Movement rework ideas

All my ideas are based on what I saw in a video made by @22408305 linked here:

Bunnyhopping + lack of inertia.

https://youtu.be/V5LE6VOU6ck?t=1
(Basically the whole video is about bunnyhopping.)

Keo already proposed a solution to bunnyhopping:

I’d add to make shaking effect also last 0,5-1s after landing.
Additionally after landing you should move 0,5-1m forward instead of instant stop as it takes time to slow down. Essentially it is inertia, that I’d say is very needed in this game.

Adding inertia will also solve the problem of soldiers doing instant 180 degree movement direction changes and instant stops. It’s very noticeable while playing with non automatic guns that heavily rely on the good first shot.

No transition between sprint and other actions.

https://youtu.be/V5LE6VOU6ck?t=9
https://youtu.be/V5LE6VOU6ck?t=34

This one may be a bit controversial.
Soldier can do many actions during run but they lack animations and are executed with machine lvl precision. In real life when you run it’s hard to take phone out of your pocket. Now imagine you have to take out a grenade, arm it, throw it, don’t drop your gun and all this while running with a few kg of equipment on you and being under fire.

I’d suggest to add proper animations to actions made during sprint, and make those actions last a bit (0,5-1s) longer than actions executed while walking / stationary. Nothing extreme but should make it feel more real.

Rapid change of position.

https://youtu.be/V5LE6VOU6ck?t=40

While crouching is not that bad, going prone and standing up needs a massive rework.
When you go prone, you have to use your hands to amortise the fall of your upper body. You also need hands to stand up from the ground. As such, there should be aiming penalty during changing pose animation.
Additionally standing up should take much more time than it does now.
Going prone should stay as it is as it’s basically a free fall.

Now sth more elaborate:
We could make 2 types of pose change animations:

  • fast position change - used to quick move and avoid damage. Done by holding shift while changing position. You are completelly unable to aim during animation but thay are really fast.
    Going prone is practically instant buy you get a little camera shake as your soldier hits the ground.
    Going up is as fast as now and you go from prone to sprint (with proper transition and time to accelerate). Ideally you go from prone to crouch sprint but it’s not in game.

  • slow position change - it takes time but your sights are more on less on target. Soldier makes carefull movements to keeps the sights in line. Similar to what we have now but slower and still less accurate.

Also a nerf to “speed of changing pose” perk would be nice. Description says it gives insane +150% position change speed (so it’s 2,5 as fast as normal one). If that’s the case, make it maybe +50% or +75%.

Vaulting.

https://youtu.be/V5LE6VOU6ck?t=52
It’s basically poorly connected fire restriction with animation. Please make soldier unable to use a weapon / equipment until it makes sense in animation.

I’d also suggest to make more distinctive transition of the gun to the firing position. Now it looks like the gun almost teleports from low horizontal position when soldier has his hands over the windowsill (see the linked video).

Falling from buildings.

This one is additional.

Like in case of bunnyhopping, make weapon shake while falling.
Also increase fall damage as jumping from the 2st flor doesn’t even deal damage to the soldier.


Please share your thoughts.

Ps.
Another post that is a wall of text. Huray.

22 Likes

Simple:

Yes to EVERYTHING you wrote.

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Your enthusiasm makes me happy

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I mean all what you wrote is very reasonable and (yes, I’ll say it again) I come from games like RO1 & 2, where everything you noted was common practice.

And I’ve yet to hear of anyone who disliked these masterpieces. They must have been doing something right!

I just can’t stand bunnies in the distance trying to avoid mg fire. Not that they are much harder to hit… But God they look retarded! It’s really immersion breaking…

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Another idea would be to make the change of position from foot to body on the ground faster, it would be the fact of being able to throw ourselves against the ground but on the move, it would be instantaneous but we will not be able to use the weapon for 1.5 seconds, I do not know if I let myself understand my idea.

I get what you mean and I tried to get similar effect with slow and fast position change idea.

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If the idea is good, I just wanted to give my opinion on how the position change could also be executed.

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I’m okay with all of this. I am guilty of jumping from time to time but that is more habit when I’m playing games like Halo and then this where you spend more time in the air there than the ground.

Beyond that I really need this to happen.
Running around in full kit, the only thing easy was hitting the deck.
Gravity was your friend.

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Halo is justified!
Chief has springs for legs and it’s really funny to jump and almost float in the air doing so.

Eheh good times…

Full disagree here.

In other agree.

Why not? :frowning:

Not taking damage after falling from 2nd floor isn’t normal

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This. Falling from a second story is not going to end without notice to a combat loaded troop.

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I love parkour.
But because of the crooked connection, I often wobble and I can easily fall because of this. So i dont want always die.

This game is no longer milsim, so no.
Bunnyhop and other nonsense is bad.But not parkour.

Personal problem isn’t a good enough reason to refuse more realism in the game

This game may no longer milsim/tactical, they didn’t intend this in the first place. Is more of casual shooter. But more realism to certain extent would be great for the game.

If increasing damage for falling from 2nd floor not possible, there should at least be animation for jumping from high place. (jumping and still standing straight up would be unrealistic)

It better.

Hopefully this issue will be fixed in one of the next major patches. I guess they will pack all the movement and shooting fixes into one patch, which of course will split the playerbase again.

On the other hand, slowing down infantry is a hidden handicap for tankers and pilots, who will find it easier to grind meat. Therefore, it is necessary to slow down the pace for all combat units, if the bunnyhopping issue is to be resolved.

It’s true that the gameplay is some time more close to doom or COD.
But be carefull to not make it too slow either. Doom was popular because it was fast, and connected to action.

Making the game too slow could give new player an unconfortable feeling of an “unpolish and rug game” while all the game on the market are very fast.

It a question of dosage.

2 Likes

That’s why I poropsed values like 0,5-1s 0,5-1m or fast and slow position change. They will have impact on the gameplay but it should still remain fast enough.

literally the same thing lol

No.
Bunnyhop and other nonsense is used to dodge bullets.
Parkour is for taking an effective position, or bypassing the enemy (in generally tactics).