Sprint and Shoot


(spookify) #1

I searched the forums and there are only a few times that this has been brought up.

I think this should be a very important topic of conversation!

I still have my muscle memory from RTCW and ET so this impacts me like crazy! I have to double click my mouse almost every time now! I actually thought my mouse was broke because my gun wasnt shooting! After doing some digging it is me sprinting and shooting and moving that makes my gun not fire.

I would like both sides of the discussion either for or against.

I am going to be an old man and say why cant we sprint and shoot?! If a person has that muscle memory from SD other games and has that much timing why change :slight_smile:


(nailzor) #2

I think if you were able to sprint and shoot, there might be a need for a sprint energy bar?

Otherwise what would be the point of not sprinting type deal.

I’d like to be able to run and shoot too, but just my thoughts :wink:


(rapid_shot) #3

I would very much like to see sprint shooting. As long as the spread / creep doesn’t get ridiculous, otherwise there’s no point. I would also like to see sprinting while reloading and using quick abilities.


(INF3RN0) #4

Search function is probably broken. This came up the first week actually, but it sort of got blown off by most people if I remember. I for one liked the idea of a sprint bar and sprint shooting. It adds a huge dynamic to fire fights and using your sprint in a smart manner. I just don’t want unlimited sprint+shooting because then you might as well just increase the overall base speed instead of always holding an extra button. I might also add that sprint bar would be encouraging towards a movement system where you can gain a slight speed increase by sprint/jumping off of certain things.


(nailzor) #5

Definitely - would really make the +sprint be moot.


(Kendle) #6

I’ve never understood the argument for sprint + shoot. I played RTCW from 2001 and ET until 2005, after which I only played games with no sprint + shoot, and not once can I ever remember thinking to myself “damn, wish I could press these 2 keys at the same time”. Especially as I have sprint on a mouse side button, I’ve never had an issue with taking my thumb off sprint when clicking mouse 1 with my index finger.

However, if you wanted to add sprint + shoot you’d have to add stamina, otherwise why would you ever not sprint? Sprinting becomes the de-facto movement speed so you could achieve the same thing by simply increasing the default speed and removing the sprint button entirely.

I don’t mind having a stamina bar, but I’d rather not as the travel distances in DB are sometimes long enough that a stamina bar might slow the game down too much, but I just don’t get the argument FOR sprint + shoot, other than that’s what you’re used to and you don’t want to learn to take your finger off sprint when you shoot.


(Humate) #7

In ETQW I would always hold down shift while strafing/shooting, even though I knew it did absolutely nothing.
I know some players want to shoot while sprinting forward…cant say im one of those, but I guess if youre used to that its understandable.


(INF3RN0) #8

[QUOTE=Kendle;443739]
I don’t mind having a stamina bar, but I’d rather not as the travel distances in DB are sometimes long enough that a stamina bar might slow the game down too much, but I just don’t get the argument FOR sprint + shoot, other than that’s what you’re used to and you don’t want to learn to take your finger off sprint when you shoot.[/QUOTE]

I’m not used to it at all, but:

  1. You can potentially increase your speed in fire fights for a short time
  2. You can sprint around a corner pre-firing to surprise campers
  3. You can escape while shooting
  4. You can chase someone down while shooting
  5. Sprinting becomes a tactical decision and not just a means of traveling between shooting (Do you use it for faster travel or save it for an engagement or both)

Just a few pros that I can see. Also if forward spawns get implemented in a meaningful way, then your not really traveling across a bunch of open area because your fighting for the forward spawn in the first wave. Once you cap it then you would be halving your travel distance and thus the down time would be minimal.


(Samurai.) #9

I have to say sprinting + shooting oddly enough is not a big issue for me, if anything i quite prefer it as it is. It keeps firefights controllable/manageable without the stupid strafe pattern of running into/around you - think 3lack. players from ETQW who took advantage of sprint + shoot - who really wants that stupidity again in this game - it basically forced everyone to play higher sensitivity and focus on movement more than precision due to a minority reaping the rewards of this mechanic kinda forcing most to do the same. It made firefights bizarre, confusing (turning around all the time), and very inefficient (miss most of your bullets mainly focusing on moving - etqw’s net code really didnt help being able to hit them though). I prefer the way the firefights are right now where aiming + precision are the priority.

In terms of sprinting + reloading i am all for allowing this, often when reloading you are not engaged in a firefight and so there is no reason to slow down the player, also if they are reloading then it gives them a chance to focus on dodging while they are unable to shoot back till reloaded.


(Protekt1) #10

So learn break the habit. Can’t change things just cause you’re not familiar. Sprinting would become the de facto speed in gun fights, even if they add a stamina meter.

I personally simply just turn sprint off before firing, mostly out of habit with a game that had a bug if you sprint + tried to fire. But my main reasoning for liking it to not change is that I like it how it is and I think its been balanced around not firing while sprinting. Plus, the more random elements added to the game is not exactly good for it. If you can sprint while firing, you’re gonna have a lot of spread and inconsistent ttks.


(INF3RN0) #11

What’s exactly wrong with non-predictable movement patterns? I think it makes it a lot more interesting and skillful. I’d rather be forced to track a mexican jumping bean than a side step shuffling granny. Lag isn’t really directly related so…


(spookify) #12

Great Ideas.

One question to SD is if it is decided for or against is there anyway that when sprint and fire are clicked together they dont cancel out OR fire over rides sprint?

I think my Sprint is Shift or Cap Lock cant remember…

Off Hand Question when can we bind “F” keys in game? F3 = /kill

Note: I’m a ESDF player with Mouse2 as Jump :wink:


(prophett) #13

[QUOTE=Kendle;443739]I’ve never understood the argument for sprint + shoot. I played RTCW from 2001 and ET until 2005, after which I only played games with no sprint + shoot, and not once can I ever remember thinking to myself “damn, wish I could press these 2 keys at the same time”…
I just don’t get the argument FOR sprint + shoot, other than that’s what you’re used to and you don’t want to learn to take your finger off sprint when you shoot.[/QUOTE]

I can relate to some of what you are saying. I played ET religiously during that same time period (2001 - 2006), after which I have played all the same games you have. At first I missed the ability to sprint and shoot in everything from a tactical shooter, which I agree it has no place in, to arcade shooters where I think it would have been a great addition. It’s been so long since I have played ET regularly or a game that allowed sprinting and shooting that not having it has been the norm for the past 6-7 years. I would love to see this new, old idea be implemented into Dirty Domb. It adds an extra layer of skill to master, and in turn, would make the game more dynamic and fun.

Agreed. How do we implement it? You have unlimited sprint like but an energy/stamina bar for sprint & shoot? Also, the spread/bloom/creep can’t get too ridiculous when sprinting & shooting :confused:


(prophett) #14

I see a lot of people complaining that the movement in the game is kind of bland. Personally, when in a fire fight it seems like I am walking in quick sand, slowly strafing from left to right trying to kill the other person with slow, predictable movement. Aiming and precision will always be the priority. Allowing sprint & shoot adds a skilled movement dynamic, and heightens the need for more precise aim due to non-predictable movement patterns.

I definitely agree with you there. Sprinting while reloading needs to be implemented.

To add to Inferno’s “pros” of allowing sprinting & shooting. Sprint strafing behind/around someone’s aim to gain the advantage in CQC was one of my favourite ways to use sprint & shoot. It’s not some ridiculous feature that people are crying out for because it was in RTCW and ET, it’s a definite skill that adds a much needed dynamic, excitement, and reward for those who master it.


(Dragonji) #15

Same here.

Not allowing to shoot and sprint at the same time is a good thing because it inhibits players from “coward” playstyle - it is more difficult to run away from a firefight while having low HP.


(spookify) #16

[QUOTE=Dragonji;443816]Same here.

Not allowing to shoot and sprint at the same time is a good thing because it inhibits players from “coward” playstyle - it is more difficult to run away from a firefight while having low HP.[/QUOTE]

I dont know how you play or play against but this doesnt make sense… I mean I kind of get it but you are calling people cowards for playing smart. Your Argument makes me actually want Sprint and Shoot!!! Take a SW game for example you are staying someone gets in a fire fight but doesnt want to die so they can sprint away. Think about why they did it!

Able to get away to avoid dieing at the beginning of a new spawn wave. If a player gets in a fire fight with a fresh 30 seconds on the timer darn right they are going to play smart and run away or pick and pop at the player.

Your argument is what makes this, ET and RTCW great. The option or ability to survive. The option to /kill in the middle of a fire fight to hit a wave!

If you dont like them running away kill them faster!

I am all for Sprint and Shoot now after this comment! Bring it on!

Reload while Sprint is a must in my book.


(Rex) #17

[QUOTE=Samurai.;443758]I have to say sprinting + shooting oddly enough is not a big issue for me, if anything i quite prefer it as it is. It keeps firefights controllable/manageable without the stupid strafe pattern of running into/around you - think 3lack. players from ETQW who took advantage of sprint + shoot - who really wants that stupidity again in this game - it basically forced everyone to play higher sensitivity and focus on movement more than precision due to a minority reaping the rewards of this mechanic kinda forcing most to do the same. It made firefights bizarre, confusing (turning around all the time), and very inefficient (miss most of your bullets mainly focusing on moving - etqw’s net code really didnt help being able to hit them though). I prefer the way the firefights are right now where aiming + precision are the priority.

In terms of sprinting + reloading i am all for allowing this, often when reloading you are not engaged in a firefight and so there is no reason to slow down the player, also if they are reloading then it gives them a chance to focus on dodging while they are unable to shoot back till reloaded.[/QUOTE]

I agree with Samurai here, as a QW player I have the worst nightmares about sprinting + shooting! :frowning:
This ability can easily turn into a lame run away party again, which has for me nothing to do with skill anymore. It was just a possibility to compensate an almost lost fight or missing skill.

Sprinting + reloading would be a must for me of course, as also stated here: Knifing while sprinting


(en2ie) #18

I don’t think DB needs sprinting + shooting, the speed of combat feels okay to me. Plus I hate stamina bars with a passion, and implementing sprint + shoot would ultimately result in the need for stamina - or just removing sprint entirely (because why you ever not sprint?).


(Samurai.) #19

Would just like to add that the FOV value you are playing at (will differ between us) will have a large contribution to how fast or slow you perceive the movement system to be atm.

I use a fairly high FOV so the pace of the game is pretty ideal for me right now, but using the lowest FOV it does feel very slow and I can understand why people would complain. Just have to consider if you are experiencing the game at 90 FOV and asking for faster, it will be a super fast experience for players on max FOV.


(Hundopercent) #20

I’m all for sprinting while reloading and using your abilities etc.

I’m actually not in favor of sprint shooting. I would rather not have to manage a sprint bar and feel like a slug when I’m not using it. I also prefer the game to focus more on aim than erratic movement. That is of course without me testing it, I’m up for testing it an all, I just don’t think it’s necessary in DB. Once you get used to the movement it doesn’t feel that bad anymore.