Small change could help gunfight consistency.


(PixelTwitch) #1

Right now Dirty Bomb treats falling the same as jumping as any time in the air is considered the same state. This normally makes a lot of sense but since we saw the spread changes the other week its becoming frustrating in certain places.

Jumping onto something is always going to be a small issue but where I think we could see some improvements is stepping down. there are quite a few places in the game where you are required to drop and this is increasing spread massively. I also believe we are having some issues in the game related to steps.

Basically I would like to see the falling state and jumping state to be distinguished from each other. This would help patch the problem with steps, ramps and small falls. I would have default falling spread to match the walking spread. Jumping spread to remain how it is now.


(Pakaa) #2

Hmm, walking down steps counts as falling? Doesn’t the game count stairs as a flat ramp geometrically (though ramps also have issues?)?

Is it treated as I/O now, as in you get the full airborne penaly right away? An easy fix would be to make it incremental, or work at a small delay, so as to not count small falls.


(BioSnark) #3

A small change that would help gunfights be less boring would be undoing the stupid jump = lose firefight change.


(Kroad) #4

FAST PACED MOVEMENT

but not in combat please


(ToonBE) #5

Jumping up and down like an idiot is stupid, looks stupid and does not give any real advantage because your trajectory becomes very predictable. Jumping can have a tactical advantage like f.e. in a long fire fight you make a jump+wall jump to make you harder to hit in those low hp moments. The punisment for jumping is well recieved.

I agree with the falling/jumping down from a height into a fight. It gives an unwanted disadvantage. I wouldn’t mind if they would fix that. But then again won’t it be nearly impossible to make a distinction, since every jump implies to “fall” down. The normal accuracy during that moment of falling after a normal jump would be not intended.

Maybe if they somehow find a way to determine if somebody is actually going to land on a lower level then the level where the jump was started, then this could be implemented. But this implies that a system can predict that you will land on a lower level within a set amount of time, which I think is not possible?

Anyway I don’t mind this that much. I do mind horizontal recoil. My crosshair should only go up in a straight line, nothing else. I also dislike the random spread on weapons. I wish I knew what the spread looks like so I can take it into consideration. I think this introduces more randomness and inconsistency then the penalty during a jump/fall.


(BioSnark) #6

Does hitting ADAD look graceful and elegant to you?


(ToonBE) #7

Yes, it does. You would not stand still in a firefight. Jumping up and down by smashing space bar in a fire fight is dumb and yes looks incredibly stupid. But this is not really what this topic is about:p


(BioSnark) #8

I love you.

Regarding your edit, if jumping in combat “is stupid, looks stupid and does not give any real advantage”, I don’t get your pro-lottery spread argument.


(Pakaa) #9

Elite soldiers are also trained to repeatedly kneel down and stand back up when engaged, to maximize aim and confuse the enemy. And no one looks less stupid than an elite soldier!


(ToonBE) #10

I agree. I also dislike the crouch accuracy penalty, but we r talking about jumping. I don’t see an elite soldier jumping up and down whilst firing:p


(BioSnark) #11

Elite soldiers are trained to maintain perfect performance while being shot in the chest or head with about a bullet per second as long as they have a heal station within a couple feet of them.


(Protekt1) #12

I think I liked the mechanics a few weeks ago before they touched spread. I wish they didn’t. Seems less accurate and more luck based at certain ranges again.


(ragnak) #13

Feel the same way. It was only suppose to nerf spread while jumping but i feel less acurate in pretty much every stance while crouch, which was suppose to be more accurate, doesnt feel this way.

I didnt test it or anything but it does feel off anyway.


(AssortedStuff) #14

I came across a guy playing as a sniper that was constantly “frog jumping” (crouching in mid air), and I mean constantly, non stop.
And he either was pretty good or aimbotting.


(ToonBE) #15

[QUOTE=AssortedStuff;530037]I came across a guy playing as a sniper that was constantly “frog jumping” (crouching in mid air), and I mean constantly, non stop.
And he either was pretty good or aimbotting.[/QUOTE]

Maybe the crouch gives back accuracy?

To be clear though… I dislike any measure that introduces more spread and randomness… Like I have stated already. I just feel it is good that they want to try to do something about just jumping up and down repeatedly in fire fights.