Community Question: Shooting While Sprinting


(INF3RN0) #81

You really dunno much about it all eh… do you know how much the spreads are tweaked though? Do you think everything has zero spread? Did the spread tweaks really change the game into something new? Did all ETQW league play have zero strategy/smarts involved and instead everyone was just a pro aimer? It would appear as if you attempted to play in a ETQWPromod Propub with an infantry config probably only a few times, got smashed by players with superior play ability in all areas, and then decided there was something to blame other than yourself…

And you wonder why your attacked for a lot of the things you say on here…


(wolfnemesis75) #82

Sprint and fire is fun.


(Kendle) #83

On topic, although RTCW / ET were my first games I’ve actually played more DOD:S than any other game (and in DOD:S you can’t shoot while sprinting), and in the 6 years I played DOD:S despite coming to it straight from ET (and RTCW before that) I never once thought “damn, wish I could shoot while I’m pressing my sprint button”.

As someone’s mentioned already in this thread it’s not about shooting while sprinting, it’s about shooting while moving at your default speed. As long as you can do that (and what FPS wouldn’t work that way) I don’t see why you need to also be able to shoot while artificially traveling faster (or slower) than default speed. For me it’s a trade off, when you sprint what you gain in speed you lose in not being able to shoot while doing it.

If you can shoot while sprinting, and assuming there’s no stamina bar, why would you ever not sprint? And if you’re always sprinting why not make it the default speed? If you’re going to have different speeds there should be a difference in what happens when traveling at those speeds (beyond the obvious) IMO. And personally I’d rather lose the ability to shoot when sprinting than add spread as a counter because spread = luck and I don’t think luck should have any place in a shooter.


(tokamak) #84

I’ve played enough games with it to found an opinion on it. I’m not saying it removed tactics altogether, but flattening the accuracy did remove a good deal of areas that previously required a whole lot more tactical insight.


(Pytox) #85

[QUOTE=Apoc;386276]I voted other, “you should be able to shoot while sprinting with no penalty”

Games need to stop slowing everything down…

Quake live/tribes/ETQWpro/etc[/QUOTE]
True dat +1 :slight_smile:


(Humate) #86

etqw has ‘shooting interrupting sprint’
players dont notice, because they never sprint and shoot forwards :slight_smile:
also sprint has no effect on lateral movement/dodging in etqw

//youtu.be/TUkds3MXxGA


(tokamak) #87

Indeed. The mindset is understandable. People place themselves mentally in a game and then imagine how it would be to be able to sprint around with insane accuracy, they would teach all those slowpokes how it’s done. Thrilling. What they fail to imagine is that everyone else is relieved of these constraints as well. You’re no longer fighting over space, because space matters less. People just frantically run around trying to get close up for quick headshots. It turns into a game of headshooting. Everything else is pushed to the background and drowned out in the chaos.

Accuracy should be a reward. The ability to accurately land headshots should stem from having worked to secure the area and controlling your territory. It should stem from patience as well as anticipating your opponents next move. This should be applied with care, someone standing still shouldn’t be favoured but not a determined victor.


(.Chris.) #88

In your opinion yeah.


(DarkangelUK) #89

[QUOTE=tokamak;386638]
Accuracy should be a reward. The ability to accurately land headshots should stem from having worked to secure the area and controlling your territory. It should stem from patience as well as anticipating your opponents next move. This should be applied with care, someone standing still shouldn’t be favoured but not a determined victor.[/QUOTE]

It shouldn’t stem from having good aim?


(tokamak) #90

Accuracy is pretty useless without good aim.


(DarkangelUK) #91

Right so controlling area and all that nonsense really has nothing to do with it then… or are you very very loosely using the term ‘accuracy’ here?


(tokamak) #92

Weapon accuracy, the accuracy that is available to the gamer through the game affected by things like spread and recoil. Not his own cognitive capacity to aim.


(DarkangelUK) #93

But you talked about accuracy as an ability, not as spread and recoil. Are you confused here or is it me? Read your text I already quoted.


(Humate) #94

Accuracy should be a reward. The ability to accurately land headshots should stem from having worked to secure the area and controlling your territory.

Thats why you have crouch / prone
The game offers you a significant accuracy bonus.

Ofcourse its meaningless if you cant aim, like you said.
Its also meaningless, if you dont know when and where to use it.


(tokamak) #95

Crouch and prone should amplify the reward even further, yeah. It by itself is too crude to be an adequate too for controlling your spread.

I think you’re confused, my post wouldn’t make any sense if read otherwise.


(DarkangelUK) #96

[QUOTE=tokamak;386638]
Accuracy should be a reward. The ability to accurately land headshots should stem from having worked to secure the area and controlling your territory. It should stem from patience as well as anticipating your opponents next move. This should be applied with care, someone standing still shouldn’t be favoured but not a determined victor.[/QUOTE]

I bolded it so you could see it better, unless you’re now also using ‘ability’ loosely as well? You’re right, it doesn’t make sense.


(tokamak) #97

Right my bad, I shouldn’t have said it like that. Both skills can be seen following the principle of the weakest link.


(Humate) #98

No, its fine as is. :wink:

I bolded it so you could see it better, unless you’re now also using ‘ability’ loosely as well? You’re right, it doesn’t make sense.

Thats why I responded to the post, so it would make more sense for you :slight_smile:
Tok wants the game to stack it in his favour whenever he has the drop on someone.
He doesnt want it so that, they can turn around and destroy him after the first hit.

That correct tokamak, or am I putting words in your mouth?


(tokamak) #99

Yes. Accurate weapons only really benefit accurate players. So accurate players that know when and where to manipulate their weapon accuracy in accordance with the situation will benefit the most.

And it’s not just about getting the drop, it’s also the benefit of moving and becoming a harder target that needs compensation. If there’s a cost to moving then locations become relevant. Suddenly it matters where you’re positioned because moving away will mean reduced combat efficiency. If there was no such cost then you could keep on moving and enjoy the same combat efficiency.


(DarkangelUK) #100

I can agree with that, but the way I see it, you getting the drop on someone is your advantage, you shouldn’t be further relying on in-game measures to make up for your lack of aiming ability and thus your own failings for not being able to capitalize on the situation you’ve already been given. It seems you want the added randomness of kick, recoil and spread to go against the person you’ve got the drop on rather than aiding yourself just because they’ve spent the time honing their ability to move and shoot at the same time while you didn’t.

Should the person you get the drop on be given a warning to make up for their failing to cover their own ass? Heh, well bit of an empty question since Brink does that already…