[Poll] Sprint/Speed Slow Down When X, Y, Z


(ImageOmega) #1

Old topic I am hoping to garner attention for to have it included in a near future patch.

Can we get rid of sprint slowdown when using abilities (such as med or ammo packs) and reloading?

Also, while possibly a bit more complicated, maybe it makes sense to have sprint slowdown for “heavy guns” while reloading, while lighter guns (smgs) are allowed to sprint and reload. Just a thought in case this never crossed anyone’s mind and there was a hesitance of having a Solider sprint while loading his lmg.


(DB Genome editor) #2

I can imaging dumping ammo or health packs on the run, but reloading a gun? Good luck with that :tongue:

I can see the argument for speeding up gameplay, but again it’s one of those things that would feel weird. And I actually like the idea that you may some times have to make a tactical decision between getting there faster with a partially loaded gun or a bit later with full ammo.

For similar reasons I’m also not too keen on allowing the setup of deployables (turrets, health/ammo stations) on the run.


(rookie1) #3

I voted first option …
I was looking at farcry3 movement and reload …I like a lot the sliding in FC3 btw
Reload like DB they slowdown.
what if a kind of 1 fast emergency bullit reload could be done
watch this short video you may catch what I try to explain

//youtu.be/md9b_PLmFHw


(Jamieson) #4

Voted for the first option; anything that speeds the game up and puts more emphasis on dodging and tracking whilst discouraging camping is a bonus for me.


(rand0m) #5

You can’t sprint and reload in real life djiesse? I’m pretty sure it saved me life once or twice in Baghdad, just saying.

OT: I agree that sprint should be able to be used for everything EXCEPT for dropping turrets, and the soldiers heavy weapons. That’s the only thing that should slow sprinting really. Lets face it the heavy weapons are pretty heavy and basically can’t be reloaded while sprinting, and the turrets are just heavy in general. But everything else like dropping ammo, health, reviving should all be allowed while sprinting, just another learning curve that will give better players an edge that can master it.


(INF3RN0) #6

Let’s leave real life out of it. I wouldn’t mind sprint reload, but I can see it being argued that you shouldn’t be able to escape and reload your weapon simultaneously. On the flip side it would get rid of canceling reloads when hitting your sprint button accidentally. I’m up for trying it out though.


(Hundopercent) #7

[QUOTE=Djiesse;451160]I can imaging dumping ammo or health packs on the run, but reloading a gun? Good luck with that :tongue:

I can see the argument for speeding up gameplay, but again it’s one of those things that would feel weird. And I actually like the idea that you may some times have to make a tactical decision between getting there faster with a partially loaded gun or a bit later with full ammo.

For similar reasons I’m also not too keen on allowing the setup of deployables (turrets, health/ammo stations) on the run.[/QUOTE]

Using realism in an arcade shooter is bad form. Can you take 4 shots to the nog piece, keep running away like nothing happened, pick up an hp pack, instantly heal all your wounds in 3 seconds, and then sprint back into battle?

It’s not about speeding up gameplay it’s about making the gameplay more fluid. The game moves at a good speed but it gets interrupted too many times and it gives off a choppy feeling.

Ya know, SD had no problem having us “test” the unwelcomed objective change but they won’t test sprint + reload + ability. What’s the excuse for this one?


(Kendle) #8

Bit of a no-brainer for me, slowing down while reloading especially is just annoying and serves no purpose, there’s certainly nothing tactical about it. The guns are still too weak compared to clip size, meaning you reload too often as it is, so not being able to do it while sprinting is a pain.

Obviously I wouldn’t want sprint + shoot, because then we’d have to add stamina, which would be worse, and tbh I wasn’t sure whether to vote for the 1st or 2nd option, but then I think mines / turrets etc. could be balanced by needing to be armed rather than just dropped.


(INF3RN0) #9

I’ve wanted this all along.


(MrEd) #10

I think you’ll all be pleased when the MS20 Animation video hits the video update thread then.


(pulley) #11

wuhuuuuuuuuuuu


(Seanza) #12

Chiming in on my own personal view:

I don’t care if I can reload whilst sprinting or not. I adapt to how the game plays rather than wanting the game to adapt to how I play. I have yet to experience a “darn it, if only I could have reloaded whilst sprinting, I’d have killed that guy” moment. With that being said, I doubt I’ll ever have a “darn it, if only they didn’t sprint away whilst reloading, I’d have killed that guy” moment too. Hence my lack of caring on this particular subject!


(Raviolay) #13

I would prefer a reload cancel via sprint, rather than a sprint reload. Also removing the slow down when throwing consumable packs seems like this is a medics wishlist.


(Smooth) #14

We’re experimenting with things like this internally but we’re definitely not making any promises to you guys!


(Humate) #15

Reload slowdown was in etqw, but you got around it by switching to knife and strafe jumping away (which also gave you a speed boost).

So unless something is implemented to that effect, remove slowdown.


(INF3RN0) #16

[QUOTE=Humate;451224]Reload slowdown was in etqw, but you got around it by switching to knife and strafe jumping away (which also gave you a speed boost).

So unless something is implemented to that effect, remove slowdown.[/QUOTE]

I wish knife gave a significant speed boost, but then if it did I’d want it to take 3-4 hits lol.


(Protekt1) #17

I think they should make it so you reload slower while sprinting, not a lot slower. There should be some give and take, I think.

The other slowdowns are fine imo. Melee seems fine but I haven’t fully explored that yet.


(pulley) #18

the only problem i have is giving the medic the health + sprint ability… This should be the only class with a slowdown.


(rand0m) #19

What? Why? There is absolutely no reason the medic should be slower because his objective is to actually heal and revive players. Invalid.


(pulley) #20

because you will become an even stronger rambo medic… Run heal and come back… You cant have a Medic with 4 clips and the the healing ability.