strafe jump in brink ?

Post » Wed Nov 24, 2010 8:00 am

hello, wanna just awake this though, since brink is IDtech 4 family game it should carry a gravity engine based bug

strafe jump has long history and it requires skill to perform and mouse to enable (fast movement).
first form of this jump was back in IDtech 2 quake1 and it was called as zig zag jumping (aka zjumps) and bunny jumps, also it enabled trick called snake walk.
idea of all this was gaining insane speeds
[media]http://www.youtube.com/watch?v=v6jm9iGW2Co[/media]
http://www.youtube.com/watch?v=Df09tNbe3_A&feature=related


in quake 2 it little changed, required to hold foward at same time.
http://www.youtube.com/watch?v=bAcbz18kinI

in quake 3/quake live (on IDtech3) it was way smoother and became what its know as.
[media]http://www.youtube.com/watch?v=fqq9YcmHW1A[/media]

it also apears on IDtech4 which brink uses. so i think do they leave the bug inside the game ?

notice1 because brinks pace is a lot slower we are not speaking anywhere near same values as in that video but think how cool it would be if you could perform it in brink and move at 1.7x speed momentarly ? (as you have to sligthly gain speed it usualy doesnt last long because of lack of correct halllways)


SMART + strafejump ? what do you think






notice2 every game which has used any modification of IDtech will have something similar, even quake wars. counter strike, possible even cod.
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Prue
 
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Post » Wed Nov 24, 2010 4:05 am

hello, wanna just awake this though, since brink is IDtech 4 family game it should carry a gravity engine based bug

strafe jump has long history and it requires skill to perform and mouse to enable (fast movement).
first form of this jump was back in IDtech 2 quake1 and it was called as zig zag jumping (aka zjumps) and bunny jumps, also it enabled trick called snake walk.
idea of all this was gaining insane speeds
[media]http://www.youtube.com/watch?v=v6jm9iGW2Co[/media]
http://www.youtube.com/watch?v=Df09tNbe3_A&feature=related


in quake 2 it little changed, required to hold foward at same time.
http://www.youtube.com/watch?v=bAcbz18kinI

in quake 3/quake live (on IDtech3) it was way smoother and became what its know as.
[media]http://www.youtube.com/watch?v=fqq9YcmHW1A[/media]

it also apears on IDtech4 which brink uses. so i think do they leave the bug inside the game ?

notice1 because brinks pace is a lot slower we are not speaking anywhere near same values as in that video but think how cool it would be if you could perform it in brink and move at 1.7x speed momentarly ? (as you have to sligthly gain speed it usualy doesnt last long because of lack of correct halllways)


SMART + strafejump ? what do you think






notice2 every game which has used any modification of IDtech will have something similar, even quake wars. counter strike, possible even cod.


Can't be sure. Its a heavily modified version of the ID4. There is the SMART which will be far more effective in my opinion.
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Gavin Roberts
 
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Post » Wed Nov 24, 2010 6:41 am

Afaik they removed the magic number bug in iDTech 4. Strafe jumping like in Q3 was not in ET:QW so I guess it's not in Brink either. If you perform SMART moves on your own, you will still have an advantage over players who just use the SMART button.
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Benito Martinez
 
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Post » Wed Nov 24, 2010 11:05 am

You do know that it's long been considered a feature and not a bug, right? While strafejumping was an unintended bug in Quake, it became such a staple of the game that they've since always included it in newer iterations of their engines on purpose...
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dav
 
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Post » Wed Nov 24, 2010 4:12 am

I'm pretty sure strafe jumping is removed BECAUSE they have smart.
Strafe jumping/trick jumping was used to compensate for the lack of a proper movement system - this doesn't apply to Brink.

As much "skill" that it took to master trick jumping, it will take just as much to master smart.
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Wanda Maximoff
 
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Post » Wed Nov 24, 2010 2:45 pm

I'm pretty sure strafe jumping is removed BECAUSE they have smart.
Strafe jumping/trick jumping was used to compensate for the lack of a proper movement system - this doesn't apply to Brink.

As much "skill" that it took to master trick jumping, it will take just as much to master smart.

The big difference is that SMART will be easier to pick up than Trickjumping. Atleast, that's how I understand it. Easy to learn, hard to master, while Tj'ing required some practice even for the most basic jumping.
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josie treuberg
 
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Post » Wed Nov 24, 2010 1:01 pm

Can't be sure. Its a heavily modified version of the ID4. There is the SMART which will be far more effective in my opinion.


(gold) Source engine is modified quake 1 engine, but todays source is based on goldsource. Im not sure but a mod named "action halflife" changed from quake 2 to half life 2, it should be using this bug in source. My friend said he performed circle jump (dude on the first video does this to gain more speed at the start) in HL2. Dunno how true this is but i think it still does excist.

Afaik they removed the magic number bug in
iDTech 4. Strafe jumping like in Q3 was not in ET:QW
so I guess it's not in Brink either. If you perform
SMART moves on your own, you will still have an
advantage over players who just use the SMART
button


I dont know how much you studied it but as i said, strafe jump + smart. would be quite interesting combo. And i quess they removed wrong magic numbers :wink: (trick is called/known as B2R and requires perfect circle+strafe combo) quake wars limits this simply by changing way you jump. You can still do it with strog jetpacks.
www.youtube.com/watch?&gl=US&client=mv-google&hl=fi&v=sTTd3Kwx584&

You do know that it's long been considered a
feature and not a bug, right? While strafejumping
was an unintended bug in Quake, it became such a
staple of the game that they've since always
included it in newer iterations of their engines on
purpose...

Yes i know! Who knows, maybe RAGE is going to have it too?
But also didnt they remove it in a patch of quake world? But patched back due to popularity of it?

I'm pretty sure strafe jumping is removed BECAUSE
they have smart.
Strafe jumping/trick jumping was used to
compensate for the lack of a proper movement
system - this doesn't apply to Brink. As much "skill" that it took to master trick jumping,
it will take just as much to master smart.

---

The big difference is that SMART will be easier to
pick up than Trickjumping. Atleast, that's how I
understand it. Easy to learn, hard to master, while
Tj'ing required some practice even for the most
basic jumping


True.

@first dude.

Did you watch video about quake 3? Please do. My 2 years of effort of training hasnt made me even half that good. Those players have practiced more than 5 years. I havent yet learned quake 1 jumping properly. You have to remember whole map, know your speed without watching speed meter, change angle based on your speed, being able to do multirocketjump, being able to perform level 9 strafe jump, NO ROOM FOR A MISS BEAT, if you loose beat/missstep you have to do all over again. I can do max level 4 strafe :wink: (level 0 speed is 800 after jump while in level 9 you have +1600, level 4 is about 1100. These things are from quake live unofficial trick jump strafe lanes)

Strafe jump doesnt excist in a game because there is no movement system, some games in fact have changed how strafe jump behaves and added different aspects into it.

Few have added walljump/different new tricks too.
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Tarka
 
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Post » Wed Nov 24, 2010 10:58 am

If Brink has anything like strafe jumping it would be something like this at best, http://www.youtube.com/watch?v=SvawlVUcbsU&feature=mfu_in_order&list=UL
But I wouldn't get my hopes up for even that.

You keep on bringing up Quake3 and I don't really understand that, the way the 2 games play is totally different, from weapons, health, movement etc.
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Marine x
 
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Post » Wed Nov 24, 2010 12:14 pm

If stuff like this would be in the game I would throw it out.
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Damned_Queen
 
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Post » Wed Nov 24, 2010 12:12 pm

If Brink has anything like strafe jumping it would be something like this at best, http://www.youtube.com/watch?v=SvawlVUcbsU&feature=mfu_in_order&list=UL
But I wouldn't get my hopes up for even that.

That bings back Age of Conan exploring memories. Good times.
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Matthew Aaron Evans
 
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Post » Wed Nov 24, 2010 2:28 pm

i know quake and brink are not the same thing but i see some same light in them, tricking being the important aspect on both. Second thing that points my eye is the fact that the damages are very low compared to todays COD clones. Its using familiar engine and has smart bots (while quake 3 had best bots of that time)

Also its pointing out of crowd by being quite original.

If stuff like this would be in the game I would
throw it out


Maybe it is but you cant get same speed as you would in quake because brink is a lot slower. Acceleration is dependant of the stock speed.
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Miranda Taylor
 
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Post » Wed Nov 24, 2010 2:23 pm

If Brink has anything like strafe jumping it would be something like this at best, http://www.youtube.com/watch?v=SvawlVUcbsU&feature=mfu_in_order&list=UL
But I wouldn't get my hopes up for even that.

You keep on bringing up Quake3 and I don't really understand that, the way the 2 games play is totally different, from weapons, health, movement etc.

Anytime i see trick jumping, i immediately think of this video
http://www.youtube.com/watch?v=pSeGFoP7bhQ&feature=related
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ImmaTakeYour
 
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Post » Wed Nov 24, 2010 3:35 pm

Anytime i see trick jumping, i immediately think of this video
http://www.youtube.com/watch?v=pSeGFoP7bhQ&feature=related

WOOOAH! Now THAT is skill!
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Red Sauce
 
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Post » Wed Nov 24, 2010 1:22 pm

No thanks. If you put stuff like this in the game, you put lights in a more advantageous position than I fear they already may be. What's the point in setting up a well-coordinated crossfire if some idiot can just fly over it?

Brink MUST emphasize tactics and teamwork over twitch reflexes to stand any hope of standing out from the crowd. We already have enough shooters out there to satisfy the need for a run-and-gun clusterf**k.

Besides, the thought of having to "train" for 5 years to be competitive doesn't sound too attractive to me, maybe I'm just not hardcoe enough.
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kiss my weasel
 
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Post » Wed Nov 24, 2010 11:21 am

No thanks. If you put stuff like this in the game, you put lights in a more advantageous position than I fear they already may be. What's the point in setting up a well-coordinated crossfire if some idiot can just fly over it?

Brink MUST emphasize tactics and teamwork over twitch reflexes to stand any hope of standing out from the crowd. We already have enough shooters out there to satisfy the need for a run-and-gun clusterf**k.

Besides, the thought of having to "train" for 5 years to be competitive doesn't sound too attractive to me, maybe I'm just not hardcoe enough.


Way to take things the wrong way. First of all, trickjumping in Quake is more of a standalone aspect than anything else. People design maps for trickjumping, do speedruns on them and whatnot. I'm not very into Quake but atleast I know that the competitive side of Quake uses only a small part of trickjumping.
And maps in general in Quake is not very trickjump friendly either I'd say.

If Brink would have anything it would be strafejumping and it is only your movement speed, and not by fairly lot either on the Idtech4 engine.
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Claire
 
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Post » Wed Nov 24, 2010 9:34 pm

No thanks. If you put stuff like this in the game, you put lights in a more advantageous position than I fear they already may be. What's the point in setting up a well-coordinated crossfire if some idiot can just fly over it?

Brink MUST emphasize tactics and teamwork over twitch reflexes to stand any hope of standing out from the crowd. We already have enough shooters out there to satisfy the need for a run-and-gun clusterf**k.

Besides, the thought of having to "train" for 5 years to be competitive doesn't sound too attractive to me, maybe I'm just not hardcoe enough.

Or if you look it from the other way around: With strafejumping, heavies and mediums can close the gap between their movement speed and that of the lights.
Brink must emphasize teamwork, not tactics beyond the basic level. There are also enough shooters that focus on tactics and smart play before shooting any bullet.
It's fast paced, so you need reflexes, the main difference with most games is that you have to aim and shoot for more than half a second, and aim for the head.
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dell
 
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Post » Wed Nov 24, 2010 2:16 pm

Or if you look it from the other way around: With strafejumping, heavies and mediums can close the gap between their movement speed and that of the lights.
Brink must emphasize teamwork, not tactics beyond the basic level. There are also enough shooters that focus on tactics and smart play before shooting any bullet.
It's fast paced, so you need reflexes, the main difference with most games is that you have to aim and shoot for more than half a second, and aim for the head.


That would negate the sole real advantage of being light. Flying heavies no thanks.
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Jonathan Egan
 
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Post » Wed Nov 24, 2010 6:08 pm

hello, wanna just awake this though, since brink is IDtech 4 family game it should carry a gravity engine based bug


That has got to be the most [censored] thing I have ever heard of, treating an exploited bug like it's a grand new system. I haven't seen something so pathetic since GunZ and honestly? If I catch one iota of heavily abused exploits in this game I will NOT be spending my hard earned tutoring money on something so broken. I came here to get away from the ridiculous bunnyhopping/dropshot that people seem so obsessed to implement. I don't mind the SMART stuff, but the logic of movement in Brink is what makes it so appealing for me. Counter Strike is a long archaic FPS centered around sniper only servers and hacking kids. CoD is the most pathetic excuse for a "realistic tactical" FPS I've ever seen. Brink promises to bring some logic to the FPS scene FINALLY. If you want to spam the jump key and bounce around in circles like a little fairy boy while hoping to no-scope someone with an overpowered cannon then go play the 20+ free FPS games out there.
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Chris BEvan
 
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