Jumping and Falling

Post your feedback on the current Project Reality release (including SinglePlayer).
Looy
Posts: 73
Joined: 2010-05-31 12:26

Jumping and Falling

Post by Looy »

Just my general opinions on Jumping and Fall damage in PR.

Jumping uses way too much stamina, especially considering it can only be used to clear waist high obstacles, so you could consider it a representation of a mantle. Sometimes I'll be sprinting across the map when I come across a waist high fence that continues for maybe 5metres each direction and I'll just go around it as jumping it will drain about 1/3 of my stamina and leave me walking the rest of the way. 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.

Fall damage is a little too high as well. IRL due to being a clumsy dumbass I have fallen from at least 1 storey heights without hurting myself, and one of those was landing on my spine. In game, a 1 storey fall will make you begin bleeding out, you even take damage if you run down the stairs too quickly. The fall damage from hitting water is also far too high, you shouldn't be able to survive falling out a plane without using the parachute, but jumping of the aircraft carriers shouldn't harm you.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Jumping and Falling

Post by maarit »

you are right.
expecially in fall damage.

there should be little less damage cos i cant really climp down using cliffs and stuff.
goguapsy
Posts: 3688
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Re: Jumping and Falling

Post by goguapsy »

Uh well... jumping from the carrier is pretty high and you are carrying some heavy equipment, so... yeah.

Also the jumping height is good enough, because it is good to "mantle" objects. Also, with some time, you'll get the hang for controlling exactly where you are going to land (and control your air speed).

And you got it right, the stamina bar rape is to prevent bunny hoping. The thing about bunny hoping is that, even though they can't shoot you, you can't hit him, so it's there to prevent Matrix style bullet-dodging. Bunny hoping allied with the hitboxes in BF2+ping = totally unrealistic jumping, know what I'm saying?
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Rudd
Retired PR Developer
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Re: Jumping and Falling

Post by Rudd »

Jumping wise, its mostly to stop bunny hopping. Mapper should do their best to lower their walls so that peopel can jump them or at least doesn't bug the vulnerability of the enemy, however thats the only way forward at this point.

Don't jump off the carrier, don't jump out of planes...just dont, the game is asking you not to.

falling ingame with all your kit is dangerous, IRL you might turn your ankle and be unable to run, we can't simulate that ingame, so you get hurt.
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obZen
Posts: 156
Joined: 2008-09-22 21:25

Re: Jumping and Falling

Post by obZen »

The thing I really hate is how it seems almost all windows and ledges are inches too high for you to hit something while crouching.

Yeah they might be like that in real life, but when you crouch in real life you can also adjust your height some.
richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: Jumping and Falling

Post by richyrich55 »

About jumping, I really think all maps should have those little tiny ledges that you have to jump over when you should be able to walk over them lowered like what had to be done on Fallujah. In some places it's understandable but others it's just plain dumb.
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Darknecron
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Joined: 2009-12-21 00:48

Re: Jumping and Falling

Post by Darknecron »

I have to agree that jumping takes far too much stamina. Look at what marines go through during the crucible...I'm sure they do a lot more jumping then we do in PR.

And as for damage, I agree. These are trained soldiers, they know how to clear 10 foot obstructions (and stairs...) without hurting themselves. I think it would take a 20 or so foot drop to realy do some damage, especially since they are used to carrying so much gear.
BloodBane611
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Re: Jumping and Falling

Post by BloodBane611 »

Darknecron wrote:I have to agree that jumping takes far too much stamina. Look at what marines go through during the crucible...I'm sure they do a lot more jumping then we do in PR.
The reason jumping takes so much stamina is to stop bunny hopping. I don't know if you've noticed, but it's highly effective in that regard.
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mangeface
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Re: Jumping and Falling

Post by mangeface »

[R-MOD]BloodBane611 wrote:The reason jumping takes so much stamina is to stop bunny hopping. I don't know if you've noticed, but it's highly effective in that regard.

Would you mind elaborating on the whole falling issue? I know I sprint down a set of stairs and *BAM*, I'm bleeding out. Or I fall of a small obstacle like a shed and I'm bleeding out. I personally find that to be quite ridiculous. I can understand falling off a 2 story building, or something over appx. 12 feet as that would mess someone up a bit, like they'd break their ankle or something. But I feel that this is one of the bigger issues that's not brought up enough compared to someone wanting a 3rd deployabe .50 cal HMG at the already well protected FOBs.
Ford_Jam
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Re: Jumping and Falling

Post by Ford_Jam »

PR = Tripping down one step and bleeding to death.
dtacs
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Re: Jumping and Falling

Post by dtacs »

[R-MOD]BloodBane611 wrote:The reason jumping takes so much stamina is to stop bunny hopping. I don't know if you've noticed, but it's highly effective in that regard.
No it isn't. I still bunny hop to avoid fire and its very effective. The only thing that was stopped is sprinting inbetween jumps.
BloodBane611
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Re: Jumping and Falling

Post by BloodBane611 »

darkside12 wrote:Would you mind elaborating on the whole falling issue? I know I sprint down a set of stairs and *BAM*, I'm bleeding out. Or I fall of a small obstacle like a shed and I'm bleeding out. I personally find that to be quite ridiculous. I can understand falling off a 2 story building, or something over appx. 12 feet as that would mess someone up a bit, like they'd break their ankle or something. But I feel that this is one of the bigger issues that's not brought up enough compared to someone wanting a 3rd deployabe .50 cal HMG at the already well protected FOBs.
Don't sprint down stairs, it's a limitation of the BF2 engine. Since stair collision meshes are actually angled planes (not real steps), you're basically flying off that flat plane and falling down to the bottom of the stairs. This is a basic limitation of the engine, and not one that is really important enough to devise a complex workaround to deal with(assuming that is even possible). Wait for the C4 engine and integrated physics

dtacs wrote:No it isn't. I still bunny hop to avoid fire and its very effective. The only thing that was stopped is sprinting inbetween jumps.
Jumping resets deviation and kills your sprint. If your opponents are still losing to you when doing that they are simply fail players. I personally do not see anyone on US servers bunnyhopping
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dtacs
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Re: Jumping and Falling

Post by dtacs »

[R-MOD]BloodBane611 wrote: Jumping resets deviation and kills your sprint. If your opponents are still losing to you when doing that they are simply fail players. I personally do not see anyone on US servers bunnyhopping
Regardless if it resets deviation you aren't going to be engaging them in the first place: bunny hopping is used as an evasive escape tactic, not one to engage like it was in BF2.

The tactic unfortunately enough is effective enough to allow you to get around a corner or behind cover to avoid being killed. That and running, funnily enough, in a serpentine fashion.
Darknecron
Posts: 40
Joined: 2009-12-21 00:48

Re: Jumping and Falling

Post by Darknecron »

Ford_Jam wrote:PR = Tripping down one step and bleeding to death.
And it's retarded.
Rudd
Retired PR Developer
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Re: Jumping and Falling

Post by Rudd »

dtacs wrote:No it isn't. I still bunny hop to avoid fire and its very effective. The only thing that was stopped is sprinting inbetween jumps.
congratulations, you have just admitted to the PR forum that you are a chronic bunny hopper, you win a **** load of disrespect, well done!

bunny hoppers make me laugh, it doesn't seem to work when I have them in my crosshairs, in fact they end up spending LONGER in my view than if they had just run away because of stamina etc
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Darknecron
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Joined: 2009-12-21 00:48

Re: Jumping and Falling

Post by Darknecron »

[R-MOD]BloodBane611 wrote:The reason jumping takes so much stamina is to stop bunny hopping. I don't know if you've noticed, but it's highly effective in that regard.
Then they could stick a five second wait in between jumps, but still let us jump like ten times. I'm not a marine and I could probably do five or six good jumps in full gear.
mangeface
Posts: 2105
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Re: Jumping and Falling

Post by mangeface »

[quote=""'[R-MOD"]BloodBane611;1407885']Don't sprint down stairs, it's a limitation of the BF2 engine. Since stair collision meshes are actually angled planes (not real steps), you're basically flying off that flat plane and falling down to the bottom of the stairs. This is a basic limitation of the engine, and not one that is really important enough to devise a complex workaround to deal with(assuming that is even possible). Wait for the C4 engine and integrated physics[/quote]

What about hopping off the top of an appx. 6 foot tall shed and getting injuried? Engine limitation, or someone just wanting to get the kicks of us playing then come here to the forums and "OMG/WTF!?!?!? WHY CAN'T THEY GET IT RIGHT?"?

[quote="Darknecron""]I'm not a marine and I could probably do five or six good jumps in full gear.[/quote]

I am, and our gear is stupid heavy. I don't have the new plate carriers that the infantry has which are smaller and lighter, but the MTV that's issued to everyone else is heavy. I might be able to jump 5 or 6 times. But then again, I'm just a stupid POG that fixes aircraft for 16 hours a night so the grunts don't have to walk EVERYWHERE, so I never have time to PT.

EDIT: Well, not hopping off, but walking off.
Last edited by mangeface on 2010-08-14 08:44, edited 2 times in total.
EW_SK
Posts: 88
Joined: 2010-01-11 12:35

Re: Jumping and Falling

Post by EW_SK »

Darknecron wrote:Then they could stick a five second wait in between jumps, but still let us jump like ten times. I'm not a marine and I could probably do five or six good jumps in full gear.
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 , i'd say a rifleman have a 16 kilos gear whereas a hat must have more then 25 KG , so the actual number of jump is quite good to me i dont use to jump a lot ,even if i do on Fallujah when i cross the street , but that i try to have my budies covering me as i cross.

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 ?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Jumping and Falling

Post by Arnoldio »

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. :D
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Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Jumping and Falling

Post by Wakain »

in regard to the falldamage issue:
the way you jump, or fall off, for example a building makes the difference between damage and no damage, I've jumped off 3 story buildings one story at a time by simply moving to the edge slowly and moving over it, you fall down gently without damage on the next story, repeat the process and touch ground eventually.
others came after me and just walked over the edge without hesitating, got damage, repeated that process and went "I need a medic" like crazy. if you find yourself on a high building without a ladder you might ask yourself what happened, or flame some teammembers for building such lousy(though unfindable) FOBs ;)
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