Revision as of 19:51, 13 November 2005 editDcoetzee (talk | contribs)37,529 edits Remove "metaphorically describing the player's movements of that of a bunny" (poorly phrased and really obvious)← Previous edit | Revision as of 19:25, 15 November 2005 edit undo66.159.250.13 (talk) →Usage: added part on speed runningNext edit → | ||
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This also results in a more effective ability to avoid being hit by incoming ] fire, such as ]s, ]s or other ]s. The player is able to do this more effectively due to the faster speed and also because the player avoids moving in a straight line. This makes it more complex and difficult for an attacker to lead a target and hit accurately. Linear compensation for the ] of the weapon not only has to be given for a moving target in the first ], but for ]s in the second dimension, and finally the jumps in the third dimension. An attacker therefore has to account for the irregular three-dimensional trajectory of the target. As zigzagging may sometimes actually make it slower for one to reach an intended destination, the faster speed of a jump when the player is jumping from zigzag to zigzag cancels this out. Thus, the speed is translated to a more effective evasion tactic rather than a more rapid form of travel. | This also results in a more effective ability to avoid being hit by incoming ] fire, such as ]s, ]s or other ]s. The player is able to do this more effectively due to the faster speed and also because the player avoids moving in a straight line. This makes it more complex and difficult for an attacker to lead a target and hit accurately. Linear compensation for the ] of the weapon not only has to be given for a moving target in the first ], but for ]s in the second dimension, and finally the jumps in the third dimension. An attacker therefore has to account for the irregular three-dimensional trajectory of the target. As zigzagging may sometimes actually make it slower for one to reach an intended destination, the faster speed of a jump when the player is jumping from zigzag to zigzag cancels this out. Thus, the speed is translated to a more effective evasion tactic rather than a more rapid form of travel. | ||
Bunny hopping is often used when the player is ]ed or attacked, without the player knowing where the attacker is. Bunny hopping is therefore often used in order to avoid being hit while the player rapidly seeks cover, a concealed or fortified position such as a ], or other ] players. The player can then regroup, locate the enemy, and ]. |
Bunny hopping is often used when the player is ]ed or attacked, without the player knowing where the attacker is. Bunny hopping is therefore often used in order to avoid being hit while the player rapidly seeks cover, a concealed or fortified position such as a ], or other ] players. The player can then regroup, locate the enemy, and ]. | ||
Bunny hopping is also used in video game ]s, in which the goal is simply to get from point A to point B in the fastest way possible. | |||
==Classic bunny hopping== | ==Classic bunny hopping== |
Revision as of 19:25, 15 November 2005
Bunny hopping (or bunny jumping) is a term used in computer and video games to describe the movement of a player who travels across the game map by jumping.
Usage
The term is most used in online first-person shooters to refer to act of jumping while pressing the movement keys to achieve faster speed or to evade weapons fire. This also results in a more effective ability to avoid being hit by incoming enemy fire, such as bullets, lasers or other projectiles. The player is able to do this more effectively due to the faster speed and also because the player avoids moving in a straight line. This makes it more complex and difficult for an attacker to lead a target and hit accurately. Linear compensation for the trajectory of the weapon not only has to be given for a moving target in the first dimension, but for zigzags in the second dimension, and finally the jumps in the third dimension. An attacker therefore has to account for the irregular three-dimensional trajectory of the target. As zigzagging may sometimes actually make it slower for one to reach an intended destination, the faster speed of a jump when the player is jumping from zigzag to zigzag cancels this out. Thus, the speed is translated to a more effective evasion tactic rather than a more rapid form of travel.
Bunny hopping is often used when the player is ambushed or attacked, without the player knowing where the attacker is. Bunny hopping is therefore often used in order to avoid being hit while the player rapidly seeks cover, a concealed or fortified position such as a base, or other allied players. The player can then regroup, locate the enemy, and counter attack.
Bunny hopping is also used in video game speed runs, in which the goal is simply to get from point A to point B in the fastest way possible.
Classic bunny hopping
Classic bunny hopping is commonly mistaken for strafe-jumping but it is the ability to make a 90 degree or less turn when holding one of the strafe buttons but releasing the forward button. Actual Classic bunny hopping is possible in Quakeworld and in the OSP Pro-mode and CPMA mods for Quake III Arena.
Tactical Shooters
In the tactical shooter sub-genre, the lack of realism introduced by this ability is often compensated for by limiting the effectiveness of consecutive jumps or by the introduction of limited stamina. For example, in America's Army, every jump consumes a large portion of stamina (in comparison to sprinting, which consumes it at a slower pace), and lower stamina results in slower, smaller jumps, and less accuracy. Thus bunny hopping can still be seen in those games, but it is much less effective and therefore, less common. Another way of limiting this ability is to slow down movement speed after landing. This technique is used in later versions of Counterstrike, and seems to have completely removed the use of Bunny hopping.
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