[General] Sprint & Stamina

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PlaynCool
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Re: [General] Sprint & Stamina

Post by PlaynCool »

Well when i tested i was playing Militia on Fools Road, local server, and i'm sure i sprinted for 30secs.
Teek
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Re: [General] Sprint & Stamina

Post by Teek »

I think Militia use light armour and receive more sprint as a result.
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CodeRedFox
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Re: [General] Sprint & Stamina

Post by CodeRedFox »

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....what ever happen to moving tactical as a squad and not a herd.
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scandhi
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Re: [General] Sprint & Stamina

Post by scandhi »

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Because we are...
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space
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Joined: 2008-03-02 06:42

Re: [General] Sprint & Stamina

Post by space »

Great changes - Good balance I think.

The "jumping over minor objects problem" is frustrating, but the alternative is having bunny hoppers. The problem can be minimised by mappers in some circumstances, but in 0.8 is was often better to lose you stamina by jumping, than it was to lose your stamina by running around an obstacle.
Incomplete Spork
Posts: 436
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Re: [General] Sprint & Stamina

Post by Incomplete Spork »

Why is the civlian sprint so short? That is just going to make people not want to play the class even less than it is now. For a civlian carrying some bandages,wrench,binocs', and a shovel he should be able to run very fast and for a long amount of time. The only way this change would be acceptable is if the spawn times have been lowered.

The civi is a much needed class for the insurgents because once they get hurt they are doomed unless they find a enemy medic kit or the civi drops them some bandages. Now we are talking like maybe 1 or 2 civis on the team so chances are that once you take a bullet you are down for the count.
McBumLuv
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Re: [General] Sprint & Stamina

Post by McBumLuv »

Incomplete Spork wrote:Why is the civlian sprint so short? That is just going to make people not want to play the class even less than it is now. For a civlian carrying some bandages,wrench,binocs', and a shovel he should be able to run very fast and for a long amount of time. The only way this change would be acceptable is if the spawn times have been lowered.

The civi is a much needed class for the insurgents because once they get hurt they are doomed unless they find a enemy medic kit or the civi drops them some bandages. Now we are talking like maybe 1 or 2 civis on the team so chances are that once you take a bullet you are down for the count.
I thought so to, at first. But I'm liking the change now. For instance, with the other changes to insurgency, forcing the coalition to be much more aware of their targets to avoid shooting civilians, collaborators can now collaborate properly. Because they can't run as far, however, they can not lonewolf, or they'll be easily arrested. This will force them to cooperate with their squad, exactly what they should have been doing in the first place. And you shouldn't worry about having to hike anywhere either, because you will be cooperating fully with your squad. This should allow you to organize transport much more actively.

However, I cannot completely foresee the effects of this. These are my opinions based on what I believe are the DEVs' intentions. The only way we'll know what happens in 0.85, is to wait for 0.85.
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xxkillerxx69
Posts: 95
Joined: 2008-09-28 02:46

Re: [General] Sprint & Stamina

Post by xxkillerxx69 »

Yes I can run 10 more seconds so I won't die when crossing a street because my sprint runs out :D
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: [General] Sprint & Stamina

Post by Raic »

So how much does the bar need to fill before able to run again? Right now its 1/3, any change on that?
hall0
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Re: [General] Sprint & Stamina

Post by hall0 »

Nice change
Jimmy_Smack
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Re: [General] Sprint & Stamina

Post by Jimmy_Smack »

I have a possibility. So were incorporating this whole new bayonets thing right? I can see this really working unless the player with the bayonet fixed and charging is faster than an average sprinter. Say, 20% due to the insane adrenaline rush the soldier would be feeling. Now, I can see how this can also be exploited but reduce the amount of time in which the player can sprint by half when bayonet is fixed. Maybe? Maybe out on a limb?
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single.shot (nor)
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Re: [General] Sprint & Stamina

Post by single.shot (nor) »

i dont really like bayonettes that are constantly fixed. its better with an attach-to-rifle animation in the 1.slot and have a firemode that draws the knife as usually.(ei single,auto)

however i suggest giving bayonnetes longer CQb range.

sprint sounds AMAZING
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gclark03
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Re: [General] Sprint & Stamina

Post by gclark03 »

Jimmy_Smack wrote:I have a possibility. So were incorporating this whole new bayonets thing right? I can see this really working unless the player with the bayonet fixed and charging is faster than an average sprinter. Say, 20% due to the insane adrenaline rush the soldier would be feeling. Now, I can see how this can also be exploited but reduce the amount of time in which the player can sprint by half when bayonet is fixed. Maybe? Maybe out on a limb?
Definitely out on a limb. This is completely impossible, if I know anything about the BF2 engine at all.
PlaynCool
Posts: 711
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Re: [General] Sprint & Stamina

Post by PlaynCool »

Incomplete Spork wrote:Why is the civlian sprint so short? That is just going to make people not want to play the class even less than it is now. For a civlian carrying some bandages,wrench,binocs', and a shovel he should be able to run very fast and for a long amount of time. The only way this change would be acceptable is if the spawn times have been lowered.

The civi is a much needed class for the insurgents because once they get hurt they are doomed unless they find a enemy medic kit or the civi drops them some bandages. Now we are talking like maybe 1 or 2 civis on the team so chances are that once you take a bullet you are down for the count.
Cives alredy have reduced sprint time in 0.8 compared to a soldier, i noticed that when i tried to kill enemy sniper with stones, i ran out of sprint he didnt and catched me.
Jimmy_Smack
Posts: 356
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Re: [General] Sprint & Stamina

Post by Jimmy_Smack »

Oh your right. Forgot about the Bf2 engine limits on that one.
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hiberNative
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Re: [General] Sprint & Stamina

Post by hiberNative »

i wish jump would take like 10% or less off the bar.
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jbgeezer
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Re: [General] Sprint & Stamina

Post by jbgeezer »

Oh great! :D Do collebaretors have bad stamina? civilans suck!
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Skodz
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Re: [General] Sprint & Stamina

Post by Skodz »

Nice
Conman51
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Re: [General] Sprint & Stamina

Post by Conman51 »

hiberNative wrote:i wish jump would take like 10% or less off the bar.
and let bunny hoping come back...no thanks.....why would you need to jump more than once within a minute...all you should use jumping for is small walls and hills
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Zoddom
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Re: [General] Sprint & Stamina

Post by Zoddom »

Conman51=US= wrote:...why would you need to jump more than once within a minute...
its not that, i also wish, jumps would need less stamina. because if i have to jump over a small wall because the BF2-soldiers are too stupid to make bigger steps... i have no stamina left for running to the next cover....
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