I've seen a lot of comments about player movement speed and momentum in RO2 so I thought I should do a post to clear some things up. A lot of people keep mentioning that in RO2 players move and sprint a lot faster than they did in RO1, and that RO2 has no momentum system like RO1. Apparently this incorrect perception has been repeated enough times that people actually believe it so let me clear this up right now.
First off I did a test earlier comparing the movement speed in RO2 to RO1 and this was what I found (UU/S = Unreal Units Per Second):
RO1 Sprint Speed 300 UU/S
RO2 Sprint Speed 300 UU/S
RO1 Jog Speed 200 UU/S
RO2 Jog Speed 175 UU/S
As you can see the sprint speed in RO2 is the exact same speed as RO1. The jogging speed is actually slower in RO2 than it was in RO1. Additionally in RO2 players are affected by the encumbrance system so they can also end up moving slower than the defaults if they are carrying two primary weapons or a heavy weapon like an MG.
Now regarding the momentum system. When I did the code for the momentum system in RO2, I actually copy and pasted the code from the physics system in RO1. I then made some slight modifications to how the player moves when they are moving VERY slowly (i.e. when the player first starts walking from a complete stop or has pressing forward and is almost stopped). These changes allow the player to start walking from a complete stop just a little faster, and make the player feel less like they are "ice skating" or sliding. These minor changes were also implemented due to input from the features requested by the Red Orchestra community. These changes have very little to no impact on the players ability to change direction while move - that works almost exactly like RO1 down to the exact code from the first game.
I looked into this recently as one of the discussions for RO Classic mode features were to make the player movement speeds and momentum just like RO1 for that mode. Then when we found that RO2 player movement really is almost exactly like RO1 we found that wouldn't be needed for RO Classic.
Anyway, I hope this sets the record straight on this.
First off I did a test earlier comparing the movement speed in RO2 to RO1 and this was what I found (UU/S = Unreal Units Per Second):
RO1 Sprint Speed 300 UU/S
RO2 Sprint Speed 300 UU/S
RO1 Jog Speed 200 UU/S
RO2 Jog Speed 175 UU/S
As you can see the sprint speed in RO2 is the exact same speed as RO1. The jogging speed is actually slower in RO2 than it was in RO1. Additionally in RO2 players are affected by the encumbrance system so they can also end up moving slower than the defaults if they are carrying two primary weapons or a heavy weapon like an MG.
Now regarding the momentum system. When I did the code for the momentum system in RO2, I actually copy and pasted the code from the physics system in RO1. I then made some slight modifications to how the player moves when they are moving VERY slowly (i.e. when the player first starts walking from a complete stop or has pressing forward and is almost stopped). These changes allow the player to start walking from a complete stop just a little faster, and make the player feel less like they are "ice skating" or sliding. These minor changes were also implemented due to input from the features requested by the Red Orchestra community. These changes have very little to no impact on the players ability to change direction while move - that works almost exactly like RO1 down to the exact code from the first game.
I looked into this recently as one of the discussions for RO Classic mode features were to make the player movement speeds and momentum just like RO1 for that mode. Then when we found that RO2 player movement really is almost exactly like RO1 we found that wouldn't be needed for RO Classic.
Anyway, I hope this sets the record straight on this.