Let's talk movement, should we have more options?


(watsyurdeal) #1

So, if you’ve been keeping up to date with Unreal, the new Unreal 4 is in alpha and free when you download Unreal Engine 4. The reason I am bringing it up is the movement

With that in mind, do you think we could use more movement options in Dirty Bomb? If so, which ones?


(sgtCrookyGrin) #2

we could use some more jumping flying throwing monkey shit Fletchers XD


(MTLMortis) #3

No you are not allowed to have a jetpack.

go home Watsyurdeal, you’re drunk.


(Amerika) #4

I think DB is good on movement mechanics. They are simple enough for new players to learn but there are areas and and jumps that can be used for more advanced play. I think DB does movement pretty well in that it’s easy to pick up while having enough depth to keep most players satisfied. I also like that it takes time to master a lot of jumpsr but doesn’t give a monster advantage to the veteran player in most situations. It’s more in the category of “nice to have” as opposed to “required to play at a high level”.

However, I do think a new class of merc should be introduce to go along with the Assault, Recon, Engineer and Medic classes. Mobility mercs. Create mercs that can more easily access areas using abilities than the other mercs can. I’m not sure how that would work given that current map design doesn’t allow for mercs with more mobility but it might be possible. A merc that has robotic legs and allows them to do a super jump and land causing a knock-down to players in the area. Another merc that can climb up walls easily or has a jetpack that allows them to fly for a very short amount of time.

I think things like that could be easily added to the game without messing up what I think is a pretty good baseline movement system.


(Black) #5

I’ve been playing the UT4 pre-alpha for awhile now and straight off the bat me and other players know the movement is just ridiculous.

  • Just recently they increased the dodge speed as if it wasn’t already fast enough
  • You can spam it with no movement or aim penalty.
  • You can bounce of walls as many times as you want.

Hopefully it will be changed in the future.

DB’s movement as of right seems to be fairly balanced. Nothing too powerful at the moment.


(Amerika) #6

I love base movement mechanics in games. They make or break games for me. However, I am not a fan of UT2k3 and up movement mechanics. I like fluid forward momentum movement systems. The whole dodging thing just never quite sat right with me as it felt sort of janky and screwed up fluid play in UT2k3 and UT2k4. I put some serious time into both of those games but I never enjoyed the movement mechanics :frowning:


(capriRocket) #7

funny this topic arises now, after they just told us to stay on the ground for shooting.

im afraid they are moving into the other direction, im waiting for the “stand still to fire accurately” patch :confused:


(KnightDemon) #8

Dude! are you like a long lost twin? I despised the movement mechanics on ut2003 and ut2004, especially the dern double jump. UT always had the forward double tap somersault dodge jump, and the backwards one which worked quite well. The double jump just ruined it for me and the fattie juggernauts they added. I just realized why I had an inherent hatred for Rhino’s.

Just like you I put much time into 2k4, got Malcom, Lauren, and Brock on Godlike. Those were the days man. UT3’s mechanics were close to the original but never quite made it there, and the story and uncompleted state of the game left a bitter taste, but I have enjoyed the UT4 alpha so far.


(doxjq) #9

[quote=“capriRocket;154909”]funny this topic arises now, after they just told us to stay on the ground for shooting.

im afraid they are moving into the other direction, im waiting for the “stand still to fire accurately” patch :/[/quote]

This would genuinely kill the game. The reason it appeals to so many people is for it’s old school feel. It has enough visual glam to keep the new kids happen but enough of the old school mechanics (hipfiring, fast movement, wall jumps etc) to keep it feeling native to us oldies.


(watsyurdeal) #10

I was honestly just looking for sliding in one direction, straight, and wall running.

I think those would add a little more to our repertoire.


(ultraVase) #11

[quote=“Amerika;154880”]I think DB is good on movement mechanics. They are simple enough for new players to learn but there are areas and and jumps that can be used for more advanced play. I think DB does movement pretty well in that it’s easy to pick up while having enough depth to keep most players satisfied. I also like that it takes time to master a lot of jumpsr but doesn’t give a monster advantage to the veteran player in most situations. It’s more in the category of “nice to have” as opposed to “required to play at a high level”.

However, I do think a new class of merc should be introduce to go along with the Assault, Recon, Engineer and Medic classes. Mobility mercs. Create mercs that can more easily access areas using abilities than the other mercs can. I’m not sure how that would work given that current map design doesn’t allow for mercs with more mobility but it might be possible. A merc that has robotic legs and allows them to do a super jump and land causing a knock-down to players in the area. Another merc that can climb up walls easily or has a jetpack that allows them to fly for a very short amount of time.

I think things like that could be easily added to the game without messing up what I think is a pretty good baseline movement system.[/quote]

I agree with you. I think the problem with DB movement is how clumsy it is. All too often i see people mess up jump because theres a precise way to do it. I think they could clean things up a bit and itd be great.

Im kinda new soo soo maybe its just because im new, but i feel that isnt the case. For example the double jump off a single flat wall is very hard to do, im not even sure its intentional. Generally i try to do it by wiggling my mouse really quick left and right and spamming jump. Sometimes it happens, sometimes it doesnt.

Im not entirely sure how the physics work in this game, id assume its some sort of air strafing letting me do it but it seems rather difficult to consistently replicate.


(torsoreaper) #12

[quote=“capriRocket;154909”]funny this topic arises now, after they just told us to stay on the ground for shooting.

im afraid they are moving into the other direction, im waiting for the “stand still to fire accurately” patch :/[/quote]

if that shows up, I’m out. What I like about DB is it’s something different


(doxjq) #13

[quote=“ultraVase;154939”][quote=“Amerika;154880”]I think DB is good on movement mechanics. They are simple enough for new players to learn but there are areas and and jumps that can be used for more advanced play. I think DB does movement pretty well in that it’s easy to pick up while having enough depth to keep most players satisfied. I also like that it takes time to master a lot of jumpsr but doesn’t give a monster advantage to the veteran player in most situations. It’s more in the category of “nice to have” as opposed to “required to play at a high level”.

However, I do think a new class of merc should be introduce to go along with the Assault, Recon, Engineer and Medic classes. Mobility mercs. Create mercs that can more easily access areas using abilities than the other mercs can. I’m not sure how that would work given that current map design doesn’t allow for mercs with more mobility but it might be possible. A merc that has robotic legs and allows them to do a super jump and land causing a knock-down to players in the area. Another merc that can climb up walls easily or has a jetpack that allows them to fly for a very short amount of time.

I think things like that could be easily added to the game without messing up what I think is a pretty good baseline movement system.[/quote]

I agree with you. I think the problem with DB movement is how clumsy it is. All too often i see people mess up jump because theres a precise way to do it. I think they could clean things up a bit and itd be great.

Im kinda new soo soo maybe its just because im new, but i feel that isnt the case. For example the double jump off a single flat wall is very hard to do, im not even sure its intentional. Generally i try to do it by wiggling my mouse really quick left and right and spamming jump. Sometimes it happens, sometimes it doesnt.

Im not entirely sure how the physics work in this game, id assume its some sort of air strafing letting me do it but it seems rather difficult to consistently replicate.[/quote]

Personally that’s what I think separates the great from the average though @ultraVase. I find myself stuffing a few jumps up here and there but at the end of the day I know it’s my own fault and don’t think I’ve ever once blamed the mechanics or raged about it being too hard to do. Honestly it took me probably a good 250-300 hours to get my movement fluent 95% of the time, and even now with 450+ hours I still stuff certain things up every so often. I feel the balance is about right. You’ll probably find that over time too. I think if it was made easier it would just be too forgiving. I personally found it much easier to learn movement with a fast paced merc as well. If you can get your hands on the 181 tornado agent Sparks with flying pig AND springy that’s a brilliant card to master your movement and timing imo.


(solace_) #14

I outlined my ideas for giving aimee movement based abilities in a video. if you would like to hear it, here it is: https://youtu.be/c3vAwSnA2Ks

basically the idea was to make her a a stealthy assassin/ scout sniper.


(HunterAssassin5) #15

I want a slide or a roll option, just to throw snipers off their game because as now now it’s a choice between jump or long jump, both of which make you a little ways above the ground, which a sniper can anticipate.


(Amerika) #16

I swerve and stutter-step like I am drunk. It sounds stupid but works fantastically.


(Black) #17

Crouching is always a fast and easy option…


(HunterAssassin5) #18

Crouching is always a fast and easy option…[/quote]

Doesn’t really match up here…


(TheVulpesFox) #19

[quote=“succinctDeer;154956”]I outlined my ideas for giving aimee movement based abilities in a video. if you would like to hear it, here it is: https://youtu.be/c3vAwSnA2Ks

basically the idea was to make her a a stealthy assassin/ scout sniper.[/quote]

I was just about to mention you before I saw your comment @succinctDeer ! You always have good ideas (at least thought provoking and interesting ones). I totally agree with you on the Aimee movement ideas, just something different and exciting.
I once had a merc suggestion with a jet pack called Beebee (shameless plug here). Just some extra abilities to spice up the already good movement on the game (not too many new abilities though).


(Jostabeere) #20

I am pretty scared and don’t wanna see them tbh. I can’t imagine how much pain in the ass dodging Proxies/Sparks/Auras will be.
Also I feel it will work less here, since we don’t have UT4 weaponry, that handles such movement. A Onehit Linegun or Rocket launcher may be nice, but imagine trying to kill a dodging enemy with a Hochfir or a pistol. The horror.
@capriRocket It’s about movement itself, not "shooting every weapon accurately in every form of moving. Don’t mess it up. I believe you can’t shoot while dodging in UT aswell (might be wrong)