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Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.24 20:24:00 -
[1] - Quote
Sloth9230 wrote:. . . Well the point is that you can't sprint at an angle. You can jog, and it will look stupid, but not a full on sprint. We're really talking about two different things here: 1) Looking off-axis while sprinting and 2) Sprinting(or jogging, moving faster than a walk at any rate) at some angle to the Direction you're facing.
It's really two separate conversations.
I can imagine situations where both could be useful - I know there's lots of times when i'm sprinting between cover where i would have liked to be able to scan side to side a little to avoid the deathtaxis. And there's other times when it would have been nice to be able to jog at an angle to the direction i was shooting in order to track a fast-moving target - by adjusting your angle you could adjust your tracking speed.
Both are things we can all do IRL, there shouldn't be any argument about that.
The jogging obliquely part seems easy, L3 and leftstick position - the greater the angle of travel to the angle your body is facing the lower your sprint speed, until at 90-¦ you're walking speed. Maybe rolloff speed as the square of the cosine.
The looking part maybe when you're sprinting R3 then acts as the 'look off axis' toggle.
Maybe something worth asking the devs for once core mechanics are solid. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.24 22:09:00 -
[2] - Quote
DJINN leukoplast wrote:Strafe sprinting would give the kb/m users a monumental advantage. Absolutely true. That's why I proposed the Cos-¦ rolloff, if that's not aggressive enough any higher-order even power of Cos will do it. |
Vrain Matari
ZionTCD Legacy Rising
404
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Posted - 2013.02.24 23:36:00 -
[3] - Quote
Brass Stalker wrote:DJINN leukoplast wrote:Strafe sprinting would give the kb/m users a monumental advantage. i really don't see the logic in this.. besides the advantage that KB/M users already have over pad users how would this change anything? could you elaborate? He's saying it because if the oblique running is implemented in the wrong way, peeps good at the strafing game would have an advantage because now they could strafe faster.
For example, imagine if we could press R3 and strafe side-to-side at the same speed we can run - some peeps have put a lot of practice into this technique and so they would become very hard to hit while still being able to hit you.
It completely changes the dynamics of the game because suddenly using cover is not important anymore - good strafers can stand out in the middle of an open field and still mow down 5 guys.
However, in this case we can have our cake and eat it too: we can make the oblique running obey a mathematical law that would ensure the apparent transveral velocity is constrained to be no greater that the side-to-side strafe speed now. It actually embarrasses me that i can't rattle this function off the top of my head. I'm sure there are peeps on these forums who can. |
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