Movment Overhaul?

SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
Is there a movement overhaul in NS2 later down the road? When I play other shooters, strafing/sprinting/aiming responds instantly, but in NS2 it doesn't.

When I hit shift it has a delay, when I aim I feel like I have iceskates on and when I strafe it has a minor delay, my question is...

Do you guys plan on reworking some of these areas in the near future? I find they're my biggest concern for the game.

Comments

  • CygoneCygone Join Date: 2011-05-29 Member: 101528Members
    <!--quoteo(post=1876224:date=Sep 22 2011, 04:59 AM:name=Slithers)--><div class='quotetop'>QUOTE (Slithers @ Sep 22 2011, 04:59 AM) <a href="index.php?act=findpost&pid=1876224"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is there a movement overhaul in NS2 later down the road? When I play other shooters, strafing/sprinting/aiming responds instantly, but in NS2 it doesn't.

    When I hit shift it has a delay, when I aim I feel like I have iceskates on and when I strafe it has a minor delay, my question is...

    Do you guys plan on reworking some of these areas in the near future? I find they're my biggest concern for the game.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Wht FPS and PING are you getting. Both issues stated above are caused by those.
  • ArgathorArgathor Join Date: 2011-07-18 Member: 110942Members, Squad Five Blue
    I think the above poster is mostly correct, in that movement and aiming issues are mostly down to FPS and ping (or even if these are fine, server tickrate).

    However there is always a slight delay in sprinting/ stopping sprinting for me, which I assume is inbuilt to force you to choose when to sprint and when not to.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    i guess there is just an acceleration, which makes you move slower at the beginning of the movement.

    On low ping servers with a good tickrate i get a very fluid movement. But i should play again some quake live, i always feel like thats the gold standard.
  • SlithersSlithers Join Date: 2010-07-30 Member: 73368Members
    Well then the fix to the mouse iceskates seems to be optimizations, because I can run any other game like butter with my comp on max settings.

    Sprintings delay should be looked at, it's not enjoyable to have a delay everytime you want to sprint, it doesn't "feel" right. I know the game is in beta and I am sure they will be doing more tweaks, I am just curious as to when?
  • TechercizerTechercizer 7th Player Join Date: 2011-06-11 Member: 103832Members
    <!--quoteo(post=1876308:date=Sep 22 2011, 11:34 AM:name=Slithers)--><div class='quotetop'>QUOTE (Slithers @ Sep 22 2011, 11:34 AM) <a href="index.php?act=findpost&pid=1876308"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well then the fix to the mouse iceskates seems to be optimizations, because I can run any other game like butter with my comp on max settings.

    Sprintings delay should be looked at, it's not enjoyable to have a delay everytime you want to sprint, it doesn't "feel" right. I know the game is in beta and I am sure they will be doing more tweaks, I am just curious as to when?<!--QuoteEnd--></div><!--QuoteEEnd-->
    It's not a very useful answer, but probably whenever they get around to it. From my development experience, it's often hard to form up any sort of concrete schedule for which issues will be tackled at "x" point in the future, and tables that to get made tend to turn out wrong. It seems to me that UWE is taking the tried-and-true approach of picking a group of things to work on, finishing them (or abandoning them if need be), and moving on to other things, which would make it tough to give any sort of prediction.

    Just my two cents though; could be complete bollocks.
  • playerplayer Join Date: 2010-09-12 Member: 73982Members
    There exists input-lag at the moment. You are right to say it is exacerbated by a poor FPS\Ping\Tickrate, however even on a listen-server with 60+ FPS straight it is still not as responsive as it should be (I'm thinking NS1\GldSource).
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