Jumping and strafing


(Ashog) #1

Hello,

I think as the gunplay is already getting there (almost), we should discuss the remaining movent concerns in more detail.

After the last patch I have been getting a distinct feeling that, out of all games SD was involved in, DB starts to shape and resemble RTCW the most which is actually a good thing, regarding the map layouts. Plus, I personally have always been missing RTCW badly.

The main thing that doesn’t let me yet tell that, “hey, this feels as good as RTCW!” is still the movement. In my opinion, this has to do with strafing and jumping mechanics of DB.

The first thing is the jump button interrupting the sprint. Try to sprint and jump at the same time - you will pravtically stop your forward or side movement to the walking speed when in the air. This is drastically reducing the capability of dodging the bullets, dancing and evading the line of fire when suddenly caught unaware (from side or behind, at close to medium range). It is less of a problem at long range because one can still strafe around to disrupt enemy aim, but at close range it is crucial to have the lateral movement in two dimensions and at speed which is higher than the normal walking speed.

The same concerns the strafe speed and accelleration. As mentioned by many before, it is currently too low to afford proper evasion maneuvers, that could save your life when caught unaware and that could reduce the WSFKF game CoD’ish effect (who sees first, kills first). Now, some devs mentoned that this is so because during internal tests it was noticed that it was very hard to hit anyone doing the fast strafe when it was still enabled, but I think this has to be tested on a larger scale, so that people could decide if it’s hard enough or too much for them. Especially because the gunplay and other movement elements have just been tweaked quite substantially, so the total layout is now different.

Please write your thoughts here. This topic is very important (at least to me :)).


(Croom) #2

I just joined the Alpha, so I can give you some fresh impressions, like any new player would experience it.
The game feels very withholding and slow to me, my movement doesn’t even closely resemble what i would want to do, considering the killing pace of the game.
Strafing and sprinting seem to be too slow, as does jumping. The overall game feels like a fast-paced shooter, where you should not only rely on team tactics, but also on individual action, but the current mobility is making this impossible. You can’t jump to the side to get in cover, or even run away once you are under fire, unless you’re in a really lucky spot.
It feels like there are two ideas in the developement team running against each other and for me, it disturbs the overall feeling of the game.
I know these are just impressions from a few hours of playing, but please keep in mind that anyone new will encounter this contradiction in gameplay.


(Ecano) #3

Very good point, absolutely agree.
Only to add reload don’t to stop the sprint.


(BomBaKlaK) #4

Yep i’m totally agree with ashog, strafe need to be a bit more punchy, and some kind of acceleration possible.

  • Sprint during reload !
  • Strafe more punchy !
  • Strafe jumps ? or at least be able to jump while sprinting without this glue thing after 1 or 2 jumps.

I wanna dance naked trough the bullet of my favorite T bagger :wink:


(acutepuppy) #5

Sprinting+Reload gets a vote for me. I believe more open space battles would do a lot for helping pace action.


(Dormamu) #6

From what i have seen there are 3 speeds of strafe jumping (as in strafe left and jump left or strafe right and jump right).

  1. Interrupt crouching and trying to move left + jump left is the same speed as IS move left+jump left. Sometimes moving from crouching will lock you in a low sped movement even if you move to the left/right more than 2+ paces;
    1bis. Move left 1-2 paces then try to jump left, same speed as above;
    2 Move left 3+ paces an try to jump left will give a higher sped; You need momentum?
  2. Sprint+move left+jump left = a little more speed; I am not sure on how much speed you gain 5-10%?

My personal recommendation is to have the speed from point 2 as soon as you move left/right.

P.S. I am a noob so take my posts with a bit of salt. This are my personal impressions, so don’t take them as the “Hole Truth”.


(stealth6) #7

I’m pretty happy with where there movement is at now. I can chain 2-3 jumps together to bunny hop around the place and haven’t noticed the speed drop you are implying. Sometimes it goes wrong and I get a speed drop, but I was hoping that’s going to get ironed out.

Would still love to see strafe jumping ofc, if that’s not possible than would really like to see some kind of replacement as I suggested in other threads (mostly here: http://forums.warchest.com/showthread.php/33158-Strafe-jumping)

As for strafe speed, I like it as is. In previous titles you could sprint + strafe so that gave you a limited advantage since sprint ran out. So you had to decide save sprint for gunfights or use it for faster movement. Since this whole mechanic has been removed I think the strafe speed is fine as is. Also if you increase strafe speed enemies will be harder to hit. So the game will have a higher difficulty for new players.


(Ashog) #8

As I said, try sprinting then press jump and see what happens, you practically come to a stop.

Also in ETQW sprint never ran out.

The idea is actually to enable back this strafe + jump action, so that you are harder to hit. There’s no need to cater to new players in THIS. New players are often pushed back by too complex rank up and HUD systems, as well as unclear information of what are the aims of the game on each individual map, or by a steep curve for learning the gunplay and tools. Strafe + jump would actually help them to get hit less too. We simply just need to test this in a patch.