Gunplay (and movement speed I guess)


(dommafia) #21

Oops I actually read his post wrong, I thought he said it was too accurate lol. Yeah for me it’s perfect atm, if they made it a bit more accurate I wont mind :stuck_out_tongue:


(Humate) #22

Doesn’t increasing the strafing speed only make it more difficult to track players?

Precisely. Which means the player that can actually track and move, will win the fight.
But not only that, it means lower HP players arent a freebie as they will be able to fight back and dodge.

Once players learn that they are in fact a freebie (vs full hp) with the current movement restrictions, they will switch to rambo medic. :wink: And that will urinate on the rest of the classes.


(Ashog) #23

i lolled at freebie and urinate :smiley:


(dommafia) #24

[QUOTE=Humate;409744]Precisely. Which means the player that can actually track and move, will win the fight.
But not only that, it means lower HP players arent a freebie as they will be able to fight back and dodge.

Once players learn that they are in fact a freebie (vs full hp) with the current movement restrictions, they will switch to rambo medic. :wink: And that will urinate on the rest of the classes.[/QUOTE]

Right there with you on that whole post.


(shirosae) #25

Re: Hipfire.

The base hipfire spread is about right, I think. I suspect the bloom when moving/firing might be a bit much, but right now it’s being masked by the killspeed of most guns. If the firerate does go down, I think hipfire bloom might need to be tweaked.


(INF3RN0) #26

[QUOTE=shirosae;409751]Re: Hipfire.

The base hipfire spread is about right, I think. I suspect the bloom when moving/firing might be a bit much, but right now it’s being masked by the killspeed of most guns. If the firerate does go down, I think hipfire bloom might need to be tweaked.[/QUOTE]

^This makes great sense to me.


(tangoliber) #27

I’d like for the strafe speed (or just the basic movement speed in general) to be increased. Don’t normally notice it except when strafing though.

I’d also like to be able to break out of a crouch (when toggled) by sprinting. Right now, I keep trying to do that, forgetting that I need to hit the crouch button again to get out of it.

I think less bloom when moving would be great. I also would like to have a gun or two where the spread retracts very quickly, so that we can remain accurate with short bursts.


(Humate) #28

I would like to see how fights would go removing the delay on the crouch key and movement keys.
Then we can properly assess if the actual strafe speed is too slow.


(stealth6) #29

[QUOTE=Humate;410438]I would like to see how fights would go removing the delay on the crouch key and movement keys.
Then we can properly assess if the actual strafe speed is too slow.[/QUOTE]

This. The more I play the more I notice the delay.


(tokamak) #30

I understand the aesthetic and immersion of having something like that. It’s there to show you’re not just a ‘box on a skateboard’ but actually a living breathing being in the game world. It’s just that it emulates lag too much for people to appreciate it. It feels unresponsive.

Removing it would not be a loss. But of course there are different fall off curves you can draw. You can let a player start at just below normal speed and then let him slowly accelerate to a faster pace if he’s running for a while. That way the combat and straving isn’t harmed and you still emulate the feeling of a player building up to a jog.


(shirosae) #31

Re: movement inertia.

I had an idea about this a while back, not sure how well it’d play out in the real world. You give the player model an overall inertial mass, but you have your player lean into the run when the movement keys are hit*, so the head moves almost/actually instantaneously.

*By way of IK magic.

From a camera perspective it feels like you’re moving immediately. From a head hitbox perspective dancing still works. From a third person perspective player models have inertia.

Would still need fire rate reductions/body damage reductions to make aiming for the body unreliable I suspect.


(Senethro) #32

TBH I’d rather just see where DB goes by trying out a bunch of stuff, rather than try to steer it to a Promised Land of paradise strafe dancing :confused:


(shirosae) #33

Isn’t that exactly what we’ve been doing by playing it?

And then we say what we like and what we don’t like, and magic happens and the game gets more fun?

I’m finding gunfights really short, evasion really ineffective and strafing works on both. I mean, if you know another way to make fights last longer and make it less about shooting/being shot in the back, I’m open to it. It’s not an attempt to make ET3, it just works. I don’t get why dancing has to be bad just 'cause it’s been done before. :confused:


(Humate) #34

it just works.

This.

I don’t get why dancing has to be bad just 'cause it’s been done before. :confused:

(01:45:29)(@Anti-)dancing is something only vets will want


(Ashog) #35

btw what do you call dancing? Uh, is it that thing… you know… that comes out naturally when you move?


(shirosae) #36

When you’re face to face with another player, both of you can see each other, you’re both taking shots and strafing back and forth to throw their aim off. I can’t quite remember where I got the name ‘dancing’ from; I think someone referred to it as ‘doing the dance’.


(DarkangelUK) #37

Is that a vet thing? I’m pretty sure I read from SD somewhere during the Brink build up “stay still and you’re dead” (along those lines anyway). It just seems natural that you want the enemy to miss as much as possible, why would only vets want this?


(shirosae) #38

I read that as ‘only vets would think to ask for this; new players wouldn’t know about it, so wouldn’t miss it either’. You might be right, though.


(Ashog) #39

Time for SD to shape their own generation of new players :slight_smile:

Revolution! (aka repeat the history)


(Humate) #40

I read it as - would be too difficult for new players to track.