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Turning while running


tazz
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Figure it could use a little turning down myself... I like the idea, but when it feels like you're not in control of your guy... not a fan of that.

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I'd prefer a dampened speed depending on the harshness of the turn, then we've got the natural 'feel' of turning plus the realism of having to slow down to turn.

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no way to that kind of rework right now, like many things it's way easy to say "this" when "this" is right out of the picture for the present moment

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no way to that kind of rework right now' date=' like many things it's way easy to say "this" when "this" is right out of the picture for the present moment[/quote']

Since the .exe has been released is there going to be a readme on the few little issues outstanding.

Infantry and riverbanks?

The bizarre black model/texture flash?

Not really a Q&A I know but it's sunday and I'm hungover, I feel sorry for Rafter's swish stache.

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no way to that kind of rework right now' date=' like many things it's way easy to say "this" when "this" is right out of the picture for the present moment[/quote']

DOC, please look at the default state of the game map. You've changed the 'Create New Mission' button to be 'On' at default. There is unfortunate effect of that, now we have this black vertical bar on the map reducing the total area of the map to some extent. Please make that button be 'Off' state default.

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I'll tell you what would make me happy on this is to have an option for auto-prone in running mode as well as sprinting. I'm always running from a prone start, and the only way to do that without manually going prone and manually getting up to run is to do it in sprint mode. I think that would make the current turning radii a lot more comfortable.

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Really?? You never had an ei smg forinstance running head on towards you, spots you and stars zig-zagging towards you warping unpredictably in either direction extremely fast due to the insane turn speed whilst sprinting?

its a known issue and 1.31 turn speed plus smoother inf movement in general has gone a long way to fixing this.

I for one as a mostly rifle user am happy to cope with slow turning so I dont have to deal with that crap ever again.

BTW many games decrease turn speed whilst in sprint mode - e.g Call of duty

Its only weird for people because were used to how it is in 1.30

As a matter of fact, no I have not had that happen. I've been playing for about 18+months straight and never seen anyone warp like that. I have seen infantry running across a field and seem to warp several feet further. I have seen planes that seem to warp from one location to a couple hundred meters in another direction. Of course this could simply be because of a bad network problem they have. Changing the turning radius of infantry isn't going to stop that. I too have played as a rifleman a good deal. I don't see ei warping just because their turning real fast. Also, I have played Call of Duty and the turning speed for infantry isn't near as bad as I've seen in BE recently. It is also my opinion that the current setup hurts a person playing as a rifleman because since it takes longer to complete a turn around a corner it will also delay the time it takes to get a rifle on target. In 1.30 we round the corner rather quickly and a rifleman has a better chance/more time to get his rifle on target and drop another player with an SMG. Now in 1.31 however it takes longer to get around a corner because of the slower turning speed required thus hindering a rifleman. I've played a lot with a rifle in 1.31 just to find out and didn't like the results at all.

However, as I said before, I am not saying they can't or shouldn't slow the turning speed. I'm only saying it seems like they have slowed it too much. When I have my Hubu gaming mouse set to the highest sensitivity in game and through my pc software and yet I still have to practically pick up my mouse and move it just to get around a corner, yes it has been slowed down too much.

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stop *****ing release the sprint key for ½ sec and turn then sprint again... gaaaaaah

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stop *****ing release the sprint key for ½ sec and turn then sprint again... gaaaaaah

Did it ever occur that maybe some are turning with the sprint key released? What a crazy idea that some might think of that idea and still see the turning speed as too slow. Heres another crazy idea, this forum was meant for players to express their views of 1.31 features. If you don't want to see them, don't read it.

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I hardly even noticed it when 1.31 released.

Not having any trouble sprinting around corners either.

Maby its because of mouse sensitivity settings?

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I hardly even noticed it when 1.31 released.

Not having any trouble sprinting around corners either.

Maby its because of mouse sensitivity settings?

I hardly even notice it either.

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Bottom line for a lot of people is that it simply does not feel right. And I don't mean because everyone's used to the old model. When you're running in real life you can plant a foot and turn quite a bit more sharply than we can in game, for one thing. The old model didn't feel realistic either, but it was more realistic than this, to me anyway.

And I'll say that most of the time it's not that noticeable. Only when you really NEED to turn is when it gets weird.

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So why do you think it's useful to not be able to turn a corner of a building without running in an arc with a 10 foot radius? That's retarded and doesn't belong. It's too extreme and needs to be modulated some.

The question should be why do you think you can turn a corner in a hallway when you are sprinting at full speed with gear on?

I can but that's because E. Smith and I were roomies in college and he taught me all the tricks.

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The question should be why do you think you can turn a corner in a hallway when you are sprinting at full speed with gear on?

I can but that's because E. Smith and I were roomies in college and he taught me all the tricks.

It's probably because in-game, "sprint" is actually a jog. It's just the illusion that's wrong. If we actually moved at a sprint it wouldn't seem so silly.

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It's probably because in-game' date=' "sprint" is actually a jog. It's just the illusion that's wrong. If we actually moved at a sprint it wouldn't seem so silly.[/quote']

This is objectively false. Measure speeds ingame and for a real combat-loaded infantryman.

Hooray for the infantry game becoming progressively more realistically immersive as gameplay develops. If that makes it more difficult for infantrymen to sprint directly at enemy defenders without being shot...duh.

If no longer being able to sprint across enemy fields-of-fire makes it hard to advance, the fix is to convince CRS to further develop the gameworld to make it easier to jump from cover to cover...not to go back to zigzag/porpoising sprint techniques.

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So why do you think it's useful to not be able to turn a corner of a building without running in an arc with a 10 foot radius? That's retarded and doesn't belong. It's too extreme and needs to be modulated some.

lol - no one said it was "useful"..simply makes sense that sprintign movement is restricted...i doubt you could turn a 90 degree corner around a narrow corridor at full sprinting speed without slowing at all.

A better solution would be to slow the sprint speed as you turn the mouse but they cant implement that yet...so simply stop sprinting to turn faster..

The warping thing is common and most people know of it....your sprint and turn sharply left to right randomly...the movement is so irratic that it looks as though the ei is jolting and warping so you cant really track their movement or aim on their path and wait for the to cross your sight as they tend to disappear.

the slow turning speed while sprinting clearly helps this issue and that infantry movement is generally much smoother anyway.

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before you start complaining, try this:

load a backpack with at least 60 lbs of anything (books, bricks, your precious ego)

go outside on a dirt surface and run as fast as you can, then do a 90 degree turn while staying that speed

i bet it wasnt very easy, and im sure you didnt do it instantly like one used to be able to do in game. hell, if the ground was even moist then there is a good chance youd just fall over.

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I used to play on a really slow PC. It literally took me 5 minutes to get out of a spawn building. Finding the doorway was the hard part. After upgrading I was so jazzed about being able to get out of the bleepin spawn building! Now that this change has been made its back to feeling like a robot trying to navigate hallways and doors. Its not near as bad as it was for me before, but a definite step backwards in infantry control and gameplay!

For a couple of you posting in this thread that just don't seem to get it, let me make this clear, my opinion has nothing to do with not being able to warp dance!

As I stated in my original post back in beta, do this: start in a depot spawn, get out as quick as you can. The changes made to infantry movement to fix some small issue with warp dancing now means that every single time I have to navigate hallways and doors it a pain in the arse. I can guarentee you that in RL if my life depended on it I'd be able to get my arse three steps down that hallway and around that corner pronto!

Its the game's capture mechanic that dictates the need to guard or clear buildings. The new zone control style capture means we need more inf doing so to be successful. I for one will not be subjecting myself to tendonitis, carpal tunnel or whatever the hell it is that this game gives me every few months (yes I play WAY too much) just so some sniper wannabe can shoot that EI 400m away.

So to recap:

In my opinion the changes made to infantry movement are a step backwards.

I couldn't care less about the warp dance, a total non-issue to me, I rarely sit and snipe.

I want to be able to enter, exit, navigate buildings reasonably well.

I suggest adjusting infantry gameplay to support the game's capture mechanics rather then adjusting it for long range lemming kills.

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before you start complaining, try this:

load a backpack with at least 60 lbs of anything (books, bricks, your precious ego)

go outside on a dirt surface and run as fast as you can, then do a 90 degree turn while staying that speed

i bet it wasnt very easy, and im sure you didnt do it instantly like one used to be able to do in game. hell, if the ground was even moist then there is a good chance youd just fall over.

These points are definately valid and i think the system is a good idea but when this argument is brought up one thing always sticks out to me.

"turn at speed without slowing down" that is how the feature should work cull the speed not the turning, that way no amount of mouse sensitivity boosting will cure it, the avatar speed is controlled by the game.

Edited by gtanner
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I used to play on a really slow PC. It literally took me 5 minutes to get out of a spawn building. Finding the doorway was the hard part. After upgrading I was so jazzed about being able to get out of the bleepin spawn building! Now that this change has been made its back to feeling like a robot trying to navigate hallways and doors. Its not near as bad as it was for me before, but a definite step backwards in infantry control and gameplay!

For a couple of you posting in this thread that just don't seem to get it, let me make this clear, my opinion has nothing to do with not being able to warp dance!

As I stated in my original post back in beta, do this: start in a depot spawn, get out as quick as you can. The changes made to infantry movement to fix some small issue with warp dancing now means that every single time I have to navigate hallways and doors it a pain in the arse. I can guarentee you that in RL if my life depended on it I'd be able to get my arse three steps down that hallway and around that corner pronto!

Its the game's capture mechanic that dictates the need to guard or clear buildings. The new zone control style capture means we need more inf doing so to be successful. I for one will not be subjecting myself to tendonitis, carpal tunnel or whatever the hell it is that this game gives me every few months (yes I play WAY too much) just so some sniper wannabe can shoot that EI 400m away.

So to recap:

In my opinion the changes made to infantry movement are a step backwards.

I couldn't care less about the warp dance, a total non-issue to me, I rarely sit and snipe.

I want to be able to enter, exit, navigate buildings reasonably well.

I suggest adjusting infantry gameplay to support the game's capture mechanics rather then adjusting it for long range lemming kills.

do you sprint from the kitchen sink to the kitchen table?

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