Infantry Movement Speed

Insanitypays
PR:BF2 Developer
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Re: Infantry Movement Speed

Post by Insanitypays »

ElshanF wrote:Also this sort of blur effect while running would be really good I think. Sunshine made this picture js Image
wow so next gen

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Roque_THE_GAMER
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Re: Infantry Movement Speed

Post by Roque_THE_GAMER »

MADsqirrel wrote:You believe...

So basically you are saying if I fire suprressive fire on enemys it will make them faster?
I admitt that a panic button for a faster sprint with massive loss of stamina and extreme deviation might work.

Also a slower spritn doesn't lead to more camping (only fools would do that) but you need to think more where and when to cross a road.
tell me you, if some one fire whatever gun at you and you espoused and you are tired after days in the field caring a heavy gear you got your self in that situation you could run to cover for your life or rest forever? i never meet a gun fight and i am not a trained soldier but if i already pass in some stinky situations some times i have to get far or prepare to run, playing football(ok maybe i am getting far to the topic) i already hurt my self but i don't even fell the pain or the fatigue in the moment i only feel something when i stop or the game ends that's what we call adrenaline, but that's something even arma cant simulated funny in arma 3 one day i have to run fron a tank in a PVP i drop all my gear i leave only my weapon and 2 mags and i run to cover and that's actually works and escape.
[align=center]Sorry i cant into English...
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Spook
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Re: Infantry Movement Speed

Post by Spook »

Changes are very good. Dont know why people are complaining since we played like that for years before 0.95. A little slower gameplay, CQB rushers get a little more disadvantage to campers and we have less "non-registered" bullet hits. Win Win Win.

@ElshanF: I always have to laugh about games using this completely retarded feature. Dunno if your vision is blurred when your sprint in RL, mine is not. Grunts shouldnt be trippin on the front. Except talibans, they are always stoned.
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ElshanF
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Post by ElshanF »

Well you're running and your head is shaking. You want to add in that slight "effect"
brunoff
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Re: Infantry Movement Speed

Post by brunoff »

I feel that this change is helping against that very annoying sprint + zigzagging people do when you shoot them which is good for game play and realism.
It feels so ridiculous when you hit somebody running towards you and, before you can land another shot the guy just go zigzagging to cover (feels very cartoon). Or even worse, sometimes the guy know you're in a building and they choose to zigzag at you, and it used to work far too often. Now I'm seeing much less of that which is great.
ElshanF
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Post by ElshanF »

Isn't that why they decreased the rotate speed..
Last edited by ElshanF on 2014-04-06 15:51, edited 1 time in total.
Roque_THE_GAMER
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Re: Infantry Movement Speed

Post by Roque_THE_GAMER »

Spook wrote:Changes are very good. Dont know why people are complaining since we played like that for years before 0.95. A little slower gameplay, CQB rushers get a little more disadvantage to campers and we have less "non-registered" bullet hits. Win Win Win.

@ElshanF: I always have to laugh about games using this completely retarded feature. Dunno if your vision is blurred when your sprint in RL, mine is not. Grunts shouldnt be trippin on the front. Except talibans, they are always stoned.
head bob effect, a annoying shit BF2142 have but at least give a option to remove it.
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UTurista
PR:BF2 Developer
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Re: Infantry Movement Speed

Post by UTurista »

Regarding the Game play, I like it but it seems is not well synced with the animations. Might be just placebo effect but I'm sure the legs are slightly slower then the movement speed.

The worst case was in Dovre Winter with the Russian AR were I swear the guy was just hovering the floor even thou everyone said was ok...
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viirusiiseli
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Re: Infantry Movement Speed

Post by viirusiiseli »

Doesnt feel right for playing big maps, you kinda need long running ability for them in PR
fatalsushi83
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Re: Infantry Movement Speed

Post by fatalsushi83 »

viirusiiseli wrote:Doesnt feel right for playing big maps, you kinda need long running ability for them in PR
So now people have to rely more on transportation and communication with APC squads, which I think is how it should be.
Changes are very good. Dont know why people are complaining since we played like that for years before 0.95. A little slower gameplay, CQB rushers get a little more disadvantage to campers and we have less "non-registered" bullet hits. Win Win Win.
Yes!
Cavazos
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Post by Cavazos »

Speed seems fine. I would like to see squads walk more. Make stamina much longer on regeneration.

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=]H[=TangFiend
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Re: Infantry Movement Speed

Post by =]H[=TangFiend »

I wouldn't have noticed a change if i didn't see it in a log.

Then I got all April Fools paranoid thinking maybe it was a joke to see if people would spaz out over 'perceived' differences.

I think the change is fine, but don't change it any further. The pacing of the game is very good as is.

Not broken=don't fix
ComradeHX
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Re: Infantry Movement Speed

Post by ComradeHX »

Sprint duration should be longer to compensate for lowered speed.

Otherwise I think it's fine. I didn't notice.
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Ason
PR:BF2 Developer
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Re: Infantry Movement Speed

Post by Ason »

zloyrash wrote:Its bad cause one day we will get all people just sitting.
And main pr rule will be very simple rule: Sitting means win, running means loose.

When we talk about reality we shouldnt forget gameplay.
Really balanced game should stimulate both tacktics(passive and active) but not only passive.
I think the running part is far too great in PR at the moment. What I miss from what I've seen from real combat videos is the "immobile" battles where for instance talibans are attacking a fob/compound for more than 10 minutes. If we would apply how PR works to real life you would see a video of a FOB/compound being attacked by taliban and then 10 soldiers running out of it to "flank"/"play hero.
This is the main thing I don't like about PR, it's always running and close combat because people are more eager to kill eachother than they are saving their own lifes.

What I'm trying to say is yes we need to balance gameplay and realism but this area needs more of the realism, which I think will increase by this lower speed.

I think the change is good.
viirusiiseli
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Re: Infantry Movement Speed

Post by viirusiiseli »

fatalsushi83 wrote:So now people have to rely more on transportation and communication with APC squads, which I think is how it should be.
Which is how it wont be, not anymore. People haven't relied on air trans after the first 10 minutes of the game since 0.9
Roque_THE_GAMER
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Re: Infantry Movement Speed

Post by Roque_THE_GAMER »

Ason wrote:I think the running part is far too great in PR at the moment. What I miss from what I've seen from real combat videos is the "immobile" battles where for instance talibans are attacking a fob/compound for more than 10 minutes. If we would apply how PR works to real life you would see a video of a FOB/compound being attacked by taliban and then 10 soldiers running out of it to "flank"/"play hero.
This is the main thing I don't like about PR, it's always running and close combat because people are more eager to kill eachother than they are saving their own lifes.

What I'm trying to say is yes we need to balance gameplay and realism but this area needs more of the realism, which I think will increase by this lower speed.

I think the change is good.
also 90% of people playing as APC don't do a transport job, they only get people there is in they way and they catch it.
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fatalsushi83
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Re: Infantry Movement Speed

Post by fatalsushi83 »

Virus, you usually play as a crewman, right? You could be kind to the infantry on your team and transport them instead of just racking up kills :-P Anyway, I understand what you guys are saying about people in vehicles being uncooperative some of the time but I still think that the lower movement speeds are a plus because they slow down infantry combat and give more advantage to the defender. That's my preference. As other people said, it sucks when people run at ridiculous speeds to dodge bullets or rush defenders and hose them down.
Steeps
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Post by Steeps »

ElshanF wrote:Also this sort of blur effect while running would be really good I think. Sunshine made this picture js Image

ArmA III actually has that, just noticed it the other day.
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Walmarx
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Re: Infantry Movement Speed

Post by Walmarx »

zloyrash wrote:Its bad cause one day we will get all people just sitting.
And main pr rule will be very simple rule: Sitting means win, running means loose.

When we talk about reality we shouldnt forget gameplay.
Really balanced game should stimulate both tacktics(passive and active) but not only passive.
My first thought upon reading about this in the change log was that this is a balancing attempt to counter-act the new deviation settings. However, it seems to me that this approach really only creates a perfect storm of anti-aggressor handicaps. 10% dosent seem like much of a change, but when you have to cross a two-lane street which may or may not be safe, every second counts.
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