antoineflemming 14 Posted April 16, 2013 So, the animations are broken. At least, for me. New speed settings aside, right walk strafing is super sped up. Crouch angled movement (W+A, W+D) is too fast. Anyone else got these problems? Now, I'm also running AiA, so I'm not sure if that's the problem. That said, I think that the normal walk pace should be slower than the tactical pace. At the current moment, it's nearly the same. Sprint should also be a little faster starting out. Speed should increase quickly, then plateau at a certain speed, then decrease to the current speed, and then drop to a slow run. Now, the animation should remain the current sprint animation, just slower, instead of changing to the low ready jog animation. Why? Because you are trying to sprint. That's a nitpicky thing but, yeah... Share this post Link to post Share on other sites
Wolfstriked 11 Posted April 16, 2013 Hear me out here before you instantly disregard this as crazy as its,in a way,realistic.So as Zimms points out the faster speed of running would only be short lived due to even more fatigue setting in over time.What about having the ability to slow the player down even more by stopping the running animation like when you tire out from sprinting.At this point the weapon lowers and you enter the jog animation.When you are in jog animation and you raise the weapon you enter into tactical pace only which is basically jogging speed but with the weapon shouldered.So when super fatigued you will be running around at A2 speeds but with ability to do this with weapon up. Maybe instead you could drop from run straight into tactical pace which would look realistic also.This would need the run speed reverted to the alpha .54 level though. Share this post Link to post Share on other sites
metalcraze 290 Posted April 17, 2013 Is it possible to get fatigue so much as to be able to only walk/combat pace like before? Because right now it seems like a soldier can jog indefinitely no matter the load, fatigue and traveling distance. Share this post Link to post Share on other sites
chortles 263 Posted April 17, 2013 Is it possible to get fatigue so much as to be able to only walk/combat pace like before? Because right now it seems like a soldier can jog indefinitely no matter the load, fatigue and traveling distance.Might well (hopefully) be intentional. Share this post Link to post Share on other sites
twisted 128 Posted April 17, 2013 the. current dev speeds feel natural. Nicely done, Makes the game more immersive. three areas i think could be improved are : a slightly faster sprint that lasts maybe 100m. way to prevent player pivoting so quickly and unnaturally on their guts when prone or on their butt when sitting. it's like a human turret right now. sitting is worst, prone simply needs slowing down a little and a limited to how far around you can pivot on your nuts/guts . fatigue effects Share this post Link to post Share on other sites
metalcraze 290 Posted April 17, 2013 Might well (hopefully) be intentional. If it is intentional that would mean that M107 + Javelin combo is possible yet again. Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted April 17, 2013 The latest movement speeds are awful. I don't mind the jog pace, but that sprint pace has got to go. Needs to be twice what it is right now. It's visually difficult to differentiate jog and sprint the way it is at the moment. As has been stated, a significantly faster sprint (and proper animation) with shortened sprint durations would be the absolute ideal. Looking forward to improvements soon. Share this post Link to post Share on other sites
dnk 13 Posted April 17, 2013 As has been stated, a significantly faster sprint (and proper animation) with shortened sprint durations would be the absolute ideal. Share this post Link to post Share on other sites
afp 1 Posted April 17, 2013 (edited) The new animations could be a bit faster but overall looks good. The only problem seems to be the "tactical step - standing", I mean walking with weapon at the ready. It used to be faster and could be used as in old shooters game, "what you see is what you shoot".... now this seems to be too slow for that feeling. We already have "w+s" for really slow tactical step. Also the "tactical step - crouch" seems to be faster - not sure if intended. Edited April 17, 2013 by afp Share this post Link to post Share on other sites
St. Jimmy 272 Posted April 17, 2013 I really liked the combat jog's speed now. Felt bit more realistic and easier to move inside. Share this post Link to post Share on other sites
chortles 263 Posted April 17, 2013 For anyone interested in the "straight-line forward" (hold W) numbers: Standing, long gun, raised: Sprint: 20.0072 Jog: 15.006 Combat pace: 11.0093 Walk: 5.00704 Standing, long gun, lowered: Sprint: 20.0072 (no change) Jog: 14.6368 Combat pace: 12.4471 Walk: 4.76758 Standing, sidearm, raised: Sprint: 21.0013 Jog: 15.5017 Combat pace: 11.5026 Walk: 5.50777 Standing, sidearm, lowered: Sprint: 21.0013 Jog: 15.5017 Combat pace: 10.0493 Walk: 6.28081 Crouching, long gun, raised: Sprint: 18.508 Jog: 13.4741 Combat pace: 9.00575 Walk: 4.50707 Crouching, long gun, lowered: Sprint: 21.0013 Jog: 12.9239 Combat pace: 9.8693 Walk: 4.58775 Crouching, sidearm, raised: Sprint: 19.0094 Jog: 14.0088 Combat pace: 10.5046 Walk: 5.00104 Crouching, sidearm, lowered: Sprint: 21.0013 Jog: 17.1708 Combat pace: 9.14919 Walk: 4.112 Crawling, long gun: Sprint: 5.25841 Default: 3.00757 Slow: 2.46033 Crawling, sidearm: Sprint: 6.25563 Default: 3.49432 There appears to be no slower variant of crawling with a sidearm wielded. The movement speed values with the NLAW equipped appear at first glance to all be slower than their corresponding long gun or sidearm counterparts, and as the NLAW cannot be equipped for prone (pressing the prone key switches to the long gun if available) there are no crawling values for the NLAW. Share this post Link to post Share on other sites
smookie 11 Posted April 17, 2013 Target speeds (forward, sideways is 80%, backwards is 70% in most of cases): Standing, launcher, raised: Sprint: 16 Jog: 13.5 Combat pace (missing anim): 8 Walk: 4 Crouching, launcher, raised: Sprint: 15 Jog: 11 Combat pace (missing anim): 5 Walk: 3 The fatigue issue are rather prone to overall design decisions. Prone sitting animation will gets its own rotation anim (so no longer butt/feet slide on the ground... erhm, well at least not in the same animation state:P) and perhaps even some motion animations. Share this post Link to post Share on other sites
rasdenfasden 12 Posted April 17, 2013 I don't like the idea of running faster with a sidearm. I mean, chances are you've still got your rifle on your back or just hanging in front of you, which arguably is gonna affect your mobility more than if you hold it in your hands. This ain't CS. Share this post Link to post Share on other sites
Droikka 1 Posted April 17, 2013 I don't like the idea of running faster with a sidearm. I mean, chances are you've still got your rifle on your back or just hanging in front of you, which arguably is gonna affect your mobility more than if you hold it in your hands. This ain't CS. Bro, you need to have an incentive to use a pistol. Right now it feels like you're screwed up the ass every single time you take a pistol. Share this post Link to post Share on other sites
liquidpinky 11 Posted April 17, 2013 Bro, you need to have an incentive to use a pistol. Right now it feels like you're screwed up the ass every single time you take a pistol. Pistol is a backup weapon, and functions quite well as one. Share this post Link to post Share on other sites
RuecanOnRails 10 Posted April 17, 2013 Running with a pistol should be faster than running with a two handed weapon. The inertia from having both arms able to move independant and freely, you are able to gain more speed with less energy. When you are both hands are holding something your arm movement is greatly limited requiring more energy to move the same distance at the same speed. It's less about the overall weight of carried items, but how much restriction there is with the weapon or object being carried. Share this post Link to post Share on other sites
liquidpinky 11 Posted April 17, 2013 Running with a pistol should be faster than running with a two handed weapon.The inertia from having both arms able to move independant and freely, you are able to gain more speed with less energy. When you are both hands are holding something your arm movement is greatly limited requiring more energy to move the same distance at the same speed. It's less about the overall weight of carried items, but how much restriction there is with the weapon or object being carried. Should maybe be linked to running the animation used for the weapon, pistols and smaller smgs mostly use one handed running and bigger smgs upwards two handed animations. Slower again for launchers. Actuall carry weight should factor into it though, even empty handed with 50kg on your back will slow you down a lot. BIS need to get some poor sod on a track and try all the animations out on a set course then try varying weights also. I was going to suggest Ivan and placing a beer at the end as an incentive, but on hindsight this would achieve unaturaly fast times. Share this post Link to post Share on other sites
Predator.v2 10 Posted April 17, 2013 Why exactly is "relaxed" movement slower than combat movement (for running/jogging)? When you run in both "modes", the difference is only the way the soldier holds the weapon. And surely a soldier can run faster without his weapon on the body, but when he carries it, like in "relaxed" "jogging". Will the soldier at least build up less fatique? Feedback: -Adjust left is still a bit strange. Your soldier carries his weapon on the left side, but switches it to the right side, whenever you move. Very "unimmersive". Share this post Link to post Share on other sites
Smurf 12 Posted April 17, 2013 The weight carried by the soldier is affects what? The overall speed, the stamina pool (or how fast you burn it) or both? Share this post Link to post Share on other sites
metalcraze 290 Posted April 17, 2013 To me it looks like it affects nothing at the moment. Current fatigue system seems to be no different from ArmA2. You sprint for a bit then it's jogging speed until you are "rested" Of course I am interested in knowing what it truly affects or will affect. Carried weight seems to have no effect on movement speeds. Also Smookie mentioned he's planning to test limited turning speed when sprinting - hopefully it will come sooner than soon :> Share this post Link to post Share on other sites
fabio_chavez 103 Posted April 17, 2013 oops wrong window plz delete Share this post Link to post Share on other sites
PlacidPaul 11 Posted April 17, 2013 Bro, you need to have an incentive to use a pistol. Right now it feels like you're screwed up the ass every single time you take a pistol. The incentive is only to defend yourself :j: I'm glad this is high priority, the movement just is not immersive yet. And I don't think it's all to do with just speeds. Share this post Link to post Share on other sites
machineabuse 11 Posted April 17, 2013 Feeling pretty happy with the movement speeds here. I wager that the difference between run and sprint is more subtle if you play from 3rd person. As someone who plays exclusively in 1st person I just want to say that the current speeds feel good to me personally. Share this post Link to post Share on other sites
-=seany=- 5 Posted April 17, 2013 I quite liked the initial release speeds. But maybe they (optics view) where a bit too fast, I could have lived with it though, it felt nice. I wouldn't make them any slower than they are now. I think comparing speed and movements to Arma2 is not a good idea. This (Arma3) is a new take on how we move around and interact with the world. An attempt to retain realism while removing "clunkyness". As I said, I think they did a good job with the way it was in the initial release. It only needs very slight refining. Most of the things that I felt needed changing where related to animations transitions and animations in general. Share this post Link to post Share on other sites
bad benson 1733 Posted April 17, 2013 So, the animations are broken. At least, for me. New speed settings aside, right walk strafing is super sped up. Crouch angled movement (W+A, W+D) is too fast. Anyone else got these problems? i can confirm some of this. for me being crouched and sprinting to the right is much faster than doing the same to the left side. overall side way sprinting speeds, especially in crouch stance, are too fast. i couldn't test it properly in MP yet but at least before the last dev build update it looked just ridiculous especially when watching other players do it. it almost looked like they are sliding on ice. the normal running around looks more natural to me now but running crouch with a pistol still looks very weird. the back has to be much more rounded. it's impossible to run the way it looks now in real life. the whole upper body is way to straight and low. i don't know how i feel about sprinting. i think making it faster and shorter would be ok. i'm just really concerned with things looking natural. i couldn't care less about the ability to run around like a maniac. all i want is it to look convincing when i play with my friends. i know arma 2 looked weird and clunky in a lot of cases but people never were sliding or moving like in a sped up movie. the focus should be on aesthetics more. all side way movements have to be slowed down. most movement is done following mouse movement anyways so that's where the speed needs to be at, at least when it comes to fast movement. combat pace is fine with fast side way movement since it's more of a controlled movement which allows that. so in short: all side way sprint anims needs serious tweaking to make them look natural and less "slidey". crouch run with a pistol needs a rounded and less lower back. Share this post Link to post Share on other sites