State of Play: Modes, Movement, Mercs, & More


(RasteRayzeR) #41

//youtu.be/OCBRzB2cMrw

I agree with the run faster with the knife, but I hate to be slowed down when I distribute health packs => can’t reach the allies => loss of bonuses for direct hits with them. Same with ammo.


(Bangtastic) #42

Battlefield Bad Company 2, BF 3/4 for example. Ok even small maps are bigger there. It doesnt matter how it is designed, I still end up sprinting all the time, its unlimited cause its in constant use but I fully understand the design reason.

would love to see maximum sprint speed with knife (or sidearm).

EDIT 01.05.2014 : Proof

[video=youtube_share;ybyWx4aYPNg]http://youtu.be/ybyWx4aYPNg[/video]

Even works with big MGs


(Anti) #43

[QUOTE=Tast1c;496292]Battlefield Bad Company 2, BF 3/4 for example

would love to see maximum sprint speed with knife or sidearm.[/QUOTE]

OK thanks, will have to go back and double-check, my memory is letting me down. I tried BFBC2 and BF3 and was pretty sure they interrupted it.


(titan) #44

Agreed
One exception though is health / ammo packs because you try and give people a pack but they out-run you, its kinda annoying especially now that direct hits are incentivized. I remember one patch where you could sprint and throw packs and i do kinda miss it, even if it does make it easier for annoying medics to start a fight then leg it at 50% to heal


(Kendle) #45

Pretty sure BF3 but don’t have it installed anymore and don’t feel like re-installing just to check.

This wiki page implies that reloading while sprinting is a feature of BF3 and BF:BC2 :-

What’s more I’d say these are good comparisons because neither has a stamina bar, and BF:BC2 doesn’t have BF3’s humungous maps either.


(Mustang) #46

It’s also in CoD.


(spookify) #47

Its in a lot of games and awesome!


(INF3RN0) #48

More significant varying move speeds depending on what weapon you have equipped would be a fair compromise. Most people are used to being able to sprint away much faster with a knife out, the con being that you’re focused on the escape before being able to swap back and reload. I also think it would be great to be able to jump higher/farther, etc with a knife as well.


(BAMFana) #49

I don’t agree with that. Movement speed should be determined solely by what merc you are playing (and, potentially, upgrades). A slow merc shouldn’t be able to move faster than a fast merc by pulling out his knife.


(Glottis-3D) #50

i’d start with removing or making less annoying most unneccessary slowdowns (like it was during ammo-station placement.)
med pack/ ammo pack are most obvious.


(acQu) #51

The big goal here is to ensure that our game modes are unique to the game and really suit what it does best.

I stopped reading here. It just does not mean anything to me.

Problem: maps. Make Brink2 maybe, with good netcode, and maps adjusted, more interesting, and all will be fine.

What is more interesting? More open, nature, and all the stuff. I just realized that. I came here after watching a “Daylight” stream. Please developers, stop making these maps.


(INF3RN0) #52

What reasons are you thinking of why it would be a big issue? I believe there are already variable move speeds enabled across mercs depending on the equipped weapon, though the knife appears to be identical to the pistol speed. Giving the knife more mobility wouldn’t necessarily mean a heavy could out run a light, however when you have your knife out you become more vulnerable in general. I’d see the use being purely situational for escapes or trick jumps that couldn’t be performed otherwise.


(Rex) #53

Was it used like this in QW? No it wasn’t merely, everyone was moving with the knife there. So it will be in Xt then.


(INF3RN0) #54

xT doesn’t have strafe jumping for one, but otherwise in ETQW we used it to trigger mines and take minimal damage. Running with your knife out for faster travel time isn’t bad though, you risk being surprised with your pants down. This is common in just about all fps games and I’ve never viewed it as a bad mechanic. Having the knife also benefit some trick jumping would still apply the same risks, and having greater mobility with a knife or melee weapon in general would make melee combat more interesting.


(Smooth) #55

For a long time early on in the project every Merc had the same movement speed that was adjusted by the ‘weight’ of the weapon-class they had in-hand at the time. Then we altered that to have them move as slowly as the heaviest weapon they had in their inventory.

In the end we decided to move more towards the Merc themselves being the differentiator as that gives each one a more unique play-style. In doing so we removed the different speeds based on the held-weapon as we felt it made the movement feel inconsistent and introduced many more variables than were needed.

That being said, having a slightly faster movement speed when a melee weapon is equipped is not out of the question…


(Glottis-3D) #56

i personally am not a fan of knife-running. but if it is introduced its not a big deal to play the game that way.


(DarkangelUK) #57

In ETQW you ran the same speed with your pistol as you did with the knife


(Bangtastic) #58

Wall jumping should be limited to 2 or 3 walljumps while midair. Atm you can jump along walls in a wallrun like manner on trainyard ( wooden fence and lots of corners) and you cant jump over the fences.


(Zarlor) #59

The only reason I brought up the melee weapon run speed is because it just feels so good. Usually, when a round starts I whip out the knife and sprint and walljump off everything just for the hell of it. It makes the trek to the fight more interesting and fun. Granted, the speed isn’t any different right now, but I imagine that it is and it’s almost as good as it really making a difference. I think it’s partly because the knife animation which bobs around is pretty good at conveying a nice floating feeling when you jump that you don’t get with the other weapons. I know some people have said they don’t want to worry about the weapon switch speed when they get to the combat, but I think the switch speed is fast already and shouldn’t be a problem. I you don’t want to think ahead, then just run with the primary weapon a little slower then. It’s all about tradeoffs. What makes it fun is the millisecond decisions you have to make. Do I run with the knife out until the next corner or is that too close to the action? Do I scope in at this range or keep hip firing? Do I walljump around this corner and surpise them? Do I switch to knife at this range and finish them or keep trying to shoot them? Some mercs still have the nade and have another decision about when/where to use it. The more options taken away, the more bland the fights become.


(acQu) #60

I only see detailed discussion, nothing about core. The game is not that good, for some reasons probably. Finding out these reasons is probably a good starting point.

::sorry for the bash post, but i see absoluteley no future for this game.