[QUOTE=Smooth;466251]We’ve tested this internally and it isn’t really feasible with the issue it creates for semi-automatic weapons. With these guns it means the only time you’re not sprinting is during the fire interval which lasts for around 300ms. This entirely defeats the point of having a separate sprint state and makes the gameplay very jerky.
Sprinting only increases forward movement speed and is intended for getting from A to B, not for use in combat. If we feel the need to speed up movement during combat then we’ll probably get rid of Sprint altogether and increase the Run speed but I don’t think that is likely at this stage.
We’re currently looking at allowing you to always sprint while using certain items like melee and thrown abilities.[/QUOTE]
That is disappointing. Is it feasible to see it patched in for the alpha community to test? I know that as a community, we’d end up playing the game a lot differently than what your internal team would do (which is to be expected). Plus, we’d be able to offer a lot of insight and provide a lot of feedback regarding such a simple request. Who knows? We may change your mind!
Let me try to persuade you further. While, I can appreciate that sprint + reload is considered contradictory to the original intentions of sprint altogether (ie: not being used in combat, but to get to point B from A), let me point out several ways this idea is flawed:
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Sprinting while Reloading is movement from A to B inherently. If you’re sprinting while reloading that means you are on the move. You’re trying to get from one section to another.
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Many times the need to reload comes from after engaging an enemy, killing him/her, and then needing to be on the move to the next objective. With this you will be promoting faster gameplay (instead of slowing it down) and helping teammates coordinate better so that they can be moving in waves instead of a line.
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Reloading while sprinting away from combat is not the same as sprinting in combat. If you’re retreating that means you are simply trying to get the hell out of there! Maybe you’re near death and you need to find cover. A tactical decision is to reload while running away in case your enemy decides to close the distance. You see, your enemy is clearly in the advantage if you’re fleeing an engagement. Either, he has you out-positioned, out-numbered, out-damaged, or out-gunned (ie: aim or firepower). When a player sprints away, he is trying to get away from one of these things, but also, you’d want to be at your most ready for when your enemy does close the distance. You are trying to gain the tactical advantage (cover, reinforcements, readiness) where previously your enemy had the upper hand. Thus, reloading while seeking cover is a tactical decision. It MUST be sprinting AND reloading for it to be tactical otherwise it is just a choice of do you sprint or do you reload because doing both will get you killed. If your internal team does not agree with this I’d be happy to provide players to set up demonstrations with them.
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Enclosing the distance with the enemy is stifled by not being able to reload while sprinting as well. Now, I know I just argued for the defender’s side, but this is a different case. If the defender is already turtled or in a fortified position (especially in regards to a turret), sometimes you need to fire then move. Firing causes hesitation or bunkering of your enemy, thus allowing you to sprint to enclose the distance. Now, if you’re not able to reload while doing this, you are really handicapping yourself depending on how much ammo you have left in your clip. If you choose to reload (instead of sprint) you will nullify your attempt to enclose the distance, thus ensuring the enemy keeps the upper hand in his bunkered position. If you choose to sprint (instead of reload) you risk running out of ammo at the wrong time when you are close quarters. Of course the natural choice would be to switch to secondary, but that is a SECONDARY choice because the engagement lead to that decision. The initial should be that you went into the firefight at 100% fire power readiness, not (an example) 30% firepower readiness with a necessity to switch to secondary. Now imagine if you’re the risky type and are enclosing the distance and happening upon 2 or more enemies. Under the aforementioned circumstances this is almost certain death, but with the ability to reload and being at 100% firepower readiness the chances of winning this engagement are higher. So, you see, this not only speeds up gameplay, but makes gameplay more interesting and inherently raises the skill ceiling of the game since a higher skilled player would take better advantage of enclosing the distance upon enemies since he will be at 100% firepower readiness while doing so.
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The reason of not having sprint + reload because that means you’ll only be using sprint during non-firing stages is flawed. Right now, you’re using sprint during any non-action stage (abilities, reload, objectives). In fact, I use toggle sprint for this very reason. When you’re stifling sprint to adjust for reloading, how many milliseconds are we talking there? Are you really trying to get the player to slow down for that amount of time because you’re afraid he’ll be sprinting all the time anyways? There are many, many times a player will not be sprinting, but I definitely do promote that if he is on the move, he should be sprinting even while performing actions. Anyone who just blindly runs in will pay the price with his in-game life. Thus, he was not using sprint + reload tactically as mentioned in the previous four points. FURTHERMORE, I’d argue that not being able to reload while sprinting makes the gameplay jerky (as I’m sure many posters here would agree). Sprinting, engaging in a fire fight, then trying to go back to sprinting only to have to wait for the reload is an extremely jerky and abrupt stop to action. One of the main reasons games are action packed and more fun is because you’re always on the move. Forcing the player to slow down to reload hinders the action AND the gameplay (including the many reasons above). If you’re not fighting, you want to be moving to get into more fighting! I mean…that is what this game is all about anyways right?
I’ll stop there as I don’t want to further derail this thread (too late, am I right?!). But, I hope this is enough to at least persuade and argue for allowing us as an alpha community to get a taste of what sprinting + reloading is like in the game formerly known as Dirty Bomb.
Respectfully,
An Ecstatic Dirty Bomber.