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DnA

Movement speed tweaking

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Planned changes to movement speeds got rolled out this week and now further tweaks are on-going in Development branch. We would like to focus your feedback by letting you know what was changed, what are we testing, ask how you feel about it, etc.

Overview from terminanimator Pawel Smolewski :shoot:

Animation changelog:

  • [iMPROVED] Movement speeds have been unified: they are now symmetrical (left / right), for all stances and weapons. Sideways motion is about 80% of forward speed. Backwards motion is around 70% of forward speed for a given stance.
  • [iMPROVED] Each travelling mode has substantially different speed to another.
  • [iMPROVED] Travelling with pistol out is slightly faster than rifle and significantly faster than launcher movement.
  • [ADDED] New urban prone positions in both rifle/pistol stances (left / right). They are unique because they allow you to move sideways unlike other prone adjust stances.
  • [iMPROVED] Adjust left states improved for rifle / pistol (more lean, weapon on the left side of the head). Adjust right are more leaned to the side.
  • [iMPROVED] Adjust posture now differ in default weapon location in the first person view to better indicate adjust posture.

Motivation for movement speed changes:

  • More immersive (more ‘down to Earth’ values)
  • Better control (as in other tactical shooters)
  • Significant differences in travelling modes

Interested mostly in feedback on:

  • Sprint speed (rifle / pistol)
  • Combat pace speed (rifle / pistol)
  • Crawling speeds

Still to do:

  • Relaxed movement (will be just slightly slower / more relaxed than combat movement)
  • Unarmed movement (will be about the same speed as combat movement)

Edited by DnA
Added more detailed overview from the animators

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do you mean that soon at some point the animation team will post something about it?

EDIT: thanks for the reply

Edited by el0375

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do you mean that soon at some point the animation team will post something about it?

Yep, that's what he said.

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I love how you guys take the time to discuss the game development with us and keep us informed. It's awesome. :D

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I see the run speed is down from 17+ km/h to 15 km/h. I like it, as it makes the sprint useful again. Standing tactical pace seems to have been sped up a little (to 11 km/h) and it's now distinctly faster than crouch tactical (at 9 km/h), which I wanted to see as well.

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Doesn't look like a sprint anymore imho, just a slightly faster run. I'd say sprinting is a brief, intense, all out effort, while running is meant to manage stamina and spare energy. I'd have prefered you increase fatigue instead of slowering speed. But I'll do with what I have.

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Me personally i am happy with foot-mobile speed as it is now. It feels very natural and correct.

Only possible change i can see usefull, is to have a 10second faster sprint(20kmh) that gradually reduces to 15kmh and settles here as a constant.

When i was in the service i often timed my movement while marching. This averaged out around 8kmh. Taking this as a base to compare current speeds in game, i am VERY happy with the current situation (stable branch)

Edited by kamaradski

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hi,

I'll take this thread as a opportunity to report something that I was experiencing while making a mission. (I dunno if this has been reported earlier, I don't read the feedback tracker, although I have googled / researched this problem and I couldn't find anything.)

The problem I encountered was that, if you have units forced to walk, that units armed with weapons walk slightly slower than units without weapons. Basically what happens is that, the character stripped down of equipment will always reach the target destination before the units armed with weapons, which basically makes a escorting patrol type "scenario" impossible to do at the moment.

Is this a known problem? Is there a fix for that? I would really like to know, since this "small" problem basically destroyed a very cool idea I had for a mission.

Thanks. :)

edit: I might add, that I've tested all available Behaviours and it did not change anything, but the "stance" the units _force_ walk in.

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Doesn't look like a sprint anymore imho, just a slightly faster run. I'd say sprinting is a brief, intense, all out effort, while running is meant to manage stamina and spare energy. I'd have prefered you increase fatigue instead of slowering speed. But I'll do with what I have.

I agree. Sprint should be a bit faster but perhaps last a shorter time before going back to normal run.

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I would go with that - sprint = very fast, but very short with heavy fatigue.

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With the new changes i'd say i love it but there should be a new animation for using a sprint (15-20 km/h) because the current sprint animation paces are too short which makes sprinting like a fast forwarding sprint.

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Animation Transition Speed with pistol and withoult weapon is too fast compared to with rifle.

Weapons change from rifle-pistol are a bit fast.

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Doesn't look like a sprint anymore imho, just a slightly faster run. I'd say sprinting is a brief, intense, all out effort, while running is meant to manage stamina and spare energy. I'd have prefered you increase fatigue instead of slowering speed. But I'll do with what I have.

Agree, Sprint should be short and intense, significantly faster than run. Also an indicator if sprinting is not possible would be nice. Otherwise people will ask for support ;)

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Agree, Sprint should be short and intense, significantly faster than run. Also an indicator if sprinting is not possible would be nice. Otherwise people will ask for support ;)

Yeah, I agree that the sprint should be something like "running for one's life" and have very heavy fatigue effect. In addition, the maximum rotation speed should be limited while sprinting because of the inertia, and to reduce the unrealistic zig-zagging when being under fire.

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Before the update of OP:

As for sprinting, I was planning on testing out: limiting the rotating speed + disabling 45 degree sprinting in favour of 22,5 degree (to indicate the player is moving fast).

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Can we get a better animation for sprinting? Right now it seems too fast forwarding the animation.

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Before the update of OP:

As for sprinting, I was planning on testing out: limiting the rotating speed

As in (somewhat) Bad Company 2 or BiA: Hell's Highway? (just to have some palpable comparison)

disabling 45 degree sprinting in favour of 22,5 degree

With Shift+W+A\D?

Anyway, seems good to me.

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I've updated the OP with an excellent overview from Smookie :)

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Doesn't look like a sprint anymore imho, just a slightly faster run. I'd say sprinting is a brief, intense, all out effort, while running is meant to manage stamina and spare energy. I'd have prefered you increase fatigue instead of slowering speed. But I'll do with what I have.
I agree. Sprint should be a bit faster but perhaps last a shorter time before going back to normal run.

This would be something I can live with +1

...as long as the fastest part of the sprint lasts long enough to reach cover...say at least 40m-50m or so

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QUICK overview.....as silly as this may sound I get this nauseous feeling when something is off in a game and just opted back into beta and its back.I found the newest alpha to feel excellent in a few areas and I will list my opinions of the dev build.

The stand/running speed now feels painfully slow and causes me that nauseous feeling I mention.In combat I would not be running at this pace but would be moving more briskly with a high adrenaline feel.Dev build running speed seems painfully close to jogging speed.Jogging should be a relaxed feel while raising a weapon means enemies about and a brisk pace held.Just stand/run while in tactical pace and then switch off tactical pace and it will feel just slightly faster which is not good.Also the crouch/run and stand/run speeds seem painfully close that I get that nauseous feeling.

The running speed in newest alpha was spot on for me with the sprint speed seeming almost perfect.I would try 1mph more sprint speed as I think then it would feel just right.

The dev build crouch/running speed,feels spot on.Before it felt too fast.

The 80% and 70% slower movements for sideways and backwards are excellent choices.

The walk speeds now feel perfect!!

Crawl speeds are also feeling great and seems same speed pistol/rifle crawl wise which is good IMO.

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I agree with sprint being a very short but fast movement that declines to a steady run after awhile. I also like the idea of limiting the rotation speed and I'm guessing you mean strafe sprinting by the 22.5 degree's?

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Before the update of OP:

As for sprinting, I was planning on testing out: limiting the rotating speed + disabling 45 degree sprinting in favour of 22,5 degree (to indicate the player is moving fast).

This sounds very good.

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I agree as well that sprinting should be faster

But as for the rest so far so good

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I for one like the slower movement.

People are saying that because of the adrenalin they would run faster on the battlefield. Yes, for the first ten minutes maybe. After spending the whole day on the field with full gear, running is in fact more like jogging.

If you are under fire you would sprint, that's what it's there for.

I think people have different opinions about this because the misunderstanding lies in the difference between running and sprinting. It seems some people see running as sprinting and sprinting as even faster sprinting.

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Top speed needs to be that little bit faster - maybe fatigue more from it, but definitely faster. Otherwise getting there :)

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