Board Thread:General Discussion/@comment-34679666-20180508133533/@comment-35189034-20180517140737

But yeah I'd agree with Robonack on bunnyhopping not being a super big problem. Think of it as the final hurdle you have to overcome when using a ranged class / move. Many users have found ways around it. PiratedMystery (and from what I've heard, zoa and Project_Deimos) have all gradually found ways around beating bunnyhopping players as Trooper. Mechanic can time his Z shots in the jumping pattern (that's why there's a normal shot delay on Z, as far as I've heard.), Vulca can still do somewhat accurate shots like Mech, it just feels odd to use the click combo gun/gun stance sometimes. Tundrus has a low cooldown snow bomb that hits really fucking hard, debuffs you a lot, and even bounces around corners to get you as well as a Z that can be held down to throw X snowballs. You jump to even have a chance to dodge it or you get memed. That's for ranged fighting.

If you're using a super melee up close range class or etc, then jumping is a nice advantage sometimes too. I can say that through jumps myself, I've evaded many swipes, projectiles from ranged classes, click combo attacks like Abyss's last one when I'm dueling another Abyss user, and so on. It's a nice thing that can make both players harder to hit and make the battle more intense.

Plus, as it was said, with the system of adding extra stun per one stud, that would mean that lots of moves (Omega's X+S, Commander's Decimate, Gneiss's ult that knocks you into the air, Proto's entire E, etc.) would deal unnecessarily high levels of stun, almost instantly stunning or always instantly stunning.

According to my measurements, the falls from many maps locations would result in high amounts of stun being added.

> Average wall on Ballista: 30 studs fall stun.

> Crossroads Bridge to floor: 30 studs fall stun.

> Crossroads Tower top level to floor: 41 studs fall stun.

> Crossroads Castle top tower to floor: 40 studs fall stun.

> Crossroads red tower top to ground: 31-32 studs approximate fall stun.

> Crossroads hill to beige ground nearby: 37.25 approximate fall stun.

> Forgotten Hill top tower level to base: 41-42 approximate fall stun.

> Forgotten Hill box tower things to ground: 21-22 approximate fall stun.

> Forgotten Hill base wall to ground level: 17 approximate fall stun.

> Forgotten Hill tipped vehicle to ground: 11.5 approximate fall stun.

> jumping off the area near the stairs in Forgotten Hill instead of taking the stairs: 11.05 stun.

> Sandy Dunes bridge to ground level: 64.32 approximate fall stun.

> Falling off a ledge to the ground level in Sandy Dunes: 53.06 approximate fall stun.

> Falling off the spawn point in Sandy Dunes to the nearby sand level: 16.33 approximate fall stun.

> Falling off the glitched high tower area in Sandy Dunes (only some classes can reach this.): 88.34 approximate fall stun.

> Average player's jump height to ground: 7-8 approximate fall stun per jump.

So many maps would become a nightmare, especially larger jumps that would easily fill up anywhere from a quarter to almost two thirds of your stun bar just for one jump. You could take so much stun from simply jumping that a jump near the end of your stun bar or from most areas would end up stunning and killing you basically. Even if you halved it to one stun for every two studs, gaining stun or any form of retribution from simply jumping to make yourself a bit more difficult to hit is pretty gay.

tl;dr this is a pretty bad idea. there are many ways around fighting jumpers already, and this system of one stud for every vertical stud you fall would make many maps unnecessarily intense for a fun team fighting game.