For me wall-jumping is a very ‘hit and hope’ ability at the moment and still feels very awkward to use (I’ve banged on about this for ages), compared to say Titanfall, and some mercs can barely use it at all which isn’t obvious. There are these ways of using it currently -
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Wall run boost. Running parallel to a wall and using it to give you some extra forward speed, however if doesn’t seem to give much if any advantage over straight running so is not useful. Needs to give more of a boost.
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Wall run to gain higher ground. Running parallel to a wall to gain access to a higher ledge. This is awkward as you invariably hit the edge of the ledge and bounce backwards at a random angle - it takes luck to hit it just right - jump height being the main problem. Some kind of mantling would help here.
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Corner mash. Using two wall jumps at a corner to gain access to a higher ledge. This is the most awkward as you have to cope with two random rebounds. Yesterday a group of us were struggling to do this on Dome in the room with the broken floor below the ammo room. Getting the right jump height is very unpredictable with little tolerance.
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Proxy monkey spam. For Proxy and other light mercs, you can use it to gain height and spam shotgun at the enemy. I don’t really have an issue with this though I don’t tend to do it myself.
Adding some kind of mantling would help with 2 & 3 I feel. The player should be rewarded with no mantle need if they nail it, but still be able to pull themselves up with a mantle with its speed penalty if they don’t quite do it.
It needs a bit more air time at the end of the jump to locate the ledge edge at the top of the jump. There seems to be almost none which contributes to the pixel-precision required to hit the ledge.
You should ‘linger’ on the wall for a few ms. Currently it is a straight rebound with no delay and you feel like a rubber ball. It should feel like you are using your feet to push you off the wall.