Original Post — Direct link
almost 4 years ago - /u/lytlb1t - Direct link

Originally posted by tikhonjelvis

Honestly, as much as I love BF4, the movement mechanics come close to ruining the game. Jumping accelerates you really fast out of nowhere and you can turn in the air—it's annoying even when I'm the one abusing it to fly around corners. But the real problem is the movement techniques that mess up your hit box and make you harder to hit for no good reason—although I don't know whether those are really mechanics of just niche bugs that will never be fixed.

Would you prefer jumps to be a 'commit'? Aka you can turn around but not change movement direction?

almost 4 years ago - /u/lytlb1t - Direct link

Originally posted by Zero-Ducks-Given

the sliding in this game makes me want to kill myself

How would you like to see it? Longer cool downs? Removed altogether? Improved?

almost 4 years ago - /u/lytlb1t - Direct link

Originally posted by tikhonjelvis

Great question.

I have a better feel for the problem than the solution: jumping gives you a boost of speed with no real downside, to the point where my first instinct when I'm getting shot is to jump and zig-zag. I've had ideas on how to fix this—changing how much you accelerate or how much momentum you lose when you land—but I'm not confident in these ideas because I worry they would make movement feel "sticky" and unpleasant.

Making jumps commit sounds like a fundamentally better approach. Jumping would have a cost in a way that feels natural. Elegant :). It's hard to say more without trying it, especially in comparison to tweaking acceleration/height/length/etc numbers.

One thing I've noticed is that jumping in CoD:MW does not feel or work like BF4. I still occasionally jump when getting shot—over 1000 hours in BF4 has built some hard-to-shake habits :P—but it doesn't really work. (I am also not very good at CoD.) I'm not sure exactly what the difference is though—maybe jumps are just smaller and slower.

Thanks, we'll keep this in mind.

almost 4 years ago - /u/lytlb1t - Direct link

Originally posted by AuroraSpectre

If I were to redesign it in any way, I'd like to make it more of a commitment thing, be it a longer starting/ending period, or any way to make its use require more thought regarding where and when to use it. The skillgap would come from knowing when to apply the movement options the game has, instead of who can pull off the most maneuvers in the shortest time.

As it stands, it's a bit jarring, hard to follow, and gives short ranged weapons even more of an edge in situations they already dominate.

I'm all for giving players freedom of movement - things like sliding and crouch running open up a lot of interesting possibilities - but these "special maneuvers" need to have downsides as well, so the skill comes from knowing when and how to use the possibilities the game allows for maximum effect.

Alright thanks, looks like you want a more dynamic implementation instead of something that feels the same every time.

almost 4 years ago - /u/lytlb1t - Direct link

Originally posted by Bart_J_Sampson

I like sliding as a mechanic to move into cover so in a gunfight you take your opponent head on or slide/run for cover

In the systems current implementation you can basically do both at the same time with the added benefits of reducing your shape and moving your head out of the way of those with good headshot discipline

My suggestion to improve the system is to have it as more inaccurate hipfire only and a slight delay on ADS after sliding or jumping to discourage people from using them as an offensive move and keep them as an evasive tactic for taking cover

I think this makes sense, add some kind of penalty so that it requires more of a conscious decision to pull off a useful slide.

almost 4 years ago - /u/lytlb1t - Direct link

Originally posted by AuroraSpectre

That's what I was trying to say. Currently, there's no reason not to slide, since it gives you a way to close in the gap between yourself and cover/the enemy, all the while making you harder to hit. There's no actual downside to it.

So, instead of being universally useful, the slide would be set up in a way that the player would have to think where and when to apply it for maximum effect.

Got it