Page 1 of 1
stamina and jump on diffrent keys
Posted: 02 Jul 2012, 18:44
by mdgrein
I'm sure there is a reason but form me it's very unnatural to first have to jump in order to run.
I feel very limited in movement 'cause of this, I'm sure it's a thing you get used to but it might scare new players.
It's also very annoying that when you have the "instakilling railgun laser lightning thingie" you can't jump.
I understand this is an alpha and that custom keybindings isn't a top priority.
I do however hope it's on the todo list.
//MDGrein
Re: stamina and jump on diffrent keys
Posted: 02 Jul 2012, 19:06
by Omnixor
it was intended. running everywhere would be almost cheating^^ so nadeo made a jump before it, to make the running man an easier aim before running, I think.
Re: stamina and jump on diffrent keys
Posted: 04 Jul 2012, 03:20
by Khan_Cipher
Omnixor wrote:it was intended.
*adds another thing that makes sm inferior to quake live, combat arms, AVA, TF2, BFf2p, and CS*
mdgrein wrote:I understand this is an alpha and that custom keybindings isn't a top priority.
they already have custom keybinding, so... >.>
Re: stamina and jump on diffrent keys
Posted: 06 Jul 2012, 04:09
by unholy360
I agree.
Please add separate keys for jump and sprint.
Re: stamina and jump on diffrent keys
Posted: 06 Jul 2012, 13:44
by nyquist
+1 for separate keys
Re: stamina and jump on diffrent keys
Posted: 08 Jul 2012, 10:47
by chipstalaizah
I also agree that seperate keys would be great.
However, I don't think they should be usable all the time. Use it once every X seconds would make it more rewarding when one used it at the right time and not just spamming it around.
Re: stamina and jump on diffrent keys
Posted: 11 Jul 2012, 10:54
by Gornodd
Khan_Cipher wrote:Omnixor wrote:it was intended.
*adds another thing that makes sm inferior to quake live, combat arms, AVA, TF2, BFf2p, and CS*
mdgrein wrote:I understand this is an alpha and that custom keybindings isn't a top priority.
they already have custom keybinding, so... >.>
Dude I really believe it should not be that way. It doesnt make it inferion, it just raises the skillcap of movement. Eg you want to do your jump out of LoS to accelrate out of cover to create moments of surprise or use edges to your advantage to not have to jump in the first place.
Re: stamina and jump on diffrent keys
Posted: 11 Jul 2012, 15:31
by Kitsunin
I really like the way movement feels now. It feels weird at first but I'm finding that it's set up so that the movement flows really well. The fact that you can't speed up on a dime means you really need to think about your vertical location; for example you can move fastest, I find, after jumping off of a platform, just before you land if you hold action you go really fast for a bit. Also because you need to be in the air to move most efficiently (You move most quickly by hopping and dashing just before you land after each hop), it makes it more difficult to turn whilst maintaining your momentum.
It als means that when dodging fire your best bet is often jumping erratically and using your environment. I find this a lot more interesting and fun than other games where you usually dodge enemy fire by running and strafing out of the way, or ducking behind or around a wall.
Another thing to note, it seems to further enforce the advantage you have from having the higher ground, as not only is it easier to hit someone below than above, but retreating is also made easier because a player diving off a platform can take off more quickly than a player on ground level. That's pretty much opposite of most games, where you move more quickly by staying on the ground, and I think it works well.
Re: stamina and jump on diffrent keys
Posted: 12 Jul 2012, 00:52
by snake55wildcat
Kitsunin wrote:I really like the way movement feels now. It feels weird at first but I'm finding that it's set up so that the movement flows really well. The fact that you can't speed up on a dime means you really need to think about your vertical location; for example you can move fastest, I find, after jumping off of a platform, just before you land if you hold action you go really fast for a bit. Also because you need to be in the air to move most efficiently (You move most quickly by hopping and dashing just before you land after each hop), it makes it more difficult to turn whilst maintaining your momentum.
It als means that when dodging fire your best bet is often jumping erratically and using your environment. I find this a lot more interesting and fun than other games where you usually dodge enemy fire by running and strafing out of the way, or ducking behind or around a wall.
Another thing to note, it seems to further enforce the advantage you have from having the higher ground, as not only is it easier to hit someone below than above, but retreating is also made easier because a player diving off a platform can take off more quickly than a player on ground level. That's pretty much opposite of most games, where you move more quickly by staying on the ground, and I think it works well.
I have to completly agree with you here, the jump/glide mechanic feels so rewarding when you manage to get a good glide, if you can go off a jump pad and glide just above a downward sloped block you can get some real speed and really makes you feel rewarded for using the glide, and you can continue to sprint the momentum from it when you land since its on the same button, its very simple to learn but very tough and rewarding to master
Anyone who says it makes it 'crap' needs to get used to how different games feel, just because it isnt like -x favourite game here- dosent mean it is crap, its about it standing out from other games and this mechanic makes this goal one step further from the rest, while still remaning to be an awesome addition and extra layer to a stretegic gameplay perspective.
