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Showing results for tags 'stance'.
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TLDR: When pressing movement keys while crouched, the character gets a litle bit higher to walk. I sugest that when both left and right is held, the character gets a little bit higher and stays in place. FURTHER ELABORATION: Most of the covers in Squad are optimized to fit the different stances. While crouched looking from a window of an apartment building, I could comfortably see the horizon, however if I wanted to see what's going on closer to the building, I had to use left and right movement to peek up. I thought of pressing both keys and was disappointed when the character ducked back as soon as he stopped. I propose a very simple stance adjustment from crouch into a high-crouch, since that is what I would find most useful and the game probably already has the capability of achieving that without much work. The sugested crouch into high-crouch does not bloat controls neither it creates an oportunity for unwanted peeking, since whenever you press any movement key in crouch, the character gets higher to move, so whether or not the character actually moves at that point is of no essence. The only thing that might need adjusting is that either crouhed weapon sway model or a completely new one would have to be used when in high-crouch. Other than that, leaning would work, because the game already supports leaning while walking (weapon sway model could pose issues), aiming down sights would also work and high-crouch movement would not be a problem, since it's already the default mode of crouch movement. The present 1st person and 3rd person animations should also suffice (minus the weapon sway, I don't actually know how much that is a part of the animations - I sincerely hope it's its own thing). EXPANDED METHOD: The idea can be expanded upon to use forward+backward for higher stance and left+right for lower stance, however this would create possible unwanted peeking, would require new sets of animations for low stances and high stances and would most definitely unnecessarily complicate just about everything about the game. (edit) LESS EXPANDED METHOD: Left and right held simultaneously while crouched puts you into high-crouch and when standing up, it puts you into low-stand. This would give us enough stances to fix the below mentioned issue. Unlike the suggested high-crouch, the low-stand would however require a new set of animations, and movement in low-stand would not be easily possible (probably the way to move when in low-stand, without peeking up, would be to crouch and then move). OK let me hear your thoughts.
Hi. I think the game could really use a few more stances, like it's done on Arma 3. You can find yourself pretty often needing to aim through a hole, a window, between two plywoods or anything but you can't because crouch is too low and standing up is too high.
I'd like to start off with saying how happy I am to see a successor to PR come around. I had played PR from v0.4 to 1.0, and closely followed development. With the particular names I see moving over to this project, and an already existing proof of concept in UE4, I have extremely high hopes for Squad's future. In my opinion, I think that there should be a strong focus on creating a solid infantry game first and foremost. Based on the goals the development team has mentioned, it seems like they are already on this path. I think we have a huge opportunity here to make the infantry game more detailed and rewarding. I see a few scattered topics about gameplay in the suggestion forum, so I thought it would be nice to have a bit of a mega-thread that attempts to create the "big picture" for what the community would like to see out of Squad's infantry gameplay, and really refine what people would like to see. Since Squad is the spiritual successor of PR, I'll be approaching this from the angle of building off of the base gameplay from PR. I'll separate these into a few key headlines, and suggest both overarching goals and individual methods of accomplishing them. I'll be focusing solely on the gameplay as an individual infantry, avoiding higher level topics like squad organization, communication, etc. Body Articulation Finer control over your character's body and stance is becoming more commonplace in tactical shooters and adds a fair bit of depth to how one can approach certain combat situations, especially CQC. Leaning is an obvious one that's basically par for the course of being a tactical shooter these days but I think we can definitely accomplish more. I will point to Arma 3 for this topic, as I believe it is currently the reference to beat. If you're not already aware, Arma 3 has an array of options regarding your stance. Of course, it has the standard Stand/Crouch/Prone stances, and torso leaning with Q and E, but it also has a stance adjustment system, utilized by holding control and pressing your movement keys; pressing W/S will cause your character to raise/lower their stance, and A/D will cause your character to step out to the left/right, as a step lean. As with many things Arma, it can be a bit clunky at times, but most of the time it's a very welcome addition that allows for more effective use of cover, and frees us from the need to have chest high walls everywhere. Squad may not need quite the full array of options, either. Cutting some of the less useful stances (like low prone, side prone, and sitting) could save animation time without losing too much from the system. Streamlining the controls and making it a bit more fluid would also be a welcome change. There are also a variety of options for movement in Arma 3, including sprinting, jogging, and walking paces, as well as a "tactical pace" between walking and jogging with weapon shouldered, meant for CQC. Depending on the movement values the devs adopt we may be fine with the standard/sprint paces we have, but in case they have a tough time finding a happy medium they might want to consider a tactical pace, which would give the benefit of more stable weapon handling. I'd also like to make quick mention of the ability to turn your head. Being able to scan while on the run or check your surroundings while keeping your aim trained on an area—It makes a big difference in being able to keep up your situational awareness, in my opinion. Weapon Simulation It's a great feeling to know we have finally gotten away from the restrictions of the outdated BF2 engine, and with that it's high time we graduated from the deviation system. I think the natural progression to this is implementing weapon sway, but I think it's important we set some goals of how it should function to ensure that it benefits rather than hampers gameplay. It's imperative that we allow the weapon to no longer be glued to the center of the screen; the movement and recoil should be able to cause the sights to shift without being tied to our view. I also think it's important that we approach sway with a very light touch. Constant idle sway leaves players feeling like their character is drunk, and we should be considerate of how weapon stability can be deteriorated cumulatively based on different factors. When at rest, sway should be very minimal, such that engagements under 100m are almost unaffected by sway. Ideally, I believe that sway should not ever be allowed to get to a point where it would significantly hinder one's ability to engage in CQB fighting. Recoil can both shift the sights and increase sway, such that taking slow deliberate shots allows for more accuracy over fast firing. Movement and low stamina can of course affect sway as well. It may also be important to have the ability to brace your weapon on the sides or top of obstacles, which would allow a player to overcome sway for precision shots at range. It'd probably be beneficial if this was automatic rather than requiring it's own button to engage. There is also the possibility for a "steady aim" function that can temporarily give increased stability under stress. Deviation can still be used with a sway system where needed to balance weapons and keep them from performing outside of their class. Sniper rifles can have a significant sway penalty for being fired from unsupported positions but have very low deviation allowing them to be extremely precise when braced, while rifles can have a balance of both allowing them to be effective at medium ranges but unable to be precise for extreme ranges. This allows for a braced weapon to have no sway, but still not be pinpoint accurate at ranges beyond their capabilities. On to ballistics. I figure this is already been thought about, but definitely would be nice to see some more appropriate bullet trajectory work being done, especially making sure the scopes and sights reflect these trajectories more closely. I won't harp on that too much, and will instead turn my focus here to bullet penetration. A consistent and intuitive penetration system can improve tactical options and create a better distinction between cover and concealment. Not being able to dispatch enemies hiding behind thin wooden pallets can be extremely frustrating, as is doing no damage to an enemy because your bullet clipped the very edge of the wall he was peeking out from. Having a consistent penetration system allows for more flexibility in firefights, allowing you to dispatch or flush out enemies that choose weaker cover, and keeping pressure on enemies you are suppressing. It also offers new balancing options for weapons, with larger calibres being able to do more damage through cover. Backup sights were an awesome addition to PR. It would be nice for weapons that didn't have a real CQB sight to be "sighted in" this way, like using the top of the scope as a fuzzy aiming point; it gives the benefit of a walking movement speed and gives a better feeling of your virtual weapon's pointing in lieu of being able to feel where it's roughly pointed. Bonus points will be awarded for scopes not magnifying the outside of the screen. Some advanced reload options might be nice, such as a dry vs tactical reload. Being able to check how many rounds remain in your magazine would be nice as well; it could either show a full number or give a more vague indicator, like the magazine feels light or heavy. Combat Wounds and Aid It would be nice to have a bit more immersive effects to being wounded in game. Passing out into incapacitation states could disable or reduce the ability to talk, cause their vision to become darkened and blurred, and their hearing to become muffled. Making it nearly impossible for dead men to give away intel on their killers would be a great improvement to gameplay. Being able to have separate wounds on your body could improve immersion as well; Being wounded in the torso could make it more difficult to aim, being wounded in the legs could hamper your movement. The medic can heal wounds and remove these effects, but being wounded in a firefight could make you much less effective until you can reach safety. Having a UI element to show where you're wounded could give a bit of meaningful feedback on your current state. Field dressings can actually stop bleeding now, so you can't spam field dressings and be fully healed. Being able to drag wounded teammates out of danger to heal them would be an absolutely huge feature. Nothing was weirder than walking about blind as a bat and playing marco polo with a medic to get to safety. Equipment There are already a lot of suggestions regarding load-out customization, and it's a pretty great idea. However, I would like to instill the Squad team with the idea of an inventory. It would allow players to carry supplies for others, like being able to carry extra rockets for your LAT, or more belts for your LMG. Players could change their load-out based on the situation at hand if they had a supply crate available. There could be a maximum weight limit, though it wouldn't necessarily have to affect player's stamina. There can still be loadout templates so that new players don't have to figure out what to grab, but those looking for more flexibility can trade out items and customize to their heart's content. Conclusion Thanks for reading. Let me know your take, and let's try to really refine these ideas and create a big picture for what we hope for to see out of the infantry gameplay in Squad. I truly hope we can make Squad have even more depth and immersion than we could previously achieve with PR.
yeah it sounds stupid, but the other day i was in event on squad ops and some people accidently discharged the weapon before the game started. It would be cool if when you pressed some key, your character would engage the safety and would kind of lower his weapon like the image, you would also see it in first person. if you press the fire button you will disengage the safety and raise the weapon and it would take like a half a second. Better than the safety shovels http://images.akamai.steamusercontent.com/ugc/140004481106113970/5A8EA85F73D41A503CC0D5EE238C84DC4772D789/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:819&composite-to%3D*%2C*|1024%3A819&background-color=black
After v8.2 notes. Since you did some toggle work. Any chance of forcing an "unlean" after sprinting or jumping? IMO it's just goofy as all get out. Nip the sprint crouch leaners in the bud and solve a little human error frustrations Dream world would have an option that turns lean-left into a lean-upright while you are currently leaning right -- if you're leaning right it would take two lean lefts to get to actually leaning left. And any hope of letting stamina regenerate when crouch walking? or some visual cue that we're crouched, other than what appears to be a 6" drop? Maybe not UI solution but... uh the gun being raised a little more, holding it more tightly, a bit of shoulder showing IDK
Nightingale posted a topic in Feedback & SuggestionsThe character animation systems in traditional FPSes tend to have a large disparity between what the player sees in first person and what he sees in third person. For example, many FPSes make the hipfire stance and the aim-down-sights stance the exact same stance, causing all players to appear to be always running around with their weapons shouldered and ready to fire, even when approaching friendly units (!!). Not only is it awkward-looking and unrealistic, this disparity in 3rd and 1st person animations causes a lot of confusion and friendly fire situations. My suggestion is to simulate something similar to the Arma 2's weapon lowered/raised stances, but without having to use the same model for both 1st person and 3rd person. In this system, there would be no difference between what the player sees in 1st person or 3rd person, and it would also allow him to lower his weapon to reduce the rate of friendly fire accidents: