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Showing results for tags 'vault'.
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Japub posted a topic in Feedback & SuggestionsVault/climb penalties The vaulting system in v10 alpha was great! However, I'm suggesting that some of the higher vaulting and climbing be accompanied with more penalties: make it slower and make it drain stamina. Parkour ninjas was a thing in the alpha and even though it was fun I don't like it for gameplay and realism. I like the opportunity vaulting brings, it allows for sneaky tactics etc, but I rather see that a squad blocked by barbed wire in an alley way (between a house and a fence) dig those wires away instead of jumping up on the fence, walking like cats on it and then jumping back down. There should be more penalties to high vaulting and climbing so that the decision of choosing that path isn't always the obvious choice. The weight of military gear should be more accounted for. I think this guy put it quite good on Reddit: https://www.reddit.com/r/joinsquad/comments/7lnw0o/the_new_vaulting_mechanics_are_great/ Fall damage Also, I think many people don't appreciate the difference to fall damage when carrying gear (not even alot of gear) as compared to being free of gear. During conscription we were even adviced not to jump from our APCs because of the 1m fall, which could result in damage to feet and knee joints in the long run. In the v10 alpha, we could jump from roof tops and high walls without penalties that just didn't seem realistic; maybe we could get to climb down instead?
First of all, I'm amazed at all the new animations! Great to see vaulting as well! However, in the current animation it seems to be "too nice" on the player; shouldn't the penalty be greater, i.e. that your weapon is lowered more? There's no demonstration of vaulting on higher walls/structures, is this planned for the future? I'd like to see some vaulting possibilities where you simply tuck your weapon aside, bring up both of your hands, etc. EDIT (added this below): "I noticed another detail that adds to my concern: the vaulting is a lil unrealistic as it's like the player model "floats" over the obstacle, one would expect the camera/your view to bump somewhat (just a lil touch)."
Greatings community, Here are some ideas that I was discussing with some friends while playing the game regarding the current state that its in. I know everything is subject to change and that the devs are adding more and more functions in the game while we move on. I'd love to see some feedback and perhaps some discussions regarding this topic. The main points are: adding an adrenaline like dimension in the game for vaulting, stamina, rushing/sprinting, drawing weapons for quicker, more realistic immersion ! Vaulting: We all know that there is no vaulting in the game right now and i've read some topics that this will most likely be implemented as the game development moves on.To jump over a 50cm wall we have to press jump and duck to cross like back in cs1.6. This usually fails because your stamina is depleted or on a low point due to crossing a field. Imagine a situation where you get shot at in real life, and you have to make it over a wall or ledge or w.e. You'd jump over that mofo and even risk breaking something to prevent getting killed. Closing in on my point now; the devs should add some sorcery in to make sure once you get shot at, you gain some kind of adrenaline and the stamina isnt affected while you jump/duck over a object for cover. Ideas:vaulting does not affect staminavaulting affects stamina, but lower the penalty from 33% or 25%, whatever its at right now to something more acceptable like 5%or vaulting affects stamina while not suppresed/being shot at but it does not affect stamina once you are being shot at. In this version, suppression adds adrenaline and your soldier will make sure to get to safety like in real life. This option would be the most realistic imho. You could go even further in to immersion and add a legs damage penalty by shot wounds or falling from height wich slows the vaulting animation by 50%. But we are getting to deep now, suppresion and adrenaline would be a nice implementation in further gamesthe last option could be an option if vaulting is not added in the game, here you would gain the adrenaline mode once you are being shot at and stamina is not affected by jumping. This would however break the game once you snipe / engage from a distance and opfor could just get unlimited jumping. Making it to hard to hit the enemy.All in all, vaulting and adrenaline would be nice.Running/sprinting for life: Drop the current run / sprint mode as it is right now and add the folowing:normal 'run' (movement by arrow keys)running (movement by arrow keys + shift*) *=default keybindingsI'd love to see the some extra rush mode during a run where you could gain an extra 10/15% sprint speed. I honestly think this would add another dimension in chasing/closing in on objectives to make sure you arrive where your headed towards alive, not dead or wounded. Mix classes up a little and modify the run/sprint speed for every role. An rpg eqquiped with 4 rockets would definitely add loads of weight and should prolly run slower then a normal soldier. Im not sure if this is already ingame. I have not seen any differences in running with classes. Changing weapons: This one should be a dead give-away and probably is suggested many times since the weapon change animations are ruining the whole game. Other games implement a fast animation to secondaries but why not set a new standard, and let other industries follow our example. Instead of having a four second animation from RPGs to your m4/ak/any other weapon. Add the folowing; yes, adrenaline, once again, since this would improve the flow and immersion alot. Once being shot at, your switching/animation greatly increases by as much as something like 50%. Set a difference between switching from RPGs to rifle, this should take longer since an RPG is big as f#ck. However switching from your rifle to pistol could be faster!my second idea would be totally awesome. See to it that theres an option to drop a weapon by pressing some button like 2 times while you are in an animation. When switching from your rpg to pistol in a firefight, you'd drop that fkin bazooka and get to your makarov as QUICK as possible.Third idea is that drawing pistols should be increased if spec ops roles are introduced in the future. Trained special forces could have the ability since they are trained to do something fast. Thats about it for now guys. Im sorry if i mentioned some ideas which might be posted before me, if so, please copy the link and ill delete the idea from my post in an edit. Feedback and support (if you like it). Disclaimer: Sorry for bad Engiesh, it are my the second language!