Terrible Movement Issues

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ethanwane
Posts: 6
Joined: 28 Jul 2012, 05:57

Terrible Movement Issues

Post by ethanwane »

One of the biggest flaws this game has so far is the strafe spamming that seems to be getting abused by every single player in this game.

the character models often flip direction mid strafe or even moon walk, causing rail shots to barley miss and allowing players to camp the pole till time runs out.

solution? fix the hit boxes!!!

The hit boxes are FAR too small for allowing such movement issues. Now, I am very well aware that it is still in beta, but changing the whole movement pattern of the game does not seem like a simple last minute change before full release. Just increase the size of the hit box sizes. It'll help eliminate the effectiveness of people simply camping the pole, and hopefully make distance shots useful. I can typically hit between 85m and 100m shots, so the distance isn't that much of an issue for me personally, I just find the abuse of the strafing system currently is making the game far harder than it should be. Why have the red glow so massive from a distance if it can't be hit by rails?

Secondly, get rid of those wooden lips on every ledge in the game. that makes no sense... who thought that was a good idea? Now that I think of it, why do tiny rocks on the ground effect movement so drastically? Isn't this game supposed to be about speed and movement fluidity? I cant begin to tell you how many times I've been shot due to bumping off of a tiny rock which propelled me off in stupid little arc.

Finally, the inability to sprint without jumping creates huge problems with the movement... having to do a stupid slow hop before gaining any speed seems counter productive and pointless if this is going to be anywhere close to a quake competitor. If players could back off quickly by pressing shift that would prevent defense players from hopping away in desperation only to be railed seconds after.

Hopefully some of these issues are addressed before the full release.
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Omnixor
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Re: Terrible Movement Issues

Post by Omnixor »

ethanwane wrote: Finally, the inability to sprint without jumping creates huge problems with the movement... having to do a stupid slow hop before gaining any speed seems counter productive and pointless if this is going to be anywhere close to a quake competitor. If players could back off quickly by pressing shift that would prevent defense players from hopping away in desperation only to be railed seconds after.
just learn to play... this is NOT quake! it may look "counter-productive", but it's one of the aspects you should get used to - it defines your skill. so don't whine about it.
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ethanwane
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Joined: 28 Jul 2012, 05:57

Re: Terrible Movement Issues

Post by ethanwane »

it has nothing to do with skill. Its a a terrible movement design and poor character model coding.
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Omnixor
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Re: Terrible Movement Issues

Post by Omnixor »

NO, it's just that you can't understand that you have to LEARN to use the jump+sprint ONLY when needed, and not every time you want to run like usain bolt ^^ it's simply another movement system, why it is bad if it's original and requires (yes, it does) more skill?

if you don't like it, just move on other games, it won't be changed. nobody forces you to play.
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ethanwane
Posts: 6
Joined: 28 Jul 2012, 05:57

Re: Terrible Movement Issues

Post by ethanwane »

thats not the issue im having though. itd be helpful to have a shift sprint but i dont really care. thats not the point of the whole post.
g1ock.0ut
Posts: 39
Joined: 27 Jul 2012, 01:30

Re: Terrible Movement Issues

Post by g1ock.0ut »

ethanwane wrote:One of the biggest flaws this game has so far is the strafe spamming that seems to be getting abused by every single player in this game.

the character models often flip direction mid strafe or even moon walk, causing rail shots to barley miss and allowing players to camp the pole till time runs out.
Did you ever play counterstrike 1.6? Everyone does this exact thing.

Furthermore, big hit boxes are what ruined source and will ruin CS:GO when it comes out.

Also, the movement is hard for a reason...Just play some time attack maps. The movement in this game is all about rhythm and skill.

I think it's a brilliant movement system that offers us a new level to the game. Something besides running and shooting mindlessly. Is as much a puzzle/platformer as it is a FPS.
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Lim3s
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Joined: 14 Jun 2012, 02:03

Re: Terrible Movement Issues

Post by Lim3s »

g1ock.0ut wrote:
ethanwane wrote:One of the biggest flaws this game has so far is the strafe spamming that seems to be getting abused by every single player in this game.

the character models often flip direction mid strafe or even moon walk, causing rail shots to barley miss and allowing players to camp the pole till time runs out.
Did you ever play counterstrike 1.6? Everyone does this exact thing.

Furthermore, big hit boxes are what ruined source and will ruin CS:GO when it comes out.

Also, the movement is hard for a reason...Just play some time attack maps. The movement in this game is all about rhythm and skill.

I think it's a brilliant movement system that offers us a new level to the game. Something besides running and shooting mindlessly. Is as much a puzzle/platformer as it is a FPS.
To add to this, once the movement tricks are properly figured out and map makers start incorporating them into maps, Shootmania movement will be a whole different story.
ethanwane
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Joined: 28 Jul 2012, 05:57

Re: Terrible Movement Issues

Post by ethanwane »

as you can see by this video http://www.youtube.com/watch?v=ZsINcYtHnFo I have no problem with fragging, I just find the strafe spamming a little too overused. You can have mediocre rail players and play SUPER passive while strafing the pole and still win due to stupid reg issues.

A lot of crap players are going to succeed initially because of this, but hopefully that'll change in time. :thumbsup:
Mixteur
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Re: Terrible Movement Issues

Post by Mixteur »

Movements are fine
whynotsimple
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Joined: 17 Jul 2012, 16:20

Re: Terrible Movement Issues

Post by whynotsimple »

Mixteur wrote:Movements are fine
Indeed. Now we need more maps that make a fluent play possible.
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