Stamina


(watsyurdeal) #21

I’d only agree with that if they have a tighter spread while strafing, heck I’d even accept a damage nerf if meant my pellets actually hit someone within 5-10 meters.[/quote]

Lower damage, increase accuracy by reducing spread cone (which buffs/offsets damage loss for accurate shooters) and totally @$!# the gun while jumping. I’d be fine with that since it would basically be the Ahnuld.[/quote]

Yea, people may not like that but, then again we accept that the Timik and M4 are basically the same gun so… :\


(RazielWarmonic) #22

Hey there @buffBook!

While I understand your idea behind a stamina system, something like this would impede the game’s flow and core mechanics of “moving fast and shooting fast”.

Thus, something like this would not fit the Dirty Bomb game as a whole, and is unlikely to ever be implemented.

There are many ways we can decrease annoying issues such as jump spam through other tweaks, as other players have mentioned here, such as increasing spread while jumping.

As always, we are open to suggestions and appreciate taking your time to share your thoughts and ideas about the game with us. :smiley:

Cheers!


(Szakalot) #23

I take it you never played W:ET has stamina yet is fast paced. [/quote]

thats a completely different game, as far as movement is concerned. You had circle-strafe-jumping and bunnyhopping which would allow to traverse big map areas very quickly. All classes moved at the same speed, regardless of weapon drawn (with a few ‘heavy’ exceptions).

DB is a very different beast, I don’t see stamina really working here, it would require redesigning everything else about mercs, redo the entire merc balance; probably not the best idea at present.

Spamming jumps is woefully ineffective, except as a panic button. Just because a newbie proxy spams jumps with a shotgun and gets a few kills, doesnt mean this tactic scales well with skill level. Once you play a bit more and get the W:ET stompy-stomp feel, you will see how pathetic someone trying to jump-spam is, and how easy it is to take them down.


(buffBook) #24

I did a test, with the current system you seem to only get reduced from sprinting to walking. It might be slightly slower than walking but hard to tell. There is no reduction to jump rate or height. So you only get penalty if you’re sprinting and jumping.

@RazielWarmonic
Thanks for the Reply, any chance of adding a visual for the current mechanic? To let us know when we’re under reduced speed?


(Szakalot) #25

[quote=“buffBook;199171”]I did a test, with the current system you seem to only get reduced from sprinting to walking. It might be slightly slower than walking but hard to tell. There is no reduction to jump rate or height. So you only get penalty if you’re sprinting and jumping.

@RazielWarmonic
Thanks for the Reply, any chance of adding a visual for the current mechanic? To let us know when we’re under reduced speed?[/quote]

after long jump, after spamming 3 jumps.


(FireWorks) #26

[quote=“Szakalot;199169”]
Spamming jumps is woefully ineffective, except as a panic button. Just because a newbie proxy spams jumps with a shotgun and gets a few kills, doesnt mean this tactic scales well with skill level. Once you play a bit more and get the W:ET stompy-stomp feel, you will see how pathetic someone trying to jump-spam is, and how easy it is to take them down.[/quote]

And still jump spamming is the most effective way of evading headshots and dishing out these nasty stickies as you know best.

We can increase spread etc as much as we like but it wont fix the Fletcher.


(The_N00Ba) #27

i think FireWorks does have a point about Fletcher. I have no clue how to address that though.


(BerylRdm) #28

Yeah. People are mad about bunnyhopping Proxies and Auras, but they should be worried about bunnyhopping Fletcher instead :slight_smile: Spread won’t work on this one.


(The_N00Ba) #29

Spread might not work in that specific case but I don’t think Raziel Warmonic was giving a “fix everything” answer. Raziel was just giving a possible way of changing things to certain types of situations. I think it was more a “There is stuff we can do such as THIS which can help” type of answer.

I am pretty confident there is stuff that can be done to Fletcher’s stickies that can help with that specific case as well. I think though that Splash Damage has to consider what they want to do with his stickies very carefully since well at least to me the changes they made could affect the game play of Fletcher as a whole.

last I knew Fletcher’s stickies were still on SD’s radar but I could see them not being a priority right now. I honestly don’t know.

Would it be best to continue this type of discussion in another thread. This does seem to be drifting off the stamina well at least to me. :slight_smile:


(Dr_Plantboss) #30

Stamina, if anything, should probably be affected by sprint too. I don’t think that’s good. The stamina not ALLOWING you to jump is IMO very bad, because if you are just trying to dodge while trying to escape, then… you can’t. Nor, in some situations CAN you escape.

So what do I think we could do instead? I think that @FrostyVampire had a great idea.

[quote=“FrostyVampire;199085”]We need to jumping height to be lowered when you jump more

1st and 2nd jump should give you a 100% jump height
3rd 75%
4th 50%
5th or higher 25% of the jump height.

This will jump spam won’t be as effective and this will also make Springy augment useful (currently it’s pretty bad). Maybe every second you don’t jump you will go down 1 level of the penalty[/quote]

If this is used, that would limit bunnyhopping, but still allow skilled players to use jumping to escape. If this was implemented in addition to the current slowdown after 2(-3) jumps, this could be very effective.

Alternatively, we could reduce the accuracy of weapons even more while jumping. If it was possible for it to be dynamic, I would want it to me something like this:

  • Semi-automatic: 15% reduction (Dreiss, PDP, Grandeur, and handguns)
  • Fully Automatic: 10% reduction per jump
  • Single-action: Base 20%, plus 5% per jump [25 for first jump, 30 for second…] (Shotguns, FEL-IX, MOA)

Once again, this would limit bunnyhopping in an accuracy based situation, but…

[quote=“FireWorks;199198”]And still jump spamming is the most effective way of evading headshots and dishing out these nasty stickies as you know best.
We can increase spread etc as much as we like but it won’t fix the Fletcher.[/quote]
So for now…

WE’RE SCREWED


(frostyvampire) #31

@Dr_Plantboss
I agree on the spread increase (but with higher values than what you stated because 10% is not enough) but single action should have a good accuracy while midair

Jump sniping is a thing that 90% of the sniper players want to be added back. It was skillful and very rewarding thing and it wasn’t overpowered at all. Maybe at least make it like the scout in csgo (while jumping it will be inaccurate but while falling it’s 100% accuracy) that way the enemy team has time to react before you are able to shoot an accurate shot

Shotguns having bad accuracy while midair would make no sense at all. Limiting jump spamming (like the height reduction I commented or maybe something else) would nerf bunny shotguns so there’s no need in nerfing their accuracy. But if nothing is done about jump spamming then definitely nerf their accuracy


(Jostabeere) #32

edited.