Marine Sprint Changes
Deck_
Join Date: 2014-07-20 Member: 197526Members
There has been recent discussion on discord about how to change marine sprint. The idea is, marines are expanding too fast and getting into good positions too quickly for aliens. Idea for changes to marine sprint, this reduces marine top speed from what is in the game currently:
1) Remove the sprint button and replace it with a walk button.
2) The new way to sprint/run would be to move forward. Moving forward would be a running animation. Your top speed would be the same as normal movement speed now or slightly faster, but definitely slower than sprint speed in the game currently. When you strafe or do other things, you would move at the same speed as before.
3) The new walk would be slightly faster than crouch moving, so there is some difference there and some advantage to standing up as opposed to crouching.
I was thinking this also could have the added benefit of allowing new players an easy way to be silent and sneaky as marines. I think having a walk button is good as it would be easily understandable that you aren't making noise. Also, moving forward with a running/sprint animation would make the player not feel as slow as just removing sprint from the game and having no running aspect to it.
Thoughts?
1) Remove the sprint button and replace it with a walk button.
2) The new way to sprint/run would be to move forward. Moving forward would be a running animation. Your top speed would be the same as normal movement speed now or slightly faster, but definitely slower than sprint speed in the game currently. When you strafe or do other things, you would move at the same speed as before.
3) The new walk would be slightly faster than crouch moving, so there is some difference there and some advantage to standing up as opposed to crouching.
I was thinking this also could have the added benefit of allowing new players an easy way to be silent and sneaky as marines. I think having a walk button is good as it would be easily understandable that you aren't making noise. Also, moving forward with a running/sprint animation would make the player not feel as slow as just removing sprint from the game and having no running aspect to it.
Thoughts?
Comments
There's alot of times where rookies and vets and comp players alike all die while sprinting, because they feel like they have to take advantage. It's very frustrating and not a lot of people understand when to simply not sprint at all with a shotgun.
Sprint also adds complexity to map-timing designs that I'd say is an unnecessary barrier to properly balancing a map.
I think that would be extremely annoying. Pressing W should have no more effect than simply moving forward.
You want to remove sprint. Then remove it and don't make the default movement worse. The "new" sprint would in fact be simpler version of the old sprint without the option to run normally and without the option to decide when to use it. It sounds more like it is made for being a compromise when there shouldn't be one.
Imo you should either 1) keep sprint on shift key and nerf it or 2) remove sprint completely.
The idea is a compromise so the feel of the game doesn't feel slow to people on marines. I think this is a very small compromise though in the direction of sprint. Why would the default movement feel worse? It could be exactly like the old movement when you are shooting, and you feel faster when you aren't. What is bad about that? You have a walk button too. Yes you could just do exactly what I said and remove the running animation aspect to it, either way. I was just thinking of a way that kinda solved all the issues and didn't make the game feel slow to people.
I thought by "sprint animation" you mean that you would have a start up time for shooting after moving forward. But even if not, moving slower while shooting is not fun and annoying and also not consistent. Then you would have two different run speeds again and there would be no point in removing sprint.
@IeptBarakat Smaller hitboxes and more speed in general would be the way to go.
I made some edits to the original post to make it more clear what I'm trying to do. Your top speed on marines is slower in my idea. The moving forward would be the same speed as normal movement now (maybe slightly faster, but slower than sprint). So essentially it's a nerf to sprint. All that matters really is the top speed of the marines. This gives us some good added benefits too, like a walk button which I think would help new players.
Speed could stay the same when shooting if that worked better.
NS1, outside of bunnyhop, was slower and had much smaller skulk hitbox/model than what we have now.
The reason behind the hitbox changes do not make them any better. The thing is that more pace is more fun and hitboxes not matching the model are just bad.
It removes sprint. The whole animation thing was just a comforting effect so people didn't feel really slow when they remove sprint from the game. That part is the least important aspect to this, but could make the transition easier. Also it makes some sense to have a running animation when moving without holding down the walk key. So I think it works. I don't get where the confusion is? It's a nerf to sprint, a nerf to marine top speed. This means less marine dominance early game and less marine expansion or getting to key areas quickly=hopefully better game-play.
I turn camera animation off in options (first tab). So that wouldn't come into play for me as I find that very distracting. So they could look into removing that part if it made players have a harder time on marines.
Just remove the sprinting mechanic alltogether and make moving forward slighty faster than strafing, so that your weapon is always up.
Good call. This would also work as I only put the running animation on there so people wouldn't feel as slow when sprint is removed. This would also work though and you make good points.
The current problem i encounter most of the time is early-game marine expansion.
The first thing that comes to my mind is a new upgrade called "light armour", and it could be researched at the armslab. The res cost could be low while research time high (1-2 min?)
This would also introduce (undesired) effects, such as blocking W and A upgrades meanwhile. Or maybe spend more res and get a 2nd armslab.
This is probably not the best solution, but please don't wreak havoc on the balance any more than you have to. If early-game marine expansion is the problem, address that instead of creating avalanche effects...
EDIT:
Maybe you could add two such techs:
Composite weapons and Light armour
Each would be a prerequisite to either W or A upgrades. They could cost no res at all, only time.
This would dramatically decrease marine stomp in early games