Jumping and Falling
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Spectral
- Posts: 19
- Joined: 2010-07-16 05:31
Re: Jumping and Falling
Are you 500 pounds or 140? If you are 500 and fall 5 feet your legs would buckle under the weight...
But yes I agree. You should be able to fall or jump of a small roof while crouching and not receive any damage but maybe a little wobbly for a few seconds.
But yes I agree. You should be able to fall or jump of a small roof while crouching and not receive any damage but maybe a little wobbly for a few seconds.
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llRvXll
- Posts: 97
- Joined: 2010-09-03 20:50
Re: Jumping and Falling
Well, i hate when i'm sprinting downstairs and i get damaged, but when i saw this:
i think that the fall damage is good...ChizNizzle wrote:Well the hurting while sprinting downstairs is pretty realistic because if you dont sprain an ankle or die while going down steep stairs with 25 kg and the breakneck speed the player sprints you are a god.![]()
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Deer
- Posts: 1603
- Joined: 2005-03-17 09:31
Re: Jumping and Falling
I think stamina regeneration speed should be increased, i still find myself jumping in PR all the time over small objects and walls and therefore losing all of my stamin which is really frustrating, IRL you could just walk over those obects.
If stamina regeneration would be increased, it would mean that you wouldnt be punished that badly for jumping over small objects or bugged shitty spots, but ppl still dont want to bunnyhop because of the stamina cost of jumping.
And i agree that fall damage is far from realism and far from ideal when it comes to moving around in maps.
If stamina regeneration would be increased, it would mean that you wouldnt be punished that badly for jumping over small objects or bugged shitty spots, but ppl still dont want to bunnyhop because of the stamina cost of jumping.
And i agree that fall damage is far from realism and far from ideal when it comes to moving around in maps.
Last edited by Deer on 2010-09-08 08:20, edited 1 time in total.
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Ratha
- Posts: 17
- Joined: 2010-07-19 08:24
Re: Jumping and Falling
I dont think falling damage is overdone, not for a soldier in gear, not likely you are going to hold your gear and jump down a story or run down some stairs without hurting, dropping, or breaking something.
With regard to jumping. I do hate completely draining my stamina while trying to get over a fence, or having to stand up and jump while on a roof, giving my position away to everyone within a mile in order to get over a 2" ledge that runs around the perimeter of the roof so i can drop down to the ground. Feels like a geometry fail, but i heard someone say it was intentional to prevent you from crawling off?
With regard to jumping. I do hate completely draining my stamina while trying to get over a fence, or having to stand up and jump while on a roof, giving my position away to everyone within a mile in order to get over a 2" ledge that runs around the perimeter of the roof so i can drop down to the ground. Feels like a geometry fail, but i heard someone say it was intentional to prevent you from crawling off?
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LithiumFox
- Posts: 2334
- Joined: 2007-07-08 18:25
Re: Jumping and Falling
the problem is when you jump 3/4 of a story (roughly 8 feet in PR), most people would of course lower themselves inorder to minimize the fall. You can't do that in PR, so if you could effectivly allow for them to crouch and fall off and not get hurt as bad, it would be more realistic.Ratha wrote:I dont think falling damage is overdone, not for a soldier in gear, not likely you are going to hold your gear and jump down a story or run down some stairs without hurting, dropping, or breaking something.
With regard to jumping. I do hate completely draining my stamina while trying to get over a fence, or having to stand up and jump while on a roof, giving my position away to everyone within a mile in order to get over a 2" ledge that runs around the perimeter of the roof so i can drop down to the ground. Feels like a geometry fail, but i heard someone say it was intentional to prevent you from crawling off?
(Go to your rooftop, now get to the side of it and hang from it. If you're a single story house this should be easy, if it's a two story house you will get hurt D: Problem with most the buildings is that you get hurt just dropping from a single story area, where as realistically it would be MORE likely you'd get injured from two stories or more, not one. XD
[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
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Staker
- Posts: 160
- Joined: 2009-01-02 21:14
Re: Jumping and Falling
It's not like your whole mass stops from falling when your feet hit the ground..
Besides, it's currently possible to fall three meters and just walk away, not to even mention medics who can revive you, even if you fell from a helicopter...
I have no problems with the current fall damage, in fact I wouldn't mind if it was raised a bit.
Besides, it's currently possible to fall three meters and just walk away, not to even mention medics who can revive you, even if you fell from a helicopter...
I have no problems with the current fall damage, in fact I wouldn't mind if it was raised a bit.

Ffuu.
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Total_Overkill
- Posts: 144
- Joined: 2007-07-24 19:26
Re: Jumping and Falling
You know when you stub your toe in PR, and you slowly bleed to death?Staker wrote:
I have no problems with the current fall damage, in fact I wouldn't mind if it was raised a bit.
Fall damage is directly tied into that...
Raise the damage, and we're gonna insta gib ourselves
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D33PS1X
- Posts: 102
- Joined: 2010-09-05 23:21
Re: Jumping and Falling
And that is why it should be reduced as long as you crouch before jumping/falling, but kept the same when you stand. The crouching would simulate how a person would brace themselves for a fall, which cannot be done in bf2 engine.Total_Overkill wrote:You know when you stub your toe in PR, and you slowly bleed to death?
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Jumping and Falling
it would be nice if thre was a 'mini' jump avaliable, but dunno if thats possble.[R-DEV]Deer wrote:I think stamina regeneration speed should be increased, i still find myself jumping in PR all the time over small objects and walls and therefore losing all of my stamin which is really frustrating, IRL you could just walk over those obects.
If stamina regeneration would be increased, it would mean that you wouldnt be punished that badly for jumping over small objects or bugged shitty spots, but ppl still dont want to bunnyhop because of the stamina cost of jumping.
And i agree that fall damage is far from realism and far from ideal when it comes to moving around in maps.
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Stealth Clobber
- Posts: 344
- Joined: 2007-02-14 23:48
Re: Jumping and Falling
I don't mind the damage when falling, but I hate when your running and someone is running right next to you and you kinda like clip into each other and you start getting hurt and moving a lot faster. 

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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Jumping and Falling
Taking a 30km hiking trip after stubbing my toe/separated toe nail(fencing, I landed on my toe after jumping and hitting the other guy on the shoulders...) made me believe that PR is closely simulating Reality when small bleed = death.Total_Overkill wrote:You know when you stub your toe in PR, and you slowly bleed to death?
Fall damage is directly tied into that...
Raise the damage, and we're gonna insta gib ourselves![]()
I almost did not make it over the last hill, and had to be assisted in climbing down.
Now... if there was a QBZ-95 with a bayonet laying around there and have a nice traditional chinese communist song playing in the background, I would run over the hill at full speed...
But anyway, stubbed toe = really affects performance especially in combat (3 weeks after hiking, I came back to U.S. and played an airsoft game by camping in the building/woods like a sniper but with my QBZ-97...cannot run...) If it is problematic in airsoft, it is problematic in real war.
So... since I am alive right now... I think fall damage is just right in PR...
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Darknecron
- Posts: 40
- Joined: 2009-12-21 00:48
Re: Jumping and Falling
Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.EW_SK wrote:How can you tell if you havent tried ... In BF 2 engine there is no difference with the kit you have...A HAT can jump as many times as a medic or a riffleman
Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier
Heavy: AR, Combat Engineer, LAT
Very Heavy: HAT, AA
Changing jump to a multifunction key would be usefull. You can jump over two or three foot objects, and when you encounter a 6-foot wall, you can press the same button to climb over it. That would be a game changer.Would it be posible to have a button that allow you to jump over small fence like in ArmA II or ArmA I with ACE ?
Also, I think for smaller obstacles (6 inches to 2 feet) that "jump" would be a step-up animation and take much less stamina.
Last edited by Darknecron on 2010-09-16 16:00, edited 7 times in total.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: Jumping and Falling
I am not a modder, and yes, there are some weight classes in vBF2, but they stick to a player, not to a kit, AFAIK. I have read this somewhere on forums... (not a relevant information, i know). So, you cant apply weight classes on requestable kits (HAT, AA).Darknecron wrote:Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.
Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic
Heavy: AR, Combat Engineer, LAT, Grenadier
Very Heavy: HAT, AA
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Exonar
- Posts: 83
- Joined: 2009-12-23 00:53
Re: Jumping and Falling
When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.
Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.
Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.

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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Jumping and Falling
In times where evasiveness is more important then having a ready weapon, people will bunnyhop to avoid getting killed. Such as trying to get around a corner from an AR, sniper, etc.Looy wrote:Maybe this was put in to discourage bunny hopping, but jumping disables your weapon for about 3 seconds anyway so bunny hopping is already useless.
It's very pathetic, but I find no problem in keeping the system the way it is. However, I'm sure lowering fall-damage might also have some effects elsewhere in the game, such as getting ran over.

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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Jumping and Falling
Interesting post. The devs and military advisors would be the ones to come up with the list, but a few of those strike me as very wrong. It would look more like:Darknecron wrote:Actually, this is incorrect. I have done some modding myself, and there are two preprogrammed weight classes, light and heavy, which can be configured with completly different speed/stamina drain time/stamina regain time/health, etc. I also created three extra ones; Very Heavy, Medium, and Very Light. If Project Reality was the same, I would think the kits would be categorized as follows.
Very Light: Pilot, Unarmed
Light: Sniper, Crewman
Medium: Rifleman, Officer, Specialist, AP, Marksman, Medic, Grenadier
Heavy: AR, Combat Engineer, LAT
Very Heavy: HAT, AA
Very Light: Pilot, Unarmed
Light: Crewman
Medium: Rifleman, LAT, AP, Marksman, Medic
Heavy: Officer, AR, Specialist, Grenadier,
Very Heavy: Sniper, Combat Engineer, HAT, AA
Reasons: Specialist squad weapons and their ammo can be pretty weighty, particularly the ammo. 18 HEDP 40mm's is a tonne of weight, and anything over a single firstline of ammo on an AR can be crippling. Radios like PR officers carry also wear you down. Specialist mobility equipment like MOE kits, shotguns and the like that Specialists model carrying can also be a pretty serious burden. Snipers and combat engineers also carry a lot of weight - snipers usually carrying extra rations, water, equipment and perhaps even a radio while combat engineers carry cumbersome explosives.
Conversely Claymores and LATs are pretty light and you only carry one. Medical equiment is bulky but generally doesn't weigh very much.
HAT and AA are frankly a little ridiculous to even have on the chart. A stinger weighs about 15kg loaded while an RBS-70 weighs roughly 90kg. An Eryx comes in at 16kg. Carrying one of these crew served weapons, as well as ammo, body armour and extra equipment starts to become a bit of a joke if you want to talk about sprinting and hurdling fences.
On a final point, DM could fit into heavy depending on what country you're talking about. I've heard of some countries DM's carrying a ridiculous amount of weight in the form of extra ammo but that's all case by case stuff and I've never had it confirmed.
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Darknecron
- Posts: 40
- Joined: 2009-12-21 00:48
Re: Jumping and Falling
Exactly.Exonar wrote:When I jumped a fence, lost the last of my stamina AND then came under fire, my first instinct was to jump around and dolphin dive. I obviously don't anymore and spend another 15 seconds to walk around, but I still get angry at the fact that I could not simply step over that knee high wall. We're talking about soldiers here; humans pushed to their peak of physical fitness, not fat camp kids.
Maybe (if possible) drain double the amount after jumping twice. Or simply make invisible ramps on knee high objects like the ones added to some of the insurgency maps' sidewalks.
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