Improved soldiers physics and movement (potentially game changing) - discussion

The goal of the changes I’m going to suggest is to improve the realistic look and feeling of soldiers’ movements in game, without making movement a chore from a player’s perspective.

1) ADDING INERTIA - MOMENTUM TO SOLDIERS

Currently, soldiers move with an unnatural lack of inertia, as if weightless. This is especially noticeable in bots, whose erratic movements and sudden, instantaneous zig-zags make them look more like goldfishes than humans. It’s not rare for them to invert direction quicker than a bullet fired at them, which is frankly nonsense.

Proposed change: add some form of inertia/momentum to soldiers, both player-controlled and bots, so that they properly move like men whose body + gear weight is about 100 kg, instead of moving like goldfishes or gnats.

It does NOT mean that they should slide before coming to a stop, nor that they should be slower, just that it should take some FRACTION of a second for them both to accelerate when starting, and to come to a stop / invert their direction when running, even more when sprinting. It’s not meant to make movement tedious and clumsy, but rather to improve the experience of engaging moving targets with BA rifles and such.

Also, add back the animation of soldiers properly leaning left or right when steering while running. I don’t know for what reason it was removed, but it looked so much better.

2) SLOWER STANDING UP FROM PRONE

“Faster pose change perk” or not, a man can’t just stand up from prone position instantly and without even the need to use his arms. Yet that’s what regularly happens in game, also detrimental to the feeling of realism (and prone to abuse - no pun intended).

Proposed change: leave crouching and laying down as they are, but add a mandatory animation (taking between 1 and 2 seconds) when leaving prone position, be it to stand or to crouch. In the meantime, the soldier can’t use the weapon, since he’s using his arms to help lift himself off the ground, at least for the time it takes to go from prone to crouched. The dedicated perk can speed up the transition time, but not eliminate it.

3) GUN HANDLING INERTIA (POTENTIALLY MAJOR GAMEPLAY CHANGE - DISCUSSION REQUIRED)

As someone pointed out, another aspect that makes soldiers in game look unnatural is that everyone’s gun and head are constantly aligned, except when sprinting.

Proposed change (TO BE DISCUSSED): the simplest way to put it down is, treat soldiers’ gun handling like turret aiming in tanks. The cursor can still rotate the visual (where soldiers look) at full speed, but some inertia is applied to the gun, so that it takes a SLIGHT delay to realign with the visual. The heavier the gun, the more noticeable the delay:

  • Pistols would have next to no inertia.
  • Rifles, shotguns and and SMGs would have light-medium inertia. For balance reasons, they all should be more or less on the same level, or else one the quickest class will become CQC king and all the others will be at disadvantage.
  • MGs and AT weapons (except sturmpistole) should have higher inertia, according to their increased weight.

Again, this is NOT meant to make aiming a clumsy matter, like, even turning an MG should still be a relatively quick affair, but in an hypothetical duel starting back to back, the soldier with a rifle/SMG should make a 180° turn faster than the one with an MG. Playing in the field of fractions of a second, where reflexes matter but gun weight should also matter.

This could, by the way, create the conditions for the removal or rework of arbitrary RNG dispersion.

Soldier stats and perks could improve the ability to handle the gun faster, as long as this doesn’t end up being overdone and stepping into unreasonable advantage / P2W territory.

4) CRITICAL ACCURACY MALUS WHEN FIRING WHILE JUMPING / FREE FALLING

Self-explanatory.

15 Likes

im conflicted on this

the movement in this game is borderline trash but its why i like it, idk if enlisted can be more “slow” than it is rn.

I don’t want soldiers to become a bunch of sloths either, but neither should they be weightless gnats zipping around.

ESPECIALLY in a game where bolt action rifles are so relevant, and they make up for most of the first impression a new player gets.

Imagine a newbie entering his first match and wasting half of his (scarce) ammo trying in vain to shoot a crazy bot who keeps zipping left and right, up and down, instantly and unpredictably. Not quite fun, huh?

6 Likes

Like the idea
Probably wont affect your average player, but will help againt the more cheap/cheesy startegies

2 Likes

I’m all for more realistic movement … especially if it prevents some of the bunny hopping we see from players …

But like others I don’t want to slow the game down and so I realize this may be the trade off

4 Likes

Sounds like a cool idea,hope they fix/add these things to improve Enlisted

bonny hopping, high speed reloading with high RPM weapons…
That’s really gross.

Wäre auch stark für die Überarbeitung der Bewegungsanimationen.
Zur Zeit sehen diese langweilig und unnatürlich aus.
Das gäbe dem Spiel einen entscheidenden Sprung vorwärts!

I like 1,2 and 4. But 3 doesn’t sound great. I hate to deal with non-responsive things and i think soldiers became so in this scenario.

I’ll gladly discuss about the viability of 3, the idea came through my mind but admittedly I’m not even sure I get all the implications it could bring.

It is supposedly all part of the greater plan, which is making soldiers look and move as much “human” as possibile.

I also suspect that bots could have better and more natural looking animations, even “cosmetic” ones, like in example looking around from time to time, quickly checking their weapons, or adjust the hat/helmet on their head… But if they did, said animations would immediately give them away as bots, since a player controlled character wouldn’t do that.

So, since player’s movement is somehow the standard bots are forced to mimic, let’s try to make that as much life-like as possible at least!

2 Likes

I think for gunplay It should take red orchestra or insurgency as an example. Instead of delay, you see that actually the soldier is trying to aim even though your fov hasnt completely changed as you hace to move your head. Some reload animations and death “animations” also need some work as feel as if they were happening in a world completely detached from the Battlefield. This is all again due to the lack of inertia inall the above mentioned cases. Again, the aforementioned examples perform BEST and are and example to follow, as It would cement this Game as the most realistic ww2 shooter, at least for massive battles.

Still, a feature i LOVE and havent seen anywhere else is the ability to climb almost anything if you use your brain, giving you an advantage and a realistic chance to make your own approach, specially innberlin and stalingrad, as you dont have to follow thenspecifically designed paths as in other games.