Slide-and-Shoot


(BlackboltLW) #1

So last night I was discussing with my friend about Dirty Bomb’s movement system and Titanfall’s movement system.

My question is why SD not implementing that ‘Slide-and-shoot’ mechanism into Dirty Bomb?

In the game that promotes itself as “fast-paced shooter” I think surely sliding to dodge bullets and firing to retaliate while dodging is a ‘must have’ for Dirty Bomb other than wall jumping.

I mean sure it will make people abuse it like in CoD and some free-to-play FPS that I’ve played in the past but we could make some limitation for it like, you could slide-and-shoot while only using secondaries, or stuff like that.

Just some thought


(MilkyBear) #2

How about no. The movement system is fine as it is right now. Simple but effective.


(GatoCommodore) #3

people already duping shots by rapid-sonic crouching


(Press E) #4

Yeah, I think it’s fine as it is.

Don’t want to be too complex either, that’s one of the main draws of this game to me. It’s relatively simple for what it is.


(BlackboltLW) #5

That might be right. I mean the simplicity of DB’s movement system is one of the thing that draws me to stick with the game for +400hrs, including it’s fast-paced theme.

That aside, I was hoping for another tricky movements other than walljumping, though it was quite hard to master anyway


(Eox) #6

I used to suggest a slide mechanic one year ago. I still think that would be cool to see in game. In my opinion it could make duels a bit more interesting with an added escape manoeuver (that you wouldn’t be able to overexploit of course). I guess some part of the maps could be refined as well to allow people to slide under something.

Yeah, I think it’s fine as it is.

Don’t want to be too complex either, that’s one of the main draws of this game to me. It’s relatively simple for what it is.[/quote]

I don’t get how this would make the game much more complicated than it already is. Seriously, this is just a slide mechanic. You run, you tap a button, you slide : it’s as dumb as that. It’s not because you added another movement mechanic that the game will lose it’s simplicity. It’s like saying the game lost it’s simplicity because the dev team added a new merc with funky ability mechanics.


(Nail) #7

download the UDK and script me up a slide, let’s see how easy it is


(Dawnlazy) #8

Sliding shotguns?

After playing Warface, no.


(BlackboltLW) #9

[quote=“Dawnrazor;210728”]Sliding shotguns?

After playing Warface, no.[/quote]

Oh God please don’t remind me about Warface.

Also that’s why I state players could only slide and shoot while using secondaries, to prevent abusing it with high-powered close-range gun like shotgun.

especially shotgun.


(Brycko) #10

I can see both sides of the argument…

You don’t want sliding like in Warface, where sliding is the most annoying thing on earth, but also 100% necessary because you can’t get anywhere quickly without it.

But it could work in DB. Warface is really slow paced, and the maps are cluttered and covered. In DB, with its open maps and fast pace, it could work. One would just have to figure out a way to make it work, so that everyone isn’t sliding 24/7.

I think the best way to balance it would be to make it really dependant on the merc’s speed. In Warface, everyone had the same slow sprint speed, but a disproportionate ability to slide quite far. I think its clear that we don’t want Rhino sliding as far as Proxy. In fact, I think the only mercs that should be able to use the slide effectively would be all the glass cannons (Proxy, Sparks, Aimee, Aura). Sliding works for many characters, i.e Fletcher, Phantom (if he needs to get away), Kira etc… but it doesn’t (shouldn’t) work for people like Stoker, Arty, Fragger, Thunder, Rhino, etc… hence why its a pretty controversial topic. The way the wall-jump works is very similar.

If there were to be any sliding in DB, it should really only cover a short distance (max 3-4 meters), and even then only if you have a really quick merc with their knife out. It should also be short in terms of time, like max 1-2 seconds of sliding, and then you’re back up again. A cooldown would be ideal, i.e 5 seconds, and finally, nobody should be able to use their abilities whilst sliding. I think the kind of sliding that the original Mirror’s Edge has would be the most balanced for DB.

If sliding were to ever be implemented into DB, it should be really similar to wall-jumping; (simple, short, easy, present, but not necessary, and only really practical for the glass cannons).


(BlackboltLW) #11

Yeah but could you imagine the nightmare of sliding Proxy with a SHOTGUN

Thus why I suggest the idea of you can only slide and shoot while equipping secondary.


(Eox) #12

Shotguns in DB are another issue : those are frustrating, overused in pubbing yet useless for competition due to the highly hindering range issue. They definitely need some kind of rework. Not a straight nerf, not a straight buff, a rework. This is something that I keep talking about in every shotgun threads I answered, as well as most of Proxy threads I answered.

I would like to also say that speedy shotgunners also have another option to get in your face while rushing : long jumps. Yet nobody gets too angry about them. What’s a long jump after all ? It’s a sudden boost foward like a slide, but you are jumping instead of being crouched.

Slides should definitely be monitored. Maybe monitored like the Long Jumps are. Basically you couldn’t be able to slide too often : there would be some kind of cooldown between two slides. We just have to make them long enough. Long enough to prevent abuse, but short enough to spice up the gunfights. Nothing tells us that slides should also make your character go too fast and too far. In DB sliding should probably be somewhat realistic and make you go more or less as fast as your character is while sprinting. You would only be able to travel a distance like three meters while sliding, and then that’s it. You could also make it so character take more time to recover from a slide when standing up.

About jump and wall jump abuse, I definitely get why people are severely annoyed by newbies spamming the hell out of their spacebars with a shotgun, but I think it’s sad that we had to restrict the use of walljumps during gunfights to evade bullets due to this (it’s still somewhat viable at short range, but honestly I wouldn’t try it too often. Especially in front of someone who can aim good). This is why I always suggested to allow at least one jump + walljump combo every two-three seconds before getting the spread penality. There’s something skillful about being able to down someone with a clean headshot while performing a jump in my opinion. This could spice up gunfights as well with an added evade action. Sadly, following what Exedore, Smooth or @Shoe told me when I suggested the idea (I can’t remember who said me this. :/), the way DB’s code is currently made does not allow this to be implemented without modifying a good part of the classes in the game. Too bad, because I think it could have been awesome, but I still hope that the dev team will review the jump-shot case in the future in a way that still punish mindless spam but promote intelligent use of the movement system mid-fight.


(GatoCommodore) #13

Yeah but could you imagine the nightmare of sliding Proxy with a SHOTGUN

Thus why I suggest the idea of you can only slide and shoot while equipping secondary.[/quote]

Sliding shot with Deagle

nice


(BananaSlug) #14

i would rather see nerf to shooting in mid air


(GatoCommodore) #15

i keep ADS on mid air with PDP and people kept calling me using aimbot.

literal best sniper scope.


(Nibbles02) #16

That part I will agree with. Any issue, like bunnyhopping, which surrounds shotguns can be fixed by fixing shotguns, not nerfing other mechanics.

In my opinion, shotguns should be slower-firing, have more recoil, and be accurate over distances of 16~ meters with damage that scales from there but not as drastically as it does now. They should be weapons that require skill and aim to use, not spammy one-trick crutches that are completely useless at ranges of 7+ meters.


(ImSploosh) #17

I was discussing something else with some people in a server recently… How about a wall running ability for Phantom? Throw in the slide with it.

Phantom does need something else to him because as of now, he’s not very useful compared to the rest of mercs. Sure, if used properly, he’s effective, but just not at the level of most mercs. He’s more or less a “fun” merc in my opinion.

But on another note, adding more movement abilities to this game sounds fun and all… However, I think it might not turn out so well due to some problems already mentioned. I feel like the amount of jumping in the game is plenty for what the game is.

Then the other side of me wants to long-jump into a wall-run into a katana stab with Kira into a slide that results in a collateral katana stab. That just sounds so satisfying.


(GatoCommodore) #18

[quote=“Sploosh;211646”]I was discussing something else with some people in a server recently… How about a wall running ability for Phantom? Throw in the slide with it.

Phantom does need something else to him because as of now, he’s not very useful compared to the rest of mercs. Sure, if used properly, he’s effective, but just not at the level of most mercs. He’s more or less a “fun” merc in my opinion.

But on another note, adding more movement abilities to this game sounds fun and all… However, I think it might not turn out so well due to some problems already mentioned. I feel like the amount of jumping in the game is plenty for what the game is.

Then the other side of me wants to long-jump into a wall-run into a katana stab with Kira into a slide that results in a collateral katana stab. That just sounds so satisfying. [/quote]

well, why not, i mean phantom is useless anyway.


(A.S.F.S) #19

Nah i think that makes DB ‘off the topic’. Slide-and-shoot just doesn’t fit the style of DB


(TheFluffyOne) #20

Uh, I would love to see a more ninja-esque Phantom. People usually presume, judging by only his appearance, that he’s a ninja. Taking into consideration his signature weapon, the katana, he might as well be considered the more acrobatic merc of the bunch.
So, making some movements unique to him actually does sound like a neat idea. Wall-running, wall-climbing, sliding.