Rapid and Killin's 2 Cents: Chapter 1 - Game Mechanics / Movement


(rapid_shot) #1

Though this posted by me (rapid_shot), this is a collective post based on the views of myself and KillinFreak. All views will be that of a couple of pub players NOT competition players. There is an imbalance of comp vs pub players, highly in favor of comp players, in closed alpha. This is just our point of view to, hopefully, give Splash Damage a better idea of what pub players are looking for.

In no particular order:

  • Crouch jumping: Its a nice tool to get that little extra height in your jump to get to certain places that look like you should be able to get to with a regular jump but just barely can’t make it. It bothers me to no end to get teased with something just barely out of my jumping range.

  • Prone: Going prone has so many benefits, where to start. Engineers, for the most part while building objectives, are completely out in the open just waiting to be killed. Being able to go prone gives the engi another way to avoid damage that is otherwise inevitable. It allows the sniper to better use cover and makes them a little more stealthy. You could use it for the assault with an MG to be able to put up a defensive position and make it more accurate. I know a lot of people HATE proners (myself included), and all you would have to do to fix / discourage this is lower their mouse sensitivity (look speed) while in prone.

  • Sprinting / Reload, Quick Abilities: The first person to run out of ammo is already at a disadvantage as it is needing to reload, but they have the extra burden of not being able to run away for cover. Reloading and using quick abilities while sprinting only makes sense; I’m not going to stop sprinting in the middle of the road just to throw down a health / ammo pack. Doing this would make for a much more fluid game-play.

  • Shooting While Sprinting: If you haven’t noticed already, We’re all about the fluidity of the game, and shooting while sprinting would help this. Would help strafing be more effective and TTK would go up.

  • Movement Speed: The normal walk / sprint speeds are perfect, please do not change them. The only problem I have is with slowing down your sprint / walk after you land from a jump. Changing this would make for a more fluid game-play and movement. Not to mention it bothers me to no end.

  • Assault Rifle Damage: For the Field Ops / Medic / Assault (Soldier) should all be the same. The most balanced thing you can do is give each assault rifle the same amount of damage and clip size. No one should be disadvantaged in 1 v 1 play with the same weapon. Same goes for spread / creep of the assault rifles.

  • Standing on players / EV: I want to know what kind of force field was invented the time of DB that causes bodies to fling away from it like how they do around the EV and enemy players. I will leave you with this: https://www.youtube.com/watch?v=euuiGHl4ogM

  • Automatic Health Regen: I really don’t want to sound drastic or irrational, but automatic health regen is the most detrimental thing currently in this game. The way to fix rambo medics being a problem is delaying the immediate benefits from health packs, AND making them more important to the benefit of the team. This is severely hindered with the existence of automatic health regen.

  • Rate of Fire(ROF): It is very hard to tell because the sound isn’t synced with the amount of bullets coming out of your weapon, so we’re going to say maybe a little too fast? We would love to give feedback on this because it directly influences TTK, but it really is hard to tell. Getting ambushed seems impossible to overcome considering the ambush-er has half of his clip out before the ambushed can even react. But it is still hard to tell.

  • Spread / Creep: If I’m aiming at someones head and they aren’t moving, I should get credited for a head-shot until they’re dead. Standard spreads varying on if you are crouching vs standing and no creep in DB would be the perfect new old-school and would make me happier than Dikembe Mutombo blocking a shot. :smiley: But in all seriousness, making weapons more accurate would make mid-range firefights much more enjoyable. As it is for mid-range firefights, its pretty much spray and pray. This would also open up the possibilities for wider more open maps as opposed to all close quarter hallway maps.

  • Sprinting Direction: You shouldn’t only be able to run straight. It’s very CoD to run straight, turn corner ready to shoot, run straight. You should be able to run sideways into a room ready to shoot at someone around the corner and fluidly go into a firefight. Would make strafing more important and it would raise your TTK that I know is a hot topic right now.

  • Weapon Lowering While Sprinting: The animation for the gun and your hand while you’re sprinting moves all over the place. We don’t like a lot of moving things on our screen besides enemies / teammates. It’s a great animation, especially in its smoothed out current state, but making it toggle-able while sprinting in a console command would be amazing.

I’ll leave you with a metacritic score:

RCW:ET
90 (critic score)
9.3/10 (By user score)

Rank #20 All time PC FPS (critic score)
Rank #9 All time PC FPS (By user score)

We’re not saying make W:ET 2, we’re saying that if there is a conflict in direction in the community, taking a page out of the book of what has been proven to work couldn’t hurt.


(KillinFreak) #2

I second that! :slight_smile:


(Verticae) #3

Apart from the prone, I’d agree.

There’s no way to properly balance out proning. Lowering mouse speed? I’ll write a macro that combines prone and sensitivity toggle, easy. It just all plays into the COD prone/spray crowd and that’s not a crowd that would help make this game big. The lack of prone makes for more fluid firefights and emphasizes teamplay in objective area’s.


(scre4m.) #4

I am not too keen on seeing soldiers deploying their MG. Slows down the game a lot and would male smoke grenades inevitable. Plus lowering their mosue sensitivity is nonsense. Even if it was of any use, you would still easily find ways to build a workaround. Like binding an other sensitivity on a key.


(Bangtastic) #5

Whether prone is op as in COD or useless as in BF3 tough decision

Not much cover around in maps to use prone properly and it doesnt make any sense.

I picture myself every second engagement enemy is jump proning around like a seal lol. I welcome a more realistic iteration of proning a balanced delay and animation, where you cant instant prone and fire ( CoD is just so ridiculous lol). This is exactly the same thought process as with sliding!


(Valdez) #6

I agree with most points except the prone thing. Really wanted to comment on this though. I believe each weapon should have the same DPS, feel free to tweak the rof and dmg per bullet to make the guns feel different but in the end have them = the same dps. Also the varying clip sizes I see as a good thing for variation amongst guns. I understand the whole dmg fall off thing on certain weapons, so leave that also.


(potty200) #7

I believe each weapon should have the same DPS,

Without counting heavy weapons right?


(Valdez) #8

maybe they can adjust the spread on the heavy weapons to = close to the same ttk as the ar/mg. But yeah I was mainly referring to the other classes, not soldier.


(potty200) #9

Yea, thats cool. I think it’s always nice to have one class which is slightly more OP than the rest. I look at the great titles such as ET + RTCW for this with the panzer!

Looking forward to see how this minigun class will play out, see if it resembles the MG42 in ET!


(warbie) #10

Agreed.

10 char


(acQu) #11

The thing about the weapons is that they are basically all modern submachine guns, so it is very hard to make them distinguishable to the others. If you look closely to titles like W:ET (sorry that i always mention this game, kinda my only point of reference) then you can see that the weapon loadout of the vanilla game hardly has more than 1 submachinegun, namely the thompson and the mp40. All other weapons are unique in their own. There is no other submachine gun except the sten (which is unique by less damage, more acc, and silencer sound), so the hazzle to make them distinguishable is not there. Kinda what i think games like BF3 do in that direction is to have attachments to weapons (.e.g a silencer). This way it does not feel that random in a game full of similar submachine guns.

Other games take other routes, for me Borderlands 2 is a prime example in that directions, it has a more funcky weapon loadout. They really nailed it down with funcky weapons to how much different a weapon can feel, e.g. multiple shots at once, special abilities, rof, explosives attached to 9mm submachine gun fire, etc.

For DB. I really don’t know, but the spread seemed to be one of the major paramaters from where the weapons were tried to be made distinguishable. W:ET doesn’t have that problem, because it does not have that many submachineguns.

EDIT probably what i would do is make two standard submachine gun weapon types for the classes, one is long range for classes that need to support the team and mainly stay behind the frontlines while at the same time is weak on close range, which means better iron sight vs better hip fire spread/damage-over-distance, the other weapon type is the other way around. 2 of the classes get that one for better hipfire, which is engineer and covert ops, the field op and the medic get better ironsight weapons. Let’s say HA = HipAttacker, IA = IronsightAttacker, HD and ID is for defenders, then you have 4 submachingun primary weapons spread across the 5 classes of each team, which are basically just 2 (because they have same parameters).


(acQu) #12

Ups, sorry guys, i think i killed your thread :smiley:

Nvm, will stop posting suggestions i guess …