldnt stand there .. put my gun away then jump then after i get over it take my gun out again and recock ...
I see where your coming from though -_- ... it is annoying when people hop about and some how still are able to hit you BUT! heres the thing if u just sit there and hold ur position wait for him to stop moving for a second wile he lines you up you alraedy have better cone of deviation on him

Re: Jumping Weapon Animation

Posted: 2010-09-08 03:59
by SharpShooter13971
Redamare wrote:..... what? so your saying ... have them put away their gun when they jump?
and each time they land you have to take it out and recock it? .... what if i jump over a lot ?? :L i wouldnt stand there .. put my gun away then jump then after i get over it take my gun out again and recock ...
I mean a different longer animation then what it currently is, if you're jumping over a wall for example you'd sling your rifle on your back and then take it back out or something of that matter, not entirely loading up your weapon. I think the current animation after jumping is 2 seconds, it should be about 4 to stop someone who jumps up and down from having an advantage over someone.

At the time this happened I had a pistol with a couple of rounds left and it made me react badly to see a insurgent with an AK so i just him in the air but he lands and instantly im dead

Re: Jumping Weapon Animation

Posted: 2010-09-08 04:19
by ralfidude
in all honesty, when can you EVER have an advantage over anybody by bunny hopping into a firefight in PR???

The second you jump, you are useless.

Weapons is swinging back and forth and by the time your crouching and ready to shoot, youve already been shot to pieces....

Its fine as it is. It actually pisses me off more often than not for having to jump over a tiny little bump to get at a guy, only to be right up in his face swinging my weapon back n forth... and he just laughs at me and fires away.... :( But how else are we to stop the bunny hopping?

Re: Jumping Weapon Animation

Posted: 2010-09-08 05:48
by SharpShooter13971
when can you EVER have an advantage over anybody by bunny hopping into a firefight in PR???

In close range with someone who has to reload or has a side arm. It takes experience. of this happening to you to know why I want the suggestion.

Had I had a rifle with at least 3 shots in the mag, the guy would be dead.

You don't jump with your weapon in both hands, I'd say. At least you'd hold it in one hand.

Re: Jumping Weapon Animation

Posted: 2010-09-08 06:17
by Teek
I dont know the whole story, but... Tactical Reloads, oh, and Cover!

Re: Jumping Weapon Animation

Posted: 2010-09-08 10:06
by Deer
~99% of jumps in game happens because ppl are getting over small objects, steps, all kind of stuff which could be walked over in real life without having to jump.

~1% is bunnyhopping or big jumps. Therefore any additional jumping restrictions causes ~100 times more unwanted results than wanted results.


I wonder when military starts training parcour soldiers =P

Re: Jumping Weapon Animation

Posted: 2010-09-08 10:54
by Boris.T.Spider
ralfidude wrote:in all honesty, when can you EVER have an advantage over anybody by bunny hopping into a firefight in PR???
You ever try fighting a bunny hopping US marine in CQC with an SKS? For the most part though, bunny hopping doesn't advantage the bunny, it disadvantages the person fighting them. This wouldn't really be an issue if every bunny was a lone wolf, doesn't really matter how much you nerf bunny's if they have a pall to shoot you once you have expended all your ammo.

As it stands, the only counter for a bunny at close range is to take it down hard and fast, because if you try to back off, he will bunny after you and unleash in CQC where deviation is actually advantageous.

However, if you could make it so you are unable to move forward for 0.25 seconds (or whatever) after a jump, you would be able to get clear of bunny hoppers as you could easily outpace them even with no sprint, in reverse. This would not only protect you from bunny's, it would protect you from their collaborating cheating friends who don't report them, who IMHO are just as bad.

Re: Jumping Weapon Animation

Posted: 2010-09-08 11:28
by Tim270
ralfidude wrote:in all honesty, when can you EVER have an advantage over anybody by bunny hopping into a firefight in PR???
Allows you to escape fire-fights, get in some cover, camp, kill the guy when he comes chasing you.

Re: Jumping Weapon Animation

Posted: 2010-09-08 11:40
by AquaticPenguin
Tim270 wrote:Allows you to escape fire-fights, get in some cover, camp, kill the guy when he comes chasing you.
That was never my experience of it. It makes you move slower than walking to cover, and if you synch your fire with when they land it's quite easy to hit them.

In general players are good at finding exploits in games, so if it was a good tactic then I would expect to see everyone doing it, and that's simply not the case.

Re: Jumping Weapon Animation

Posted: 2010-09-08 18:14
by Murphy
Bunny hopping around a corner to find cover is something I see everyone do in every server I play on, this is one sure fire way bunny hopping is an exploit. BUT it only works for a very short distance, if you're landing and jumping more then 2 times you most probably would have made that corner faster by walking. Defensive bunny hopping issues are way less obvious then those bastids who bunny hop into a room then prone dive while simultaneously unleashing decently accurate rounds from their full length assault rifle (I could stomach getting pwnt by an SMG/Shotty in any CQB situation). It feels like an exploit when both players know the prone diver should lose but he wins.

Re: Jumping Weapon Animation

Posted: 2010-09-08 19:08
by AquaticPenguin
Apart from after jumping you wouldn't be able to fire and would promptly get destroyed. Personally I don't see people bunny hopping around corners to find cover, because poking your head around briefly poses a much smaller target to an enemy. Maybe it's a characteristic of players on the server you're on. Though I don't see how it is annoying since when other people bunny hop it makes them a bigger target (they're not in cover), they move slower than walking pace and they can't fire at you. If you yourself are in cover then it shouldn't be an issue.

Prone diving is different, I find myself doing it sometimes out of habit from more arcade games like BFV or MW2, most of the time I end up dead. Sometimes it works and I feel dirty afterwards :P Increased deviation on prone pretty much eliminated this tactic. Like bunny hopping you'll be unlucky and die to it occasionally, but the majority of time it's a flawed and pointless tactic.

Re: Jumping Weapon Animation

Posted: 2010-09-08 22:19
by Wo0Do0
Tim270 wrote:Allows you to escape fire-fights, get in some cover, camp, kill the guy when he comes chasing you.
Although bunny hopping is discouraged and even regarded as a bannable offense, like Tim said, in some cases bunny hopping does create opportunities for survival and even retaliation.

Re: Jumping Weapon Animation

Posted: 2010-09-08 22:36
by Total_Overkill
I dont see what the problem is o_O? every time a bunny hopper presses the jump key is 5 free seconds i have to kill them, unhindered, by their attempts to kill me.
If they have allies, thats 5 additional seconds i can ignore 1 defenseless target and take on a real threat

Whats the only weapons in the game that will have a problem with bunny hoppers?
SKS, Pump-action shotty, sniper rifle? PAH!

Re: Jumping Weapon Animation

Posted: 2010-09-09 01:11
by goguapsy
[R-DEV]Deer wrote: I wonder when military starts training parcour soldiers =P
West Point already does that :)