What do you guys think about the current sprint/jump system in PR?
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smgunsftw
- Posts: 242
- Joined: 2012-10-26 21:43
What do you guys think about the current sprint/jump system in PR?
The current movement system in PR can really make for an unrealistic and frustrating experience during firefights, both in Vanilla PR and Minimods. This issue is amplified with the BF2 engine's limitations in terms of hit detection and lag compensation and PR's deviation system. In total, the combination of these three aspects really makes for slow-paced, unrealistic, and boring firefights at almost all ranges; contributing to the unrealistically high survivability of infantry in PR.
I believe the high movement speeds of infantry has a definite negative affect on the gameplay of PR. First of all, the high movement speeds allows for a player to run behind cover, even after they've been shot, not giving the shooter a opportunity to finish their target. Second of all, high movement speeds, deviation, and the limitations of ballistics in the BF2 engine makes shooting moving targets at a long distance a considerable hassle. Third of all, users with less-technologically advanced gear (e.g. mouses that allow for quick sensitivity adjustments) will have a terrible time engaging close targets right after engaging ranged targets.
During CQB situations, the high speed of movement allows for players to escape a close-range firefight without a scratch on them within the matter of seconds. At ranges of more than 100m, the movement speeds allow for a soldier under fire to simply sprint in a zigzag pattern and not be shot. Lastly, at extreme distances typically only viewable through armor, soldiers under fire can bunny hop and expect to easily survive.
What do you guys think of the current movement system, should it be kept the same or changed? If you want it to be changed, suggest some ways it could be, and give reasoning for it.
Something I would suggest would be a movement system that is more affected by your health (i.e. if you are bleeding, you cannot sprint/jump, or sprint at a slower speed)
If you guys want an example of this, look at 0:08 to 0:12 of this video, the enemy managed to sprint+bunnyhop to avoid direct fire:
https://www.youtube.com/watch?v=m9g9djEQzf0
I believe the high movement speeds of infantry has a definite negative affect on the gameplay of PR. First of all, the high movement speeds allows for a player to run behind cover, even after they've been shot, not giving the shooter a opportunity to finish their target. Second of all, high movement speeds, deviation, and the limitations of ballistics in the BF2 engine makes shooting moving targets at a long distance a considerable hassle. Third of all, users with less-technologically advanced gear (e.g. mouses that allow for quick sensitivity adjustments) will have a terrible time engaging close targets right after engaging ranged targets.
During CQB situations, the high speed of movement allows for players to escape a close-range firefight without a scratch on them within the matter of seconds. At ranges of more than 100m, the movement speeds allow for a soldier under fire to simply sprint in a zigzag pattern and not be shot. Lastly, at extreme distances typically only viewable through armor, soldiers under fire can bunny hop and expect to easily survive.
What do you guys think of the current movement system, should it be kept the same or changed? If you want it to be changed, suggest some ways it could be, and give reasoning for it.
Something I would suggest would be a movement system that is more affected by your health (i.e. if you are bleeding, you cannot sprint/jump, or sprint at a slower speed)
If you guys want an example of this, look at 0:08 to 0:12 of this video, the enemy managed to sprint+bunnyhop to avoid direct fire:
https://www.youtube.com/watch?v=m9g9djEQzf0
Last edited by smgunsftw on 2013-03-08 00:02, edited 1 time in total.
Reason: adding video
Reason: adding video
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Mj Pain
- Posts: 1036
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Re: What do you guys think about the current sprint/jump system in PR?
I am for lowering speed and stamina settings to like they were in 0.8
I think it was 10km/h run and 18km/h sprint that would last you 30sec or around 150m.
Getting back to full stamina was around 60sec.
I feel those settings was pretty realistic and you would actually save sprint for those ohhfuck moments.
It would also stop/reduce scenarios were one squad has wiped out another squad and that squad just respawns at closest fob and runs back and kills the"winning" squad before they have revived all squadmembers.
I think it was 10km/h run and 18km/h sprint that would last you 30sec or around 150m.
Getting back to full stamina was around 60sec.
I feel those settings was pretty realistic and you would actually save sprint for those ohhfuck moments.
It would also stop/reduce scenarios were one squad has wiped out another squad and that squad just respawns at closest fob and runs back and kills the"winning" squad before they have revived all squadmembers.
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smgunsftw
- Posts: 242
- Joined: 2012-10-26 21:43
Re: What do you guys think about the current sprint/jump system in PR?
I was never here for PR 0.8, so I never got a first hand experience of the old sprint system. If it's not too much of a hassle, would you mind posting a gameplay video of the 0.8 sprint system?Mj Pain wrote:I am for lowering speed and stamina settings to like they were in 0.8
I think it was 10km/h run and 18km/h sprint that would last you 30sec or around 150m.
Getting back to full stamina was around 60sec.
I feel those settings was pretty realistic and you would actually save sprint for those ohhfuck moments.
It would also stop/reduce scenarios were one squad has wiped out another squad and that squad just respawns at closest fob and runs back and kills the"winning" squad before they have revived all squadmembers.
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smgunsftw
- Posts: 242
- Joined: 2012-10-26 21:43
Re: What do you guys think about the current sprint/jump system in PR?
nvm, I found a video myself.
https://www.youtube.com/watch?v=Ptwquib3MSE
The gameplay in the video looked a lot more tactical than what we have now. Squads actually needed to be careful and checked their corners a lot more. Infantry and Transport sqs worked together a lot more to traverse various of the map.
Compare the gameplay of the video to 0.98, where we have squads sprinting through the map looking for FOB's/Unknowns instead of playing the objective or working with the team.
https://www.youtube.com/watch?v=Ptwquib3MSE
The gameplay in the video looked a lot more tactical than what we have now. Squads actually needed to be careful and checked their corners a lot more. Infantry and Transport sqs worked together a lot more to traverse various of the map.
Compare the gameplay of the video to 0.98, where we have squads sprinting through the map looking for FOB's/Unknowns instead of playing the objective or working with the team.
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Spec
- Retired PR Developer
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Re: What do you guys think about the current sprint/jump system in PR?
Personally, I like slow movement. But remember that during 0.8, a lot of other factors were different, it's not all due to the speed.

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sweedensniiperr
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Re: What do you guys think about the current sprint/jump system in PR?
I agree with the slower speed, would love to see that. As movement speed is something that can be changed.
When I saw the thread I thought you were gonna take up the popular topic of losing stamina when jumping, which I think is fine.
All in all BF2 limitations.
When I saw the thread I thought you were gonna take up the popular topic of losing stamina when jumping, which I think is fine.
All in all BF2 limitations.
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smgunsftw
- Posts: 242
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Re: What do you guys think about the current sprint/jump system in PR?
What do you mean by: "All in all BF2 limitations"sweedensniiperr wrote:I agree with the slower speed, would love to see that. As movement speed is something that can be changed.
When I saw the thread I thought you were gonna take up the popular topic of losing stamina when jumping, which I think is fine.
All in all BF2 limitations.
Last edited by smgunsftw on 2013-03-07 23:33, edited 1 time in total.
Reason: a
Reason: a
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Pvt.LHeureux
- Posts: 4796
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Re: What do you guys think about the current sprint/jump system in PR?
I'm for a lower speed too but I think the stamina should stay the same.

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SGT.Ice
- Posts: 985
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Re: What do you guys think about the current sprint/jump system in PR?
The sprint system now seems somewhat like an improvement over the old one, been so long I forgot how 0.8 was.

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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: What do you guys think about the current sprint/jump system in PR?
Regarding jumps there's 2 situations that drive me batshit insane:
-Having to use all of my stamina to jump over a literally 2 inch high obstacle and then get shot in the face because I couldn't sprint to cover;
-Not being able to jump for some seconds after going from prone to standing and then get shot 'cause I'm stuck next to a tiny wall while smashing my spacebar yelling "GO OVER THE FUCKING TINY WALL YOU'RE GETTING SHOT AT JUMP NOW ******* FFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUU-".
-Having to use all of my stamina to jump over a literally 2 inch high obstacle and then get shot in the face because I couldn't sprint to cover;
-Not being able to jump for some seconds after going from prone to standing and then get shot 'cause I'm stuck next to a tiny wall while smashing my spacebar yelling "GO OVER THE FUCKING TINY WALL YOU'RE GETTING SHOT AT JUMP NOW ******* FFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUU-".
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40mmrain
- Posts: 1271
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Re: What do you guys think about the current sprint/jump system in PR?
holy shit this rustles my jimmies so hard.Stealthgato wrote:Regarding jumps there's 2 situations that drive me batshit insane:
-Having to use all of my stamina to jump over a literally 2 inch high obstacle and then get shot in the face because I couldn't sprint to cover;
-Not being able to jump for some seconds after going from prone to standing and then get shot 'cause I'm stuck next to a tiny wall while smashing my spacebar yelling "GO OVER THE FUCKING TINY WALL YOU'RE GETTING SHOT AT JUMP NOW ******* FFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUU-".
Though deviation changes will change infantry survivability a bunch, no more sprinting through MG fire because the guy shooting at you moved a couple feet before sighting and shooting at you.
Also, bunny hopping is 100% USELESS. Not only does it kill sprint right now, but you jump so low it doesnt change target profile at ALL. Jumping should drain way less sprint
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smgunsftw
- Posts: 242
- Joined: 2012-10-26 21:43
Re: What do you guys think about the current sprint/jump system in PR?
Sometimes if you're caught in the open like that, you kind of deserve to be shot and killed. If you were travelling with squadmates, then they would have taken out the enemy before/after they've killed you.Stealthgato wrote:Regarding jumps there's 2 situations that drive me batshit insane:
-Having to use all of my stamina to jump over a literally 2 inch high obstacle and then get shot in the face because I couldn't sprint to cover;
-Not being able to jump for some seconds after going from prone to standing and then get shot 'cause I'm stuck next to a tiny wall while smashing my spacebar yelling "GO OVER THE FUCKING TINY WALL YOU'RE GETTING SHOT AT JUMP NOW ******* FFFFFFFFFFFFFUUUUUUUUUUUUUUUUUUU-".
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tankninja1
- Posts: 962
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Re: What do you guys think about the current sprint/jump system in PR?
I don't get why the sprint bar needs to be greater than 1/4 of the way reloaded before you can run again.

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40mmrain
- Posts: 1271
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Re: What do you guys think about the current sprint/jump system in PR?
There certainly exists ranges in any game, or real life where the enemy can not shoot you while you are at full sprint, but could if you were barely walking along, stop being so obtusely illogical.smgunsftw wrote:Sometimes if you're caught in the open like that, you kind of deserve to be shot and killed
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Joker86
- Posts: 85
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Re: What do you guys think about the current sprint/jump system in PR?
Actually I think the movement speed per se is okay. Reason: it's a game. And I am referring here to the relation of map size and play time. I wouldn't want to "walk" (without shift) an entire PR map. I am really happy there is this sprint feature which allows me to travel faster.
I think the agility is the problem. The possibility to run zig zag, accelerate fast and stop immediately.
If player characters get a little bit "sluggish", a lot of things would be fixed.
For example strafing would slow you down, as well as changing the looking direction more than a certain degrees within a certain time span. You would need time to speed up a bit, and time to slow down again. I would also like to see some "jogging-mode", which increases you basic walk speed by a bit if you are walking for a certain time straight forward. Like walking 100m or something like that.
Also a change to a lower stance should slow someone down more than the new stance speed is in average.
But I guess all those ideas are not even up for discussion, because we have an awesome BF2-engine here
I think the agility is the problem. The possibility to run zig zag, accelerate fast and stop immediately.
If player characters get a little bit "sluggish", a lot of things would be fixed.
For example strafing would slow you down, as well as changing the looking direction more than a certain degrees within a certain time span. You would need time to speed up a bit, and time to slow down again. I would also like to see some "jogging-mode", which increases you basic walk speed by a bit if you are walking for a certain time straight forward. Like walking 100m or something like that.
Also a change to a lower stance should slow someone down more than the new stance speed is in average.
But I guess all those ideas are not even up for discussion, because we have an awesome BF2-engine here
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DDS
- Posts: 820
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Re: What do you guys think about the current sprint/jump system in PR?
Deviation changes will hopefully solve a lot of issues. The COD/nilla behaviors are killing this game.40mmrain wrote:Though deviation changes will change infantry survivability a bunch
One thing is for sure. Firefights will be short lived and devastating.
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smgunsftw
- Posts: 242
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Re: What do you guys think about the current sprint/jump system in PR?
Do you guys think changing deviation will solve all of these issues right now? Or should the sprint speed still be toned down a fraction.
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Tarranauha200
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Re: What do you guys think about the current sprint/jump system in PR?
The system should be so that sprint is only used when it is really needed to like when running to cover. Now its used as a faster way to move from A to B.
This can be achieved by increasing speed of normal run so it becomes more useful. Stamina should also be decreased for the sprint. Deviation should increase after sprinting.
This can be achieved by increasing speed of normal run so it becomes more useful. Stamina should also be decreased for the sprint. Deviation should increase after sprinting.
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007.SirBond
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Re: What do you guys think about the current sprint/jump system in PR?
The only change I would like added is when players are hit, there is a slow penalty for a second or two before the wounded player can sprint again. As of right now, stopping power does not exist.
If I had it my way, I'd also like the the screen to off set the players aim as well when getting struck by a bullet.
If I had it my way, I'd also like the the screen to off set the players aim as well when getting struck by a bullet.
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Heavy Death
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Re: What do you guys think about the current sprint/jump system in PR?
Funny you say that, when we were testing the deviation, people used more cover, and that made firefights longer. It is short for those who play like in current version.DDS wrote:One thing is for sure. Firefights will be short lived and devastating.![]()




