Stunning your opponent stops the use of pills if I remember correctly.
And for those who whine about "I just rooted him and he jumped", you have to realize, that personal latency determines this. Just because you see yourself rooting said person, doesn't mean your...request to root...came before the target's request to jump. This will result in rooting the person in mid air because they had just taken off on the server side, and are within targeting range at that time.Don't know what I'm talking about? See NPCs shooting around corners.
There is latency to consider, yes, but there is also distance. You can root someone just starting their HyperJump (especially as a rifleman), so long as their distance from you is within your abilities distance, obviously.
20m range applies straight up as well as straight across. Just thought I'd mention it.
Zudrag wrote:They generally snipe, jump x 50 until the person chasing them gives up, or they manage to evade them, then sneak back and finish someone off.They finish someone off? After 50 jumps?
Mighty fine exaggeration.
In the other event you're referring to, that is, evading and sneaking back to finish up - why is the person who was just sniped still sitting there? Frankly, in that event, their own stupidity means they deserve to die.
The point you keep missing, my friend, is that someone has to stick around in order to get a kill. There is no one-hit wonder. Thus, if they've jumped after a snipe, without outside assistance, they haven't gotten a kill. Why should you get the kill? Because they... bothered you?
Zudrag wrote:It's 5-10 seconds of a reuse timer, it's not like I'm proposing a minute reuse timer.You're proposing a shift in power towards those who aren't HyperJumping, and away from those who are. And in most instances of combat, this means you're shifting power towards those who already have the numbers, and don't need more power.
If you didn't think it would get you more kills and improve your PvP, you wouldn't be suggesting it.
Zudrag wrote:They generally snipe, jump x 50 until the person chasing them gives up, or they manage to evade them, then sneak back and finish someone off.They finish someone off? After 50 jumps?Mighty fine exaggeration.In the other event you're referring to, that is, evading and sneaking back to finish up - why is the person who was just sniped still sitting there? Frankly, in that event, their own stupidity means they deserve to die.The point you keep missing, my friend, is that someone has to stick around in order to get a kill. There is no one-hit wonder. Thus, if they've jumped after a snipe, without outside assistance, they haven't gotten a kill. Why should you get the kill? Because they... bothered you?Zudrag wrote:It's 5-10 seconds of a reuse timer, it's not like I'm proposing a minute reuse timer.You're proposing a shift in power towards those who aren't HyperJumping, and away from those who are. And in most instances of combat, this means you're shifting power towards those who already have the numbers, and don't need more power.If you didn't think it would get you more kills and improve your PvP, you wouldn't be suggesting it.
In other news, water is wet.
Zudrag wrote:In other news, water is wet.Don't imply that your change wouldn't have much of an effect on combat, and I wont be forced to remind you of certain obvious facts.
Changing the behaviour of HJ affects every aspect of the game not just PvP. What are the real argumentsSomeone who HJ's can't be attacked...almost true of course, if they are quick but on the other hand nor can they attack anyone else....what could be fairer than that?My wish to kill is more important than someone else's wish to live.....err bollocks in any realistic scenario and any decent pvp system staying alive is at least as important if not moresoHJ is a cheap get out of pvp..... yeah it is, sometimes, but there are many cheap tactics out there and conversely there are many valid occasions when hj is very much needed, when facing the zerg for example it becomes vital.....you think life is frustrating now it would be far more frustrating for far more people if the pvp is restricted to reduce a players options when the going gets tough.someone typing /pvp and hj'ing repeatedly is very frustrating..... indeed it can be but thats really your problem and no one else's - if all they do is hj they aren't going to threaten anyone and if they stop to attack there is a considerable number of roots and slows designed to stop them, changing HJ will negate the need for large sections of the combat system reducing player interactivity, strategy and skill in any pvp situation.Embrace the chase, its the most varied and challenging aspect of pvp it adds to the simple toe to toe stuff and many many players have proved they can work it very well...
They can't attack while jumping, yes, but they jump until people give up, and then run back over in sneak/ E&E for another high damage attack on someone. Rinse and repeat.And a better way to kill the zerg is to constantly keep attacking them, not jump away. It's more time wasted jumping than it would be to reconstruct.
Zudrag wrote:They can't attack while jumping, yes, but they jump until people give up, and then run back over in sneak/ E&E for another high damage attack on someone. Rinse and repeat.And a better way to kill the zerg is to constantly keep attacking them, not jump away. It's more time wasted jumping than it would be to reconstruct.While they are running away your IS and Health regenerate so if they are going to make any progress whatsoever you know how long it will take them to return and If you know what they are going to do you can protect against it which is why there are many abilities designed for the purpose.Constantly attack the Zerg???????? Errr whaaa that is certainly not the right approach and defies any and all logic.
Normally if someone hyperjumps I click manual hyperjump view, it gives you sort of a birds eye view but you can still move around, and see everything around you.. when someone jumps, I run up to where they took off, in the direction they were facing, and go into hyperjump view as it's then very easy to catch up to them. Either that or I jump where they lept and you can see them in the air, and gauge when they are going to come down