The most terrible thing in this game


(k1ruaa) #1

I know what you’re thinking, it’s k1ruaa he’s probably going to whine about spread again.

Well I started playing again as a spread update is coming and I remembered what I think is the most horrible thing in this game.
It’s not spread in itself, it’s the the spread you have when you are sprinting and then engaging a fight…

Let me explain why it is so bad in my opinion :

This game is supposed to be kind of fast but due to this, we are forced to never use sprint when we might run into someone, which almost means… always.

It imply that if you are far from a combat zone and you think you’re safe therefore sprinting, you’ll always have a disadvantage against someone camping waiting for you. So it’ll encourage people to sneak around and catch you when you are sprinting.

Now I am asking, is that really what you guys want ? Do you really want to always have a disadvantage when you engage a fight while you were sprinting ? It would make the game much more dynamic and it would reward reflex and aim rather than campers gaining advantage of the simple fact that you are sprinting.

Some kind of spread when you are jumping is really ok, but for me that much spread when you run go against the gameplay of this game as it forces you to always walk (and that’s slow).

Let me know what you think. ;>


(Mustang) #2

Good news, fixes for this sort of thing are alleged to be coming in the not too distant future.


(k1ruaa) #3

Did they talked specifically about spread while sprinting ?


(PixelTwitch) #4

its about the spread recovery rate. so that should include sprinting and landing from jumps.


(Rex) #5

I thought so and I hoped so as well. :cool:

[QUOTE=k1ruaa;500719]Well I started playing again as a spread update is coming and I remembered what I think is the most horrible thing in this game.
It’s not spread in itself, it’s the the spread you have when you are sprinting and then engaging a fight…

Let me explain why it is so bad in my opinion :

This game is supposed to be kind of fast but due to this, we are forced to never use sprint when we might run into someone, which almost means… always.

It imply that if you are far from a combat zone and you think you’re safe therefore sprinting, you’ll always have a disadvantage against someone camping waiting for you. So it’ll encourage people to sneak around and catch you when you are sprinting.

Now I am asking, is that really what you guys want ? Do you really want to always have a disadvantage when you engage a fight while you were sprinting ? It would make the game much more dynamic and it would reward reflex and aim rather than campers gaining advantage of the simple fact that you are sprinting.

Some kind of spread when you are jumping is really ok, but for me that much spread when you run go against the gameplay of this game as it forces you to always walk (and that’s slow).[/QUOTE]

I’ve also noticed this and that does a lot the the overall feeling of the shooting mechanic. You try to combine two skills, shooting and movement but you don’t get rewarded. It’s the one who is camping for you like k1ruaa said. For me it also doesn’t make sense that jumping gets punished so much, but SD could probably counter with their “noobs can’t track you while jumping” argument.

Calling this game ‘fast-paced’, but punish shooting while moving is contradicting!

Another reason for the famous skill gap in here…


(montheponies) #6

if there’s no stamina to lose and no aim penalty when sprinting, why have a walking pace at all?

personally I’m conscious of when and where i should take the finger off the sprint, coming round corners being an example. if you dont have any limit or penalty, then far from increasing the skill gap it just gives you one less thing to consider.

also dont get the impression at the moment that aim while jumping is heavily penalised.

edit: and this is certainly no where near the most terrible thing in the game. that would be maps.


(Rex) #7

Because you can’t run while shooting.


(Mustang) #8

Also for silent footsteps.


(BomBaKlaK) #9

Did you speak about sprinting and relaod ? or sprinting and shooting ? I want both of them !
And I’m also waiting for spread update and map improvement, the 2 main issue of this game


(Bitey) #10

This argument is what I would phrase being entirely personal preference. On one hand it’s true that yes after sprinting the fact that spread is unsteady will slow down the gameplay. It means that you might be punished for rushing in depending purely on aim, movement and reflexes to win. The fast player who can land every shot given the chance might truly be limited by this aspect of the gameplay due to the gun not being ready as fast as his aim and technique allows.

However, the converse of this statement holds equal weight in the grand scheme of things. By rewarding aim, speed, and reflexes too much you lesson the impact of being tactical, cautious, and aware. It also discourages a person from performing the old adage of “Look before you leap” in the context of a video game, if you’re in so much of a rush sometimes it would make sense to be punished for not taking your time. It’s personal preference for which style of game you prefer since there is likely equal representation for both styles in the grand FPS game world.

On a side note, it’s important to accept the fact camping is more of taking a defense position in any theoretical location. If a person is sitting behind a wall waiting for someone to walk by should they be rewarded for waiting? In most situations the victor isn’t determined by who has better aim (Among equally skilled players) but who has the fore-knowledge to outplay the opponent.

If you take the corner slowly you might be able to get the shot off,
If you take it quickly with a jump you might be able to juke their bullets and kill them in that manner
If you attempt to bluff the corner and l force the enemy to sacrifice their position by firing at you and chasing you could cause a victory in that manner.
If you have the knowledge of their position use an ability of one of the mercs perhaps.

With all of those choices who really should win the fight? The answer is whoever the better player is in all aspects. Smarts, tactics, skills, aim, and movement all combine to create the stronger player. It is that player who in all likeliness will win the engagement.


(k1ruaa) #11

I agree, that’s why I asked is that really what you guys want ?

If I want to be rewarded for waiting in the good spot because I know my opponent will be there running and not expecting me then I’ll go play CS. But that’s not what I want, I don’t want a penalty because someone comes around a corner while I am running.

By the way, if there was no spread while sprinting and engaging a fight, would it make the game less tactical ? Well not really, if the opponent can predict my moves and surprise me, he’ll have the advantage anyway… there is no need to higher my spread.

As you said, being punished for “not taking your time”… Well I don’t want to be walking when approaching everysingle corner of the map because someone could potentially be there.

Of course awareness and experience will help choosing when to walk and when to sprint but once again I am asking, do you find this interesting ? Personnally I don’t and I think it doesn’t fit this game. As mustang said, walking already give the benefit to be quiet while running makes you noisy. There is no need to go further in my opinion.


(Protekt1) #12

For once I agree with k1ruaa. I’ve suggested in the past (and even recently) that aim should start tight from all positions but grow faster based on current stance (whether jumping, running, or sprinting). This way you first shot is always very accurate but if you were sprinting or jumping, your next shot is much wider. This is mainly to combat the spread growth just from moving.

Right now when you jump or sprint, your spread goes wide and then it takes like a quarter of a second to half a second to become accurate again. That is enough time for your opponent to just decimate you. And when you are the attacking player (not just standing there pre-aiming at an opening), this is a limiting mechanic and always gives your opponent a spread advantage.

Under my suggestion you could sprint/jump around the corner, and start firing right away without having to wait for spread to reset from movement penalties. But if you start firing too early your then get the spread penalty that comes from firing from that stance (midair/sprint shots). This wouldn’t really give the advantage to either side and the most accurate sprays will come from strafe + pause + fire + repeat, etc., still.