Sprint and Shoot


(tokamak) #61

Just because at one point during the game most part of a map isn’t being used doesn’t mean they won’t ever be fought over. Shrinking map differences lowers the diversity of possible shoot-out scenarios.

Having a match slowly develop throughout a map is what makes the game interesting and it makes every session feels unique.

That’s why the purpose of sprint, to minimise the time spent in the areas that do happen to be empty is completely sufficient. It mitigates the weak point of having large maps while it keeps the strength of large maps intact.


(Mustang) #62

Use mouse4?


(Hundopercent) #63

[QUOTE=tokamak;444176]Just because at one point during the game most part of a map isn’t being used doesn’t mean they won’t ever be fought over. Shrinking map differences lowers the diversity of possible shoot-out scenarios.

Having a match slowly develop throughout a map is what makes the game interesting and it makes every session feels unique.

That’s why the purpose of sprint, to minimise the time spent in the areas that do happen to be empty is completely sufficient. It mitigates the weak point of having large maps while it keeps the strength of large maps intact.[/QUOTE]

This might be the first thing I could ever agree with you on.


(INF3RN0) #64

[QUOTE=tokamak;444176]Just because at one point during the game most part of a map isn’t being used doesn’t mean they won’t ever be fought over. Shrinking map differences lowers the diversity of possible shoot-out scenarios.

Having a match slowly develop throughout a map is what makes the game interesting and it makes every session feels unique.

That’s why the purpose of sprint, to minimise the time spent in the areas that do happen to be empty is completely sufficient. It mitigates the weak point of having large maps while it keeps the strength of large maps intact.[/QUOTE]

So then your saying sprint is there to get through those dead areas when there’s no fighting. So my question is why not just have the captureable forward spawn to counter the need to sprint through those dead spaces by splitting them in two and still allowing players to retake that part of the map? Since people dislike it when someone runs away from them when they are shooting and they don’t want to over-complicate movement dodging for newbies (like switching from sprint to walk to create erratic movement and jumping in between), we could just get rid of sprint since it’s just there to solve a problem that forward spawns does better. Also we could make jumping an environmental only interaction (see CoD). That would cater to the feedback against sprint shooting pretty effectively.


(tokamak) #65

I love forward spawns. They’re the most fun thing about SD games. However, a capturable forward spawn has slightly different purpose. Forward spawns are about area control rather than about keeping the fighting focussed. If anything these spawns make the combat less focussed because you need to commit a part of the team to maintain control of it. That’s why I love about it. The constant balance between sacrificing power on the short-term to gain power on the long-term provides players with very interesting dilemmas.

That’s still different from sprint’s purpose to not make the game incredibly boring. Forward spawns don’t guarantee the speeding up of stale moments the way sprint does. We’re all too familiar with the way Strogg can be set back to the mining laser on Salvage. If those strogg then also had limited sprint then it would take them even longer to get back into the fray.

The general gist comes down to that sprint right now serves to keep the game interesting on a scale that is above combat. It is there to make big meta factors, like secondary objectives (bridges/walls/forward spawns) less punishing for the pace of the game and keep the combat steady. If you start tying sprint more towards combat then you won’t only change combat profoundly (and do we really need even faster combat?) but you also change the way meta-tactics function in a match.


(maxxxxlol) #66

Seeing as though there wont be sprint + shoot. Can we get an increase in strafe speed? backpedal is quicker than going left and right. feels retarded. Same speed for all directions please :slight_smile:


(Protekt1) #67

I think sprint is a feature that is meant to be more than just a faster way to get to combat. Its also a tactical/flanking tool and a way to cross open spaces which would otherwise be absolute death to cross. It is in fact a combat tool with a drawback that you cannot fire. And I don’t see why someone should complain if someone uses it to get away… its likely their fault they got away.

I think you’re over-reaching with that comment about jumping.

I’m personally undecided about sprint shooting but I lean towards favoring not having it. There are some good qualities about giving people weaknesses in exchange for benefits. Sprinting gets you the extra speed but the inability to fire. Jumping temporarily reduces your control and spread but the benefit of being harder to hit.

A sprint change would also impact the flow of the game. A guarded hallway is hard to advance quickly down whereas if you could shoot and sprint you could overwhelm defenders just by bull rushing. Oone excellent spot I can think of is between objective 1 + 2 on wharf with that hall + elevator. If the attackers could just sprint fire while rushing down that hallway then chances are they’ll overwhelm defenders without effort. There is also a huge amount of map balance around a system that has both sprint and the inability to shoot while sprinting which would have to be revisited if something major changed.