Yep, that’s the point !
Closed Beta Update V36382 (26.06.2014)
After testing this for a while I kind of wish this was the other way around, only works when not sprinting, I’d like to use it as a quick getaway to reload, or jump from behind EV to cover to avoid airstrikes, both actions where you start near stationary and taking time to build up to a sprint is either too long or exposes you whilst doing so.
Doesn’t really make sense that you could jump further from a standing start as opposed to taking a run up (SD’s intention being that movement has to be somewhat intuitive). Having said that, “in real life” you wouldn’t crouch for extra distance either.
I’m not really sure what SD are trying to achieve with the long-jump, there’s nowhere to use it, and if the intention is to help you cover ground I think seeing players bobbing down and jumping up as they’re running from spawn to objective, for example, is going to look just as silly, un-intuitive and out of place as they claim strafe-jumping would be.
Bring back strafe-jumping I say, it’s no less intuitive than this long-jump mechanic.
[QUOTE=Kendle;503902]
Bring back strafe-jumping I say, it’s no less intuitive than this long-jump mechanic.[/QUOTE]
Or even the circle-jump, you gained more distance on a single jump which this crouch jump is trying to achieve, and the better you got at it the further you could jump where as this mechanic is just 1 or 0… you land it or you don’t, no varying degree of gain through skill.
I like to combine the long jump with a wall jump to replicate a flying Toomic syndrom 
Waiting to see the maps and art to support these new elements of gameplay
[QUOTE=RasteRayzeR;503909]I like to combine the long jump with a wall jump to replicate a flying Toomic syndrom 
[/QUOTE]
I want this to be closer to defrag.
lots if tricky combinations.
LJ+WJ
LJ+DoubleWJ
WJ+LJ
etc.
+mb speed boost from falling?
A little post about my views around the current state of DB including this patch, I would like to just add that this patch is by far the best patch you guys have put out there so far. If my feedback seems negative, it isn’t meant to be. I am simply stating things I like and dislike right now.
Pro’s:
- The gun fights seem almost spot on right now. I am glad drop off range has been changed and the TTK for short, medium and long distance all seem decent to me!
- Love the charging your paddles for more health upon reviving.
- Hip fire against Aim down sight ratio is fantastic. I thought you guys were going to rape the hell out of us having to use iron sights, but thank god you haven’t!
- Running with a knife WOOOO! Everybody runs faster with a knife.
- I love the idea of a long jump. But please do not make us have to run slowly for anything over like a third of a second afterwards
- Wall jumping is awesome. I love how you can use the long jump to wall jump to get massive air and completely mess up your enemies tracking on you!
- The HUD is shaping out nicely - BUT - Please take GIBs and other inportant information into consideration. A damage given/Damaged received area would be nice as well.
- The maps are shaping up nicely, I will get shot down for saying this however. I would like to state I think that people hate the maps because of other systems letting the maps down. Such as Spawn systems. Give us what we need to make this game work and I believe, with exceptions of adding side objectives, you won’t need to change the maps that much.
- I love being told to “DEFUSE THE ****ING C4” (On a side note, let me do a voice over for a future merc
) - THE MG’S ARE WORTH USING NOW!
- Collision on the EV seems to be improving every time I come back which is awesome.
- Whilst my GFX card decided to burn out completely mid match during the cup last weekend. My frame rate was UP and was a lot more stable than what it used to be. It is a “PRO” but could still be deemed as a “CON” as it still needs a tonne of work for lower spec systems.
- Ammo stations, Great to see them back. However, they are bugged to hell right now. I never know if it’ll give me ammo or not.
- Spam levels are much better now. Airstrikes, ect seem to be worth using rather than SHOOTING the Armoured truck thing. Explosions maybe should do a LITTLE more damage to the EV against the damage given by bullets.
Con’s:
- Shotguns - Way too powerful and a medium distance. Why on earth have the “light” characters ended up with the shotguns? Seems awful to me. However, Rhino having the shotgun and having it as powerful as what it is with HIS merc alone makes sense to me!
- Spawn times / Spawn system. Still not long enough for me. Needs to reward killing a tonne more please.
- Clan tags/ Clan system. Right now I do not know what you plan to do but 5 Characters for a clan tag isn’t long enough
(Tags before and after names would be nice) - Bolt action rifles are ridiculous… Spam the crap out of them and you are sure to win ANY fight.
- I still do not like the fact you cannot pull your “tools” out. I would prefer this than the generic call of duty **** “Press F to defuse” Please give us the old mechanics of having the ability to tool someone in the face with a blow torch
- Remove this “Stand here capture” crap. Make it a construable / blow-up-able forward spawn.
- The bobbing up and down over rough terrain is awful. Take a look at Trainyard. trying to move left to right to shoot someone and my aim goes up and down randomly because the tracks make your screen go everywhere. Please make sure smooth floors are used through out your maps. pleassssse <3
- This instant respawn after objective rubbish? What is going on here? Why are you rewarding the defending team for getting killed and losing an objective. Left them struggle throughout if they are that bad.
- End of level awards have gone
I guess you are just reworking them for now?
Overall, a great patch. Many things I would like to see changed or added/removed still but steps forwards are welcomed steps. I like the fact you have tried something completely different with the “Help teammate” up thing. Cannot say I like or dislike it as the spawn system makes it completely useless still. With all this said, all I ask is for you to prioritise the spawns. I would rather watch every team set fast times on the objectives than watch another double full hold here and there. this was the reason the cup didn’t stick to schedule. We had to wait for 2 balanced teams to play out 4 maps before one of them won a map. Please promise me next patch will see something NEW and exciting :’(
[QUOTE=potty200;503915]
- This instant respawn after objective rubbish? What is going on here? Why are you rewarding the defending team for getting killed and losing an objective. Left them struggle throughout if they are that bad.[/QUOTE]
I don’t get this either, seems SD have a total fascination for giving defence as much chance as possible. Numerous times the defence bias has been stated, yet still they add more stuff to help them and just add to the map/full hold grind. BAD SD! STOP IT!
There’s lot things that sounds promising and good in this update, and I finally receive some time to play DB and other games aswell. 
This. A million times this.
Also, I forgot to mention in my previous post that I’m still really disliking the hold to charge with the defibrillator. I think it was fine before.
I would also really like to see being able to skip the cut-scenes or at the very least, let us overlay the cut-scene with the player stats using tab.
I also don’t think it’s necessary for players that have chosen “Deploy” after joining a game already in progress to wait an additional 15 seconds to actually deploy.
And I know I’m beating a dead horse here, but I hate this deal with Nexon… Their launcher, their forums (which flat out failed), their servers (better as of late), etc. I can’t even count the number of problems I’ve had with their launcher. And I know it’s in beta, but it’s supposed to be finding the bugs in the system they already have. Not being a coin toss every time you open it up if it’s going to work or not. I nearly just uninstalled the game for good just because of their launcher, and I’ve been here for over a year. Imagine the new people you’re bringing into the beta. Put aside the fact that they probably already dislike Nexon, but then their first impression of your game is going to be their launcher. The amount of patience they’ll have is going to be little as it is and every new shooter someone tries is going to be under intense scrutiny.
I know it’s too late by now to do anything about it this deep into development, it’s just too bad.
C:\Users[yourusername]\Documents\My Games\UnrealEngine3\ShooterGame\Config
ShooterGame.ini
m_IngameLobbyDeploymentTime=1
[QUOTE=prophett;503937]C:\Users[yourusername]\Documents\My Games\UnrealEngine3\ShooterGame\Config
ShooterGame.ini
m_IngameLobbyDeploymentTime=1[/QUOTE]
Still, shouldn’t have to play with config files to be able to join a game in progress without any useless delay.
The only remotely logical reason I can see for that delay is to discourage people from disconnecting, swapping their squad, and reconnecting. But if that is the intent, then it can’t be that hard to identify those specific cases and handle them as exceptions rather than annoying everyone all the time.
Are we going to have to wait a month for you to fix the Waterloo forward spawn?
Or the Trainyard bug (again).
I’m not agree with that. With the fighting games, a lot of gamers are accustomed to use the super jump without running .
[QUOTE=Djiesse;503939]Still, shouldn’t have to play with config files to be able to join a game in progress without any useless delay.
The only remotely logical reason I can see for that delay is to discourage people from disconnecting, swapping their squad, and reconnecting. But if that is the intent, then it can’t be that hard to identify those specific cases and handle them as exceptions rather than annoying everyone all the time.[/QUOTE]
The delay is there to give the other players time to load the assets needed to display all the elements of your chosen load-out before you spawn in.
It shouldn’t be editable and won’t be in the future. We’ll also be adjusting all the timings to be as short as we can and be giving players options to skip if possible.
)