after a break from playing for a month....


(shaftz0r) #1

i felt like i needed a break from gaming for a bit so i havent played at all for a month or so. i came back to gaming because of the TF release. played that for a few days, and now coming back to Xt, i feel like im dragging cinder blocks on my feet. even though the shooting in TF is lackluster, it feels better than XT, and i hate IS in every game ever made. not gonna lie, this game feels terrible after playing something as responsive as TF. obviously this isnt a comparison, but i just couldnt get into this game today. its just WAY too slow. i halved my sensitivity from normal just to slow myself down a bit, and it sucked, if im being honest. hearing tinktinktink was still great, but i wasnt enjoying anything about it. i think TF proves that people do enjoy fast paced gaming if its done right. the maps are improving a ton, but everything else is meh at best


(Anti) #2

When you say pace are you talking about literal speed or intensity of the game? TFs move speeds are slower than XT, so I assume the latter. If not then it’s more likely something visual they are doing to give you this feeling, or you are playing with things stacked like stim pack and burn cards.


(stealth6) #3

Could’ve dumped this in the TF whine thread http://forums.warchest.com/showthread.php/39355-ideas-from-titanfall


(shaftz0r) #4

literal speed coupled with intensity. you have to remember that speed multiplies when you “strafe” on walls. even without stim (yes i always have stim) the movement speed of getting from A to B feels 100x faster. obviously the pace of the game feels a bit faster too because of ttk, but even if you compare round lengths, TF feels more rewarding for some reason. probably because of how intense some of the action can get, and i want to point out, that im not completely sold on TF. there are a lot of issues with the game, but im purely speaking about speed of the game, and how involved the combat is

it isnt a whine, but you can fanboy if you want, instead of taking constructive criticism the way its supposed to be taken.


(Raviolay) #5

Titanfall feels faster at an 90 FOV than xT does at 120 FOV (for me). Put xT at 90 FOV and the game feels VERY slow (again for me).


(Glottis-3D) #6

I play 2 games atm.
quakelive and Xt.

Quakelive does feel very responsive. and it has much more pace in many elements.

in Xt:
-inventory/weapon switch slow
-Ironsight switch and back slow
-No ‘always run’ (at start of each round i have to press run-toggle button)
-need more weapon combos (i dont play snipers)
-no push-teammates (collisions suck)
-walk button is not very responsive (when i need very fast to become silent i have to puch it 2 times)

everything i do in a game has to be quicker.


(Anti) #7

[QUOTE=shaftz0r;492053]literal speed coupled with intensity. you have to remember that speed multiplies when you “strafe” on walls. even without stim (yes i always have stim) the movement speed of getting from A to B feels 100x faster. obviously the pace of the game feels a bit faster too because of ttk, but even if you compare round lengths, TF feels more rewarding for some reason. probably because of how intense some of the action can get, and i want to point out, that im not completely sold on TF. there are a lot of issues with the game, but im purely speaking about speed of the game, and how involved the combat is
[/QUOTE]

OK thanks for clearing that up. Getting feedback from people based on their experience of other FPS games (not just ET, ETQW and Brink :wink:) is always useful to us as it provides more context as to what people like, don’t like and why.

I’m personally playing a lot of TF myself right now and there are some things they do very well with the core mechanics that we know we’ve still not got right yet. We’re revisiting movement and shooting over the next few weeks, I think with the changes we have planned we should be able to achieve a much more solid feel.


(BomBaKlaK) #8

Yeah ! nice news


(rookie1) #9

Been playing many different games (old and new) I think I will have few interesting sugestion (weapons and other stuff mb) very soon :slight_smile:


(Anti) #10

One thing to be aware of, to everybody posting feedback here, is that in games like Titanfall certain things are done to improve the feel of the game that you guys explicitly ask us not to do.

A good example is strafe speed. Titanfall keeps its strafe speed down relative to run speed so that, despite their forwards movement being quicker than the likes of CoD and BF, targets are still quite easy to predict and aim at. Quite a few months ago now we put a patch out where move speed was tweaked down a bit and when we did this we saw the average accuracy jump up around 10%, the biggest single impact to weapons we’ve seen from any one change. At the time folk actually said the weapons felt quite good but we got lots of complaints about not being able to ‘dodge’ (which normally means spamming buttons :tongue:) incoming fire, so we opted to up speed again.

The reason weapon feel can take so long to get right is because of this iteration. We fix one thing and the guns start to feel good, but we loose something else that you folk want from an SD game. What we try to do over time is to find a way to get the right mix of movement you want but the accuracy of weapon mechanics to have them also feel good, that can be quite tricky to do.

We have some more ideas to try over the next few updates, we’ll see where they take us, and then we’ll go at it again if we need to.


(shaftz0r) #11

limiting spread, upping movement speed, and lowering RoF seems to be the key to that equation. obviously things like sprint strafing, and sprint +reload are other things to think about, but without a stamina bar it makes allowing sprint strafe difficult to balance


(Glottis-3D) #12

[QUOTE=Anti;492060]
The reason weapon feel can take so long to get right is because of this iteration. We fix one thing and the guns start to feel good, but we loose something else that you folk want from an SD game. What we try to do over time is to find a way to get the right mix of movement you want but the accuracy of weapon mechanics to have them also feel good, that can be quite tricky to do.[/QUOTE]
a 1v1 server with small duel map a-la valhalla can realy speed up things like this.


(Protekt1) #13

For me, the reason why it feels faster than XT is the wallrunning/jump gaining momentum. Running speed without wallrun or anything, probably actually is slower. In fact, I felt like the game slowed down a lot from the beta until I realized it was because I took off the park-our perk which allows you to run on walls longer. TF’s movement system works like this for those that do not know. Basically the longer you run on a wall, the faster your momentum builds up. And you maintain that momentum until you hit the ground, but you don’t lose it all at once so if you jump at the right time after hit the ground (pretty much right as you hit it) you can maintain momentum fairly well. So chain wall run and then jump when you finally hit the ground and you go reallly fast. There is also still an element of timing and you can fail and you will die if you fail at a critical moment (like running the flag) but if you succeed its like you got shot out of a cannon and people miss a lot.

Also, it gets a bit crazy when you throw stim in there. And then nuts when you throw a burn card (1 life usage buff) of permanent stim. Stim increases speed and regeneration rate. I was moving so fast that my weak GPU (my main GPU is being replaced via warranty atm) could hardly keep up. I mean, crazy speed. Chaining walls that aren’t meant to be chained I could stay up in the air indefinitely and probably even broke CTF cause I was up in the corner wall running in a circle with the flag and I don’t think you can get up that high without ejecting from a titan. They could have only sniped me. It was 30 seconds left in the round anyway so it wasn’t a big deal.


(k1ruaa) #14

Great to ear that big changes are coming. Hopefuly it’ll bring a nice and clean movement and gunplay, I am looking forward to this


(Kl3ppy) #15

[QUOTE=Protekt1;492089]
Also, it gets a bit crazy when you throw stim in there. And then nuts when you throw a burn card (1 life usage buff) of permanent stim. Stim increases speed and regeneration rate. I was moving so fast that my weak GPU (my main GPU is being replaced via warranty atm) could hardly keep up. I mean, crazy speed. Chaining walls that aren’t meant to be chained I could stay up in the air indefinitely and probably even broke CTF cause I was up in the corner wall running in a circle with the flag and I don’t think you can get up that high without ejecting from a titan. They could have only sniped me. It was 30 seconds left in the round anyway so it wasn’t a big deal.[/QUOTE]

I use the Stim ability and from time to time the prosthetic legs. The speed is awesome. It’s really cool running behind a titan, press Q and jump on it. It’s so fast, the pilot can hardly react.


(Erkin31) #16

One thing to be aware of, to everybody posting feedback here, is that in games like Titanfall certain things are done to improve the feel of the game that you guys explicitly ask us not to do. .

I’m totaly aware of this and I hope that XT will not present the same gunfight than Titanfall.

What i found important to note about Titanfall is the contribution of its movement system.

For me, the movements in a FPS are really affecting two things :

  1. The move of a player from point A to B.
  2. The direct gunfights between two players.

Where TF is good is on the point 1. Actually on XT (and many other FPS), when you spawn you just run to go to the point B. And running is not fun, even with a fast movement speed.

On TF, the player is active just after its spawn. He will use the environment, choose a route, use the wallrun/jetpack/walljump to reach the point B the more fastest possible.

We can see the same thing on other FPS, like :

  • Tribes : The player will use the jetpack and the environment (differents routes, skiing, rocket jump) to gain and conserve speed,
  • ETQW : Knife + straff jump permit to be active just after the spawn and gain speed.
  • Shootmania: Hook, walljump, jump pad, use of blocs that give the max of speeds (etc.), in order to, again, etablish some route.

About the gunfight. The “parkour” movements in TF can give the ability to surprise the opponent, but as the game has a very low ttk, the movements are less usefull than what we can hope to have in a game like XT (and here, a straff speed is more important. Nobody wants a long gunfight between two static soldiers http://www.youtube.com/watch?v=smYQeWxa5wg ).
But there are the titan fight with a high ttk ! The straff speed is not really big but the dash system permit to dodge.


(spookify) #17

fall off damage!!!

Player Smoothness! People are wonky, rubberbanding and teleporting all over for me.

Edit: Also the hud needs work… I cant see my crosshair and enemy’s because there is so much stuff on my screen. Data cores or obj sites or other things that are giant circles on my screen make it imposable to see.

I also have a hard time seeing heads from certain angles.

ALSO, I have said this before I dont know what I can shoot through and what I cant.

Hope the Ammo bug gets fixed soon too!


(Ninjatomte) #18

I’ve mostly been playing NS2 and CS 1.6 lately and Xt feels completely unplayable in comparison… The strafing in cs feels way way way better also the jumping and weapon feedback… not to mention a decent crosshair that actually stands out against the bakground…

The movement of marines in NS2 feel really slow but the gunplay and jumping feels way way way better also I have over 20 fps in that game so it might contribute quite a bit


(INF3RN0) #19

Solved it for you @ 20fps lol.


(Glottis-3D) #20

yep, you need to get at least 50+ fps, so you can actually play the game, and get a feeling of it.