|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.14 22:43:00 -
[1] - Quote
Yes, this is like beating a dead horse, now, two weeks into this build.
But in a game meant to out last the PS3 it deserves as much attention as it gets in these forums.
Just to reconfirm my impressions of slow left analog movement, I got over to a quiet section of the map in a scout suit. I ran, I jogged, I walked forward. Then I used the left analog stick to move my character side to side. The difference is absurd. The side to side movement is a slow lumber that not even an aging, out-of-shape fat man like me would envy.
It is just really poor in game movement. It isn't in keeping with the already slow movement your character is otherwise capable of.
If they want to keep a lid on side to side strafing and circle strafing they could make moving sideways and successive left to right movement deplete the stamina bar like running, or make it so that your character slows over time. But the base movement speed with left analog is really almost laughable. Just on a basic moving object with controller in a game level. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.14 22:59:00 -
[2] - Quote
Longshot Ravenwood wrote:I keep hearing "raise strafe speed". You know there's more to movement & combat than having a single "fast" strafe speed. Give us variety. Give us options. Less ballet, more dodgeball.
These or all good ideas but if you look at the base speed with the left analog stick when moving sideways it is not in keeping with the general move speed (which is already somewhat slow) across the board. I don't want to dodge bullets, I just want movement speed to be consistent and believable. But the the abrupt change from moving forward to moving left or right is really heavy handed and just generally poor movement on a very basic level.
Even in a dodge ball sim, with the ability to dive, roll, duck, jump, whatever the current slow left or right movement while facing forward would be agonizing. Because you use that movement to establish position before aiming to throw or dodge. Going from a turgid waddle to duck or dodge does frosting to the problem, but doesn't solve it. |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.15 06:18:00 -
[3] - Quote
Longshot Ravenwood wrote:
Stand up and find a hallway. Walk briskly down the hallway, then turn 90 degrees and strafe down it instead (walking speed), then turn 90 degrees back the way you were and run down the hallway, then turn 90 degrees again and strafe down it as fast as you can.
The speed you're wanting to get out of strafing is a running strafe, not a walking strafe. The strafe speeds need to be defined for each of the suits clearly, and then we need to have the ability to "run" while strafing to get an authentic feel for movement.
I'm not saying we shouldn't have the ability to strafe more quickly, but it should be exhaustive when doing it and that would help make even more diverse builds that much more playable as well as increasing the value of skills like stamina regeneration.
Next, take a hot dog and throw it down a hallway. Using a radar gun, record, then write down the MPH the hotdog travels on four successive throws. Next... I kid, I kid...
However you are completely wrong about the speed I am supposedly wanting to get out of sideways movement using the left analog stick. For one thing I am not really looking to a "real world" model as the basis for whether or not the speed is too fast or slow. And I did not give a speed. Just that current speed seems too slow.
That you have to constrain your thought experiment to a hallway makes this example of movement entertaining. I would not want to play dodge ball in a hallway.
Look, it is just as fast over short distances to "strafe" as it is to run. Used to do this all the time in sports practice (though it has been forever) for basketball, soccer, football, tennis... Ever watch a tennis match? Do good tennis players try to run toward where they want to hit the ball, stop, swing the racket, turn 90 degrees to aim themselves in the opposite direction to move toward where they next want to go, then run there? No. They "strafe" back and forth.
I did compliment your ideas on dodging but they basically amount to adding some more stuff on top of a busted mechanic. That would probably just compound the issue at this point seeing as how every time more junk gets added to the beta it tends to go pear shaped.
We are in agreement though, in your last paragraph. My position is that we should absolutely have the ability to strafe more quickly, but it should be exhaustive when doing it and that would help make even more diverse builds that much more playable as well as increasing the value of skills like stamina regeneration.
Yep. It would be nothing but good to have more diverse builds. I would laugh my ass off if some of the ignored skills like mobility actually did give a boost to strafe speed and all of this dissension could have been easily solved by skilling up the proper abilities. Hmm... |
Aighun
Zumari Force Projection Caldari State
666
|
Posted - 2012.10.15 06:23:00 -
[4] - Quote
Tyrus Four wrote:so when a Scout ballet-dances around a Heavy so fast that the heavy can't turn and track him....this means the heavy has no gungame? or what?
basically, the way CCP designed the game, a Heavy should never be able to hit a Scout at all. right?
I'm asking because I started playing with the Precursor build, so I don't know how it was before then.
If you watch some of the fanfest vids you will see talk of how the scout with a shotgun is the natural counter to the heavy, because the scout is able to out maneuver the heavy using speed, and take them out at close range. But I don't think they meant that the scout should be able to take the heavy head on and just move through the stream of HMG fire to get in position to make the kill... |
|
|
|