Let's discuss movement

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gasgas

FNG / Fresh Meat
Sep 25, 2011
86
52
0
they should add realistic inertia and aiming time to make the game fun.
 

Bluehawk

FNG / Fresh Meat
Feb 13, 2006
2,392
431
0
Hamilton, ON
Doesn't RO2 already have inerita? I haven't really paid much attention to it, but inertia was added as far back as Combined Arms 3.3 (and created quite an uproar), and Ostfront had it from launch.
 

SturmSS

FNG / Fresh Meat
Aug 31, 2007
93
2
0
I really like how it is now possible, if you are in very close quarters, to actually have a chance with your bayonet against an enemy wielding an smg. And I would really hate to see that go if they do any movement tweaks.

I agree with this. Inertia would be nice to have a system whereby sprinting is eased in and out but that'll make close quarter combat rather useless so if it were possible to implement a system where in instances like that sprinting would be a lot quicker that'd be good.
 

Mekhazzio

FNG / Fresh Meat
Sep 21, 2011
1,104
641
0
Doesn't RO2 already have inerita? I haven't really paid much attention to it, but inertia was added as far back as Combined Arms 3.3 (and created quite an uproar), and Ostfront had it from launch.
Yeah, it's still there, and if anything, it's probably excessive for the moderate speeds in the game. It's just implemented more fluidly than RO1's, so I guess people aren't noticing it when it's not jumping out at them with animation-locked clunkiness. Besides, it's easier to complain about the game being just like Call of Duty when you deliberately ignore all the many ways it isn't ;)
 

Golf33

FNG / Fresh Meat
Nov 29, 2005
922
170
0
There is inertia in the game but not nearly enough. You can change direction by around 90 degrees while sprinting, with almost no loss of speed, in maybe half a second or less. That's just too fast and fluid for a soldier in combat gear with a weapon. Seen in third-person it is also rather awkward, like the person is running around on a curving rail.

Inertia should also apply to turning while aiming a weapon. It's just not as easy to suddenly change your point of aim with a weapon in real life as it is in the game.
 

Nikita

FNG / Fresh Meat
May 5, 2011
1,874
606
0
Inertia should also apply to turning while aiming a weapon. It's just not as easy to suddenly change your point of aim with a weapon in real life as it is in the game.

It does apply in-game. Try changing your point of aim in prone, then try it standing. Try it with a pistol, then try it with a rifle. Swivel a light MG, then swivel a heavy MG. There's plenty of inertia. Try it in practice mode or campaign.

In fact, people should test out all their assumptions before posting about them. Experiment and test everything. Just go into the console and type "open TE-mapname?minplayers=1".

In reply to Maraz, you would be correct if Stalingrad was a typical World War Two campaign, where the soldiers carried combat loads well in excess of 60 pounds (though the Soviets mandated a 40-pound maximum in 1945 during the final months of the war).

However, soldiers in Stalingrad moved light. Assault squads often carried little more than personal weapons, a helmet, and a canteen. See attached pictures.

This is reflected quite accurately in RO2. Just look around at dead bodies and your teammates--only riflemen, engineers, and AT soldiers carry packs, and riflemen carry only light field packs (or a sack tied with string if you're a Soviet). The AT soldiers and engineers do carry more, but guess what? They do move slower, as do machine gunners.

Assuming a ten-pound weapon, twenty pounds of equipment and ammunition, three-pound helmet (all Germans and some Soviets), and two to four pounds of grenades, that adds up to about 40 pounds of gear, spread out with ten pounds in your hands, thirty-five or so on your back and belt, and three on your head. Hardly crippling. Soccer players might be an imprecise analogy, but the point there holds true.
 

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Hans_klempner

FNG / Fresh Meat
Mar 8, 2006
272
66
0
I have worn gear, that is represented in the game, including A-Frame assault pack.

From my experience, as a person in my mid-20's, starting to sprint in full gear is no problem.
However, stopping is another matter. It takes a good couple of feet to stop completely.

Trying to stop instantly from sprint, or trying to do a sharp turn will result in wiping out.

What I'd like to see in game is reduce the turn radius during spring a bit, increase the stop distance when sprinting.
Shouldering the rifle seems right in the game, but from experience, it takes a split second to line the sights up, but with practice that can increase.


That's my 2 cents.
 

Destraex

FNG / Fresh Meat
Sep 2, 2011
368
67
0
Soccer players do not have a gun or two, ammunitions, grenades, steel helmet and other equipment to carry...

Maraz

I agree with this....
I also agree that it would be a little nicer to have a way of stopping the gun n runners from insta firing from the run to stop in a half second. However if you do that you also encourage camping perhaps?
 

luciferintears

FNG / Fresh Meat
Apr 3, 2011
1,122
510
0
the speed is fine, we just seem to lack any sort of weight or inertia.

we can go sprint to dead stop in an instant. Also we can round sharp corners like a room, while sprinting.

the swivel speed is also too high, it become like a twitch shooter where you can spin 180 degrees with the flick of the mouse.