Purpose of reply
Jumping during combat, does anything need to change? Perhaps. How so?
Perhaps discussion of trends in gaming, and history may help.
First to clarify terms:
- Jumping is just that, jumping up, ahead, back, etc.
- Bunny hopping is jumping and crouching simultaneously while strafing in a back and forth pattern.
SoT does not have bunny hopping.
Bunny hopping got its "exploit" reputation in counterstrike when continuous bhops would exceed the speed of normal movement. Players could reach locations faster using bhops than those who used normal running and jumping.
Exhibit 1: Counterstrike 1.4+
This was "the" competitive game everyone was playing. The strafing AK, the scopeswitch AWP, etc.
And specific to this thread, the end of the 1.3 era, best known for the jumping deagle.
Oh the days of jumping in dust around the corner, knowing exactly where they will be, being jumped with a smaller hitbox, and having elevation to easily hit the headshot box, and the desert eagle being dead on. Their approach to nerfing jumping? Make aim terrible while in the air. The weapon would not fire accurately when jumping.
Can this be done here?
- The blunderbuss isn't a weapon that can really be inaccurate, and that is primarily what is used whilst jumping. It would only limit eye of reach and pistol effectiveness.
- We lose the "shot out of cannon while airborne shoot someone" ability (and hilarity).
Exhibit 2: Counterstrike 1.6+, CS:S, CS:GO
After a jump, your movement speed is impaired for a time. This allows opponents to recover aim on the player who just landed instead of forcing an in the air shot. This delay has been core to counterstrike since the implementation of it.
Can this be done here?
- It would reduce combat movement after jumping, penalizing a jump, creating vulnerability.
- It would limit exploration in instances where your character would be sliding down a surface and you need to quickly jump again.
Exhibit 3: Overwatch
Blizzard patched quietly the spammability of crouch and jump. There is delay between being "able" to jump that was introduced last year.
Can this be done here?
- It would reduce the number of jumps a player can make in combat.
- It would also reduce the ability to "climb" using jumping up terrain.
Exhibit 4: Fortnite
After being requested to stop jump spamming, they added a timer between jumps. If consecutive jumps were made, each jump was less height. If the player waits between jumps, the full amount is restored. The time between is small, but not nominal.
Can this be done here?
- It would reduce combat strategy of continual jumping.
- It would limit terrain traversal a little.
Exhibit 5: Breath of the Wild (and others)
Having a stamina gauge is common among games for sprinting, jumping, moving/carrying objects.
Can this be done here?
- It would limit both jumping and running in battle after a few jumps.
- It would limit terrain traversal a lot without a caveat of having a weapon in hand.
Exhibit 6: The Pirate Handbook
This is a pirate game, so instead of using other video games as references, let me defer to this book I have:
![alt text]()
Prepare to Board section
How to Use a Cutlass:
Never jump in the air to attack. this commits you. When gravity takes over, you're coming down whether you like it or not. A skilled opponent can simply step back, out of harm's way, and mount an offensive when you land.
It appears this would refer to an in game movement penalty that allows for a counter attack, similar to current counterstrike penalty, or perhaps even worse, inability to move while you recover your stance.
Can this be done here?
- It would create vulnerability after a jump in combat.
- It would limit terrain traversal a lot.
Conclusion
It is clear that nearly every game that has pvp combat has limited jumping in combat in some way, so it seems Rare should also limit it.
Perhaps a mixture or combination of what other games did, or ideas from those who posted on the forums previously, some to recap:
- having a weapon check to see if they should be penalized or not
- inability to reload or eat in the air
- add a stumble when jumping down from a realistic height
Note:
I play on PC and hope for a realistic game that is fun for all.