Terrible Movement Issues
Posted: 28 Jul 2012, 06:19
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.
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.