I would like to note that just because something is in the code...doesn't mean it will be implemented. It does mean they thought about it.
I know this because I write code for a living. Someone could write a ton of constants with comments of features to be implemented etc. They could even write a first pass at the implementation but comment it out because how it fits in big picture is not completely thought out. But never actually use it because ...meh ...it works.
My opinion is that sprint is fine. How and when I use it ... it works.
That being said ... Harimau can quote all the code he wants. Especially since he plays polite :-)
Yeah, something is not working properly here. I chased 2-3 sprinting and injured marines on different occations as a skulk and I didn't gain ground on them. Felt rater silly with no leap and all. Lets give skulks armor to tank marines in melee furballs instead of using the fast moveability it always was famed for. In fact let us spawn as onos from the start of the game and replace skulks lol
<!--quoteo(post=1823950:date=Jan 13 2011, 07:43 AM:name=Asraniel)--><div class='quotetop'>QUOTE (Asraniel @ Jan 13 2011, 07:43 AM) <a href="index.php?act=findpost&pid=1823950"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->code is fine, makes it clear what we are talking about<!--QuoteEnd--></div><!--QuoteEEnd-->
^that
Go for it harimaru, posting the code is a great way to set a baseline for any discussion if people are wondering/debating/arguing about a given feature. While it sucks when you blast my comments out of the water with the almighty code, it's really no worse than having a dev come in and correct someone.
In fact, assuming you're reading the code right, it IS like having a dev helping us out, but without taking up their time :P
I like the unlimited sprint. It's nice to be able to get around the map faster at the expense of being defenseless for a second when I encounter a skulk and need to pull out my gun. Also useful when you're dying and need to retreat.
The broken leap is temporary, so I don't see that being a big issue. However, it's be a bit harder as fade since I always get disoriented when I blink and face a different direction.
I think sprint is fine too with the current limitations. It's really not that fast, and once the networking is fixed, it will be much easier to bite moving targets.
You shouldn't be able to reload while sprinting though. As it is, it completely ###### up the animation, but the reload will still complete.
<!--quoteo(post=1824125:date=Jan 13 2011, 05:33 PM:name=cookman)--><div class='quotetop'>QUOTE (cookman @ Jan 13 2011, 05:33 PM) <a href="index.php?act=findpost&pid=1824125"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You shouldn't be able to reload while sprinting though. As it is, it completely ###### up the animation, but the reload will still complete.<!--QuoteEnd--></div><!--QuoteEEnd-->
That's one of my favorite things about sprint, but you are probably right. Actually right now, you can't sprint while reloading the flamethrower, but I'd rather have a sprint that cancels a reload instead. Haven't tried the shotgun...
<!--quoteo(post=1824127:date=Jan 13 2011, 05:36 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 13 2011, 05:36 PM) <a href="index.php?act=findpost&pid=1824127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how some saying unlimited sprint is fine is beyond me. look at page one, its not fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't have any major issues with it in the numerous games I played.
I think there should be a limit on sprint. Given how fast it is relative to how fast you move anyway, 10 seconds might be a bit short...? I don't know.
Not being able to jump while sprinting is an obvious one I am sure most would agree.
I have found another possible exploit to do with sprinting though: Press reload just before you sprint and you can hear your weapon being reloaded and it does reload. Though it still shows you sprinting. I have tried sprinting first and then reloading. This does not appear to work. I have also only tried this with the standard marine rifle, not the shotgun or flame thrower yet.
Another related possible exploit is after starting to reload the grenade launcher, use primary fire on sed target and it will still reload the grenade launcher. Useful if you are trying to take down an enemy structure quickly (which I guess you always want to do anyway...). I think I seem to remember this working vice-versa too. Will save on reload time.
I actually dislike that I can't jump right after I let go of the sprint key. Not being able to fire is one thing, but not being able to jump is another thing entirely.
*insert modern warfare 2 sprint perk reference here*
As for the "realistic" arguements, when push comes to shove, you can sprint for long periods of time and plus these are space marines with uber-tech equipment, so sprinting is childs play for them. And the sprinting speed is fine because the marines still have the backwards speed to account for. just fix the lag problems and then we will see if it's still OP.
<!--quoteo(post=1823860:date=Jan 13 2011, 07:21 AM:name=twiliteblue)--><div class='quotetop'>QUOTE (twiliteblue @ Jan 13 2011, 07:21 AM) <a href="index.php?act=findpost&pid=1823860"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sprinting is not just running, it's the the maximum speed a person can achieve, at the cost of rapid fatigue.
In term of game balance, a sprinting Marine can dodge most of the Hydra spikes. Whip attacks always hit, but they're expensive to build, and have limited range. Since Skulks and Fades are barely faster than a sprinting Marine, a sprinter practically has increased speed AND increased health. That seems quite unfair to me. In regard to allow jumping while sprinting, that would make impossible for a Skulk to kill a good Marine who makes good use of Sprint.
(Fun facts: Skulks have a very short attack range of 0.6, while even the marine Axe has a range of 1.0. Fade Swipe and Rifle Butt both have 1.5 range.)<!--QuoteEnd--></div><!--QuoteEEnd-->
this is what i'm talking about. sprint needs out of breath choke point, they must stop or have slow down effect after running too long. They should not be allowed to sprint the whole map non stop. Marines should conserve sprint for moments in need, and not spam it mindlessly. Once marines can run out of breath, they should be allowed to jump while sprinting.
current sprint. 1. you can hit reload, and quickly push sprint, reload while running 2.you can out run fade and skulk 3.you can out run hydras full damage, same with whips
allow person to get his small burst of speed, but have him slowly slow down but allow him to able to jump while running as well. Who ever played half life 2, should know this - you can sprint and jump but once you have low energy you slowly slow down. That is what marines need.
Having run around in battle gear I can say that its pretty damn exhaustive. But here atleast normal officers have to run for half a marathon in battle gear. But a lot depends on the quality of the gear (more expensive build can be a lot easier to carry around) and whats in it. Ceramic bullet plates on the other hand can increase the weight a ######load.
Anyway the realism aspect is really moot, as others have pointed out. This isn't Sims. :)
As far as I am concerned , it only really matters if it consistantly allows the Marine to run away from attacks by Aliens. I mean if a Skulk is attacking the Marine, and the Marine just hits sprint and runs off escaping the Skulk with ease... then its an issue to be addressed.
I would imagine that even at full sprint a Marine should be no match for a Skulk / Lerk ( in Flight ) / Fade running / Onos in a sprinting race. Ideally a Skulk and a <i>flying</i> Lerk should be twice as fast as a Sprinting Marine, a Fade as fast ( but Blink allows the Fade to blink ahead ), Onos slightly faster so it can catch up eventually ... only ' teh fatteh ' should be choking on dust...except when belly sliding on ramps and DI.
I think that the fade should not be faster than sprinting rines, he can blink to them anyway, making it not to hard to catch up. Neither should skulks, unless they got running leap and uses it. They should not be much slower than sprinting rines tho.
Also, marines REALLY need to be able to jump while sprinting. Afaik I always jump further the faster I run...
EDIT: Also, the sprint seems buggy to me, I can understand that seeign as backwards is slower when you walk, sprinting should to, but I iirc there was no difference at all between sprinting sideways/backwards. Such sprinting models always makes it feel unresponsive and the lack of control makes me extremely aware that I play a game, instead of making me immerse in it. Aslong as I only run straight its ok, but it really should be more like the sprint in gmod ;).
Jump while sprinting will result in really fast hopping marines everytime theres a fight, just imagine how hard it would be for a melee attacker to hit that ?
Why shouldnt Skulks be faster than a sprinting Marine, its the Skulks main ability... its entire strong point. Fast and Agile, it doesnt help if it can barely keep up with a spriniting Marine. No, upgraded Leap shouldnt be the way a Skulk catch up to a sprinting Marine as its an ability you cant count on to be available all the time, and its hard enough to hit a Marine without needing to Leap + re aquire target and then get to bitegun range. That would be a comparable as requiring the Marines to need to first bring up thier weapon before they can aim and fire.
A Fade must match (equal) a sprinting Marine , so it can keep up and in keep in melee range ... a Blink is too disorientating to use as the only manner to keep up.
A Onos must be slightly faster than a sprinting Marine in order to be able to actually catch up to fleeing Marines, or else the mighty Onos will have to resort to trying to sneak up on Marines to kill them before they sprint off. ( Lol , had a image of a Onos with a wall climb ability next to a suprised Skulk ).
Dont forget as the Aliens are predominantly a melee attacking force they need to be able to close the range on the Range heavy Marine team, and giving the Marines a easy to use always available ability to extend the range at will is too powerfull.
<!--quoteo(post=1824361:date=Jan 14 2011, 12:55 PM:name=ASnogarD)--><div class='quotetop'>QUOTE (ASnogarD @ Jan 14 2011, 12:55 PM) <a href="index.php?act=findpost&pid=1824361"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Jump while sprinting will result in really fast hopping marines everytime theres a fight, just imagine how hard it would be for a melee attacker to hit that ?
Why shouldnt Skulks be faster than a sprinting Marine, its the Skulks main ability... its entire strong point. Fast and Agile, it doesnt help if it can barely keep up with a spriniting Marine. No, upgraded Leap shouldnt be the way a Skulk catch up to a sprinting Marine as its an ability you cant count on to be available all the time, and its hard enough to hit a Marine without needing to Leap + re aquire target and then get to bitegun range. That would be a comparable as requiring the Marines to need to first bring up thier weapon before they can aim and fire.
A Fade must match (equal) a sprinting Marine , so it can keep up and in keep in melee range ... a Blink is too disorientating to use as the only manner to keep up.
A Onos must be slightly faster than a sprinting Marine in order to be able to actually catch up to fleeing Marines, or else the mighty Onos will have to resort to trying to sneak up on Marines to kill them before they sprint off. ( Lol , had a image of a Onos with a wall climb ability next to a suprised Skulk ).
Dont forget as the Aliens are predominantly a melee attacking force they need to be able to close the range on the Range heavy Marine team, and giving the Marines a easy to use always available ability to extend the range at will is too powerfull.<!--QuoteEnd--></div><!--QuoteEEnd-->
If every alien is faster than sprinting marine without having to use any special skills (leap, blink, etc) then what point is there to having a marine sprint?
You guys realize there is no need to re-invent the wheel here right? They had it almost perfect in the last game. A skulk was faster than a marine but the marine had enough movement skills and maneuverability to dodge them sometimes and make it a fair fight. Right now what the marines are lacking is the maneuverability and movement skills. It's always easy to go back and tweak the walking speed of a skulk.
I agree with deadzone, the sprint is entirely useless, if all it does it make you lower your gun to get a speed boost that wont help. And add to that the fact that it does take about 1 second for marines to bring up their gun before they can fire, and it is actually something bad, only to be used in the very beginning, or very end when you assault last hive and just respawned.
I guess making fade exactly the same speed as a sprinting rine might be good, altough it wouldnt be to hard to blink ahead, turn around and swipe (seeing as you cant (or atleast not effectivelly) strafe while running). Skulks however can easily leap and bite mid-air making them effective killing machines.
What do you mean useless ? In combat maybe , but thats kind of the point .
You can sprint from Marine start / forward IP to where the action is , provided your teammates are still engaging the Aliens at the front . You can sprint as a group to rush a techpoint , to arrive faster . You can sprint away and take cover behind your teammates to reload / ask for medpacks / ammo packs .
Unless I really missed the boat here, it aint to be used in a fight ( though its possible to strafe dodge a attack , quick Sprint awat and then re-engage ). Marines are suppose to rely on thier weapons... and bullets travel a lot faster than a Skulk can. You cant expect Marines to have the range on the Aliens, and then be able to out manouver them at melee range as well... or shall the devs mout a minigun on the Skulks to even it out :P
Honestly I don't even use sprint most of the time, I forget I have it. It isn't that useful on the new maps because somebody figured out that miles and miles of connecting corridors which don't connect to anything is silly.
<!--quoteo(post=1823738:date=Jan 12 2011, 03:48 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 12 2011, 03:48 PM) <a href="index.php?act=findpost&pid=1823738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->has anyone noticed marine can sprint the whole map without getting tired? I can out run skulks/fades so easy, just hold sprint, and I never slow down or stop. this has to be bug, pretty annoying one if anything.<!--QuoteEnd--></div><!--QuoteEEnd--> This is intentional. This is specifically to NOT be annoying, unlike many games that implement a stamina system. The idea behind a stamina system is of course to be a balancing mechanism. At the moment we feel that not being able to jump or fire while sprinting as well as a delay in raising your weapon after you stop are enough to balance out the speed advantage you gain.
thanks for clearing this up max. The only thing I can add, before hitting sprint - marine can hit reload, quickly push sprint and reload while running. If marine reloading, and hits sprint, it should cancel his reload.
<!--quoteo(post=1824481:date=Jan 15 2011, 02:45 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Jan 15 2011, 02:45 AM) <a href="index.php?act=findpost&pid=1824481"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->At the moment we feel that not being able to jump or fire while sprinting as well as a delay in raising your weapon after you stop are enough to balance out the speed advantage you gain.<!--QuoteEnd--></div><!--QuoteEEnd-->
I am a fan of this approach but I would suggest that players should be able to jump while sprinting because it is intuitive - when people want to jump at distance, they sprint first. This could be balanced by slowing the player to less than walking speed when they land after jumping and possibly adding an additional weapon-raising delay.
<!--quoteo(post=1824408:date=Jan 14 2011, 10:39 PM:name=ASnogarD)--><div class='quotetop'>QUOTE (ASnogarD @ Jan 14 2011, 10:39 PM) <a href="index.php?act=findpost&pid=1824408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What do you mean useless ? In combat maybe , but thats kind of the point .
You can sprint from Marine start / forward IP to where the action is , provided your teammates are still engaging the Aliens at the front . You can sprint as a group to rush a techpoint , to arrive faster . You can sprint away and take cover behind your teammates to reload / ask for medpacks / ammo packs .
Unless I really missed the boat here, it aint to be used in a fight ( though its possible to strafe dodge a attack , quick Sprint awat and then re-engage ). Marines are suppose to rely on thier weapons... and bullets travel a lot faster than a Skulk can. You cant expect Marines to have the range on the Aliens, and then be able to out manouver them at melee range as well... or shall the devs mout a minigun on the Skulks to even it out :P<!--QuoteEnd--></div><!--QuoteEEnd--> corrections: <ul><li>You can sprint to where the action is, provided action still is there, and no alien were sneaky.</li><li>You can sprint to a techpoint, unless some aliens rushed and made a ambush midway (every rine gets 1 sec delay before they unholster the gun), the techpoint is already secured by marines, or defended by aliens (altough most rines stop run befor the last turn, so they can fire as soon as they need to).</li><li>You can sprint away and take cover behind your teammates to reload or get med/ammo, unless there is aliens in the area (they will obviously use their speed to catch up to the damaged pray and easily kill him), there is no teammates or an alien simply stands in your path walking straight at you (I never managed to dodge by strafing while still sprinting in those situations).</li></ul>
I agree it has it uses, but the use I am most concerned about is fleeing, I imagine the sprint to be the marines tool for fleeing (even when no aliens are around), like aliens got vents or normal speed (combined with regen), and it is for fleeing that it is absolutely useless. Every class but the gorge can catch up with you, and noone runs from a gorge anyway. The rest is partly balanced (altough jumping should be possible :D).
I've been using sprint very effectively to put some distance between myself and skulks/fades while reloading and only turning around to engage from a reasonably safe distance (basically "kite" them :P). Felt a bit unfair for them.
Feha , I just came off a game as a Marine, that sprint is essential to play... I was advancing , realising I was about to drop and sprinted back to the armory...result I should of died a number of times instead I managed to go back to the a armory , heal and rearm.
It isnt a duck and dodge skulks all day tool, its a oh ###### time to bug out tool ... and it works as long as you are not a rambo.
<!--quoteo(post=1824487:date=Jan 15 2011, 09:55 AM:name=zex)--><div class='quotetop'>QUOTE (zex @ Jan 15 2011, 09:55 AM) <a href="index.php?act=findpost&pid=1824487"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I am a fan of this approach but I would suggest that players should be able to jump while sprinting because it is intuitive - when people want to jump at distance, they sprint first. This could be balanced by slowing the player to less than walking speed when they land after jumping and possibly adding an additional weapon-raising delay.<!--QuoteEnd--></div><!--QuoteEEnd--> I don't think the problem is that you can't jump while you sprint, it's that you can't jump the moment you release the sprint key. You have to wait until your speed reduces to normal (the same time it takes to bring your weapon back up) before you can jump, and this is rather annoying.
Also, the skulk runs faster than a marine sprints. Not much faster (12%), but definitely faster.
Comments
It does mean they thought about it.
I know this because I write code for a living.
Someone could write a ton of constants with comments of features to be implemented etc.
They could even write a first pass at the implementation but comment it out because how it fits in big picture is not completely thought out.
But never actually use it because ...meh ...it works.
My opinion is that sprint is fine. How and when I use it ... it works.
That being said ...
Harimau can quote all the code he wants.
Especially since he plays polite :-)
I chased 2-3 sprinting and injured marines on different occations as a skulk and I didn't gain ground on them. Felt rater silly with no leap and all.
Lets give skulks armor to tank marines in melee furballs instead of using the fast moveability it always was famed for. In fact let us spawn as onos from the start of the game and replace skulks lol
^that
Go for it harimaru, posting the code is a great way to set a baseline for any discussion if people are wondering/debating/arguing about a given feature. While it sucks when you blast my comments out of the water with the almighty code, it's really no worse than having a dev come in and correct someone.
In fact, assuming you're reading the code right, it IS like having a dev helping us out, but without taking up their time :P
The broken leap is temporary, so I don't see that being a big issue. However, it's be a bit harder as fade since I always get disoriented when I blink and face a different direction.
You shouldn't be able to reload while sprinting though. As it is, it completely ###### up the animation, but the reload will still complete.
That's one of my favorite things about sprint, but you are probably right. Actually right now, you can't sprint while reloading the flamethrower, but I'd rather have a sprint that cancels a reload instead. Haven't tried the shotgun...
<!--quoteo(post=1824127:date=Jan 13 2011, 05:36 PM:name=luns)--><div class='quotetop'>QUOTE (luns @ Jan 13 2011, 05:36 PM) <a href="index.php?act=findpost&pid=1824127"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->how some saying unlimited sprint is fine is beyond me. look at page one, its not fine.<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't have any major issues with it in the numerous games I played.
Not being able to jump while sprinting is an obvious one I am sure most would agree.
I have found another possible exploit to do with sprinting though:
Press reload just before you sprint and you can hear your weapon being reloaded and it does reload. Though it still shows you sprinting.
I have tried sprinting first and then reloading. This does not appear to work.
I have also only tried this with the standard marine rifle, not the shotgun or flame thrower yet.
Another related possible exploit is after starting to reload the grenade launcher, use primary fire on sed target and it will still reload the grenade launcher. Useful if you are trying to take down an enemy structure quickly (which I guess you always want to do anyway...). I think I seem to remember this working vice-versa too. Will save on reload time.
Storm_Seeker
As for the "realistic" arguements, when push comes to shove, you can sprint for long periods of time and plus these are space marines with uber-tech equipment, so sprinting is childs play for them.
And the sprinting speed is fine because the marines still have the backwards speed to account for. just fix the lag problems and then we will see if it's still OP.
In term of game balance, a sprinting Marine can dodge most of the Hydra spikes. Whip attacks always hit, but they're expensive to build, and have limited range. Since Skulks and Fades are barely faster than a sprinting Marine, a sprinter practically has increased speed AND increased health. That seems quite unfair to me. In regard to allow jumping while sprinting, that would make impossible for a Skulk to kill a good Marine who makes good use of Sprint.
(Fun facts: Skulks have a very short attack range of 0.6, while even the marine Axe has a range of 1.0. Fade Swipe and Rifle Butt both have 1.5 range.)<!--QuoteEnd--></div><!--QuoteEEnd-->
this is what i'm talking about. sprint needs out of breath choke point, they must stop or have slow down effect after running too long. They should not be allowed to sprint the whole map non stop. Marines should conserve sprint for moments in need, and not spam it mindlessly. Once marines can run out of breath, they should be allowed to jump while sprinting.
current sprint.
1. you can hit reload, and quickly push sprint, reload while running
2.you can out run fade and skulk
3.you can out run hydras full damage, same with whips
allow person to get his small burst of speed, but have him slowly slow down but allow him to able to jump while running as well. Who ever played half life 2, should know this - you can sprint and jump but once you have low energy you slowly slow down. That is what marines need.
Anyway the realism aspect is really moot, as others have pointed out. This isn't Sims. :)
I mean if a Skulk is attacking the Marine, and the Marine just hits sprint and runs off escaping the Skulk with ease... then its an issue to be addressed.
I would imagine that even at full sprint a Marine should be no match for a Skulk / Lerk ( in Flight ) / Fade running / Onos in a sprinting race.
Ideally a Skulk and a <i>flying</i> Lerk should be twice as fast as a Sprinting Marine, a Fade as fast ( but Blink allows the Fade to blink ahead ), Onos slightly faster so it can catch up eventually ... only ' teh fatteh ' should be choking on dust...except when belly sliding on ramps and DI.
Neither should skulks, unless they got running leap and uses it. They should not be much slower than sprinting rines tho.
Also, marines REALLY need to be able to jump while sprinting. Afaik I always jump further the faster I run...
EDIT:
Also, the sprint seems buggy to me, I can understand that seeign as backwards is slower when you walk, sprinting should to, but I iirc there was no difference at all between sprinting sideways/backwards. Such sprinting models always makes it feel unresponsive and the lack of control makes me extremely aware that I play a game, instead of making me immerse in it. Aslong as I only run straight its ok, but it really should be more like the sprint in gmod ;).
Why shouldnt Skulks be faster than a sprinting Marine, its the Skulks main ability... its entire strong point. Fast and Agile, it doesnt help if it can barely keep up with a spriniting Marine.
No, upgraded Leap shouldnt be the way a Skulk catch up to a sprinting Marine as its an ability you cant count on to be available all the time, and its hard enough to hit a Marine without needing to Leap + re aquire target and then get to bitegun range.
That would be a comparable as requiring the Marines to need to first bring up thier weapon before they can aim and fire.
A Fade must match (equal) a sprinting Marine , so it can keep up and in keep in melee range ... a Blink is too disorientating to use as the only manner to keep up.
A Onos must be slightly faster than a sprinting Marine in order to be able to actually catch up to fleeing Marines, or else the mighty Onos will have to resort to trying to sneak up on Marines to kill them before they sprint off.
( Lol , had a image of a Onos with a wall climb ability next to a suprised Skulk ).
Dont forget as the Aliens are predominantly a melee attacking force they need to be able to close the range on the Range heavy Marine team, and giving the Marines a easy to use always available ability to extend the range at will is too powerfull.
Why shouldnt Skulks be faster than a sprinting Marine, its the Skulks main ability... its entire strong point. Fast and Agile, it doesnt help if it can barely keep up with a spriniting Marine.
No, upgraded Leap shouldnt be the way a Skulk catch up to a sprinting Marine as its an ability you cant count on to be available all the time, and its hard enough to hit a Marine without needing to Leap + re aquire target and then get to bitegun range.
That would be a comparable as requiring the Marines to need to first bring up thier weapon before they can aim and fire.
A Fade must match (equal) a sprinting Marine , so it can keep up and in keep in melee range ... a Blink is too disorientating to use as the only manner to keep up.
A Onos must be slightly faster than a sprinting Marine in order to be able to actually catch up to fleeing Marines, or else the mighty Onos will have to resort to trying to sneak up on Marines to kill them before they sprint off.
( Lol , had a image of a Onos with a wall climb ability next to a suprised Skulk ).
Dont forget as the Aliens are predominantly a melee attacking force they need to be able to close the range on the Range heavy Marine team, and giving the Marines a easy to use always available ability to extend the range at will is too powerfull.<!--QuoteEnd--></div><!--QuoteEEnd-->
If every alien is faster than sprinting marine without having to use any special skills (leap, blink, etc) then what point is there to having a marine sprint?
I guess making fade exactly the same speed as a sprinting rine might be good, altough it wouldnt be to hard to blink ahead, turn around and swipe (seeing as you cant (or atleast not effectivelly) strafe while running).
Skulks however can easily leap and bite mid-air making them effective killing machines.
You can sprint from Marine start / forward IP to where the action is , provided your teammates are still engaging the Aliens at the front .
You can sprint as a group to rush a techpoint , to arrive faster .
You can sprint away and take cover behind your teammates to reload / ask for medpacks / ammo packs .
Unless I really missed the boat here, it aint to be used in a fight ( though its possible to strafe dodge a attack , quick Sprint awat and then re-engage ).
Marines are suppose to rely on thier weapons... and bullets travel a lot faster than a Skulk can.
You cant expect Marines to have the range on the Aliens, and then be able to out manouver them at melee range as well... or shall the devs mout a minigun on the Skulks to even it out :P
this has to be bug, pretty annoying one if anything.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is intentional. This is specifically to NOT be annoying, unlike many games that implement a stamina system. The idea behind a stamina system is of course to be a balancing mechanism. At the moment we feel that not being able to jump or fire while sprinting as well as a delay in raising your weapon after you stop are enough to balance out the speed advantage you gain.
I am a fan of this approach but I would suggest that players should be able to jump while sprinting because it is intuitive - when people want to jump at distance, they sprint first. This could be balanced by slowing the player to less than walking speed when they land after jumping and possibly adding an additional weapon-raising delay.
You can sprint from Marine start / forward IP to where the action is , provided your teammates are still engaging the Aliens at the front .
You can sprint as a group to rush a techpoint , to arrive faster .
You can sprint away and take cover behind your teammates to reload / ask for medpacks / ammo packs .
Unless I really missed the boat here, it aint to be used in a fight ( though its possible to strafe dodge a attack , quick Sprint awat and then re-engage ).
Marines are suppose to rely on thier weapons... and bullets travel a lot faster than a Skulk can.
You cant expect Marines to have the range on the Aliens, and then be able to out manouver them at melee range as well... or shall the devs mout a minigun on the Skulks to even it out :P<!--QuoteEnd--></div><!--QuoteEEnd-->
corrections:
<ul><li>You can sprint to where the action is, provided action still is there, and no alien were sneaky.</li><li>You can sprint to a techpoint, unless some aliens rushed and made a ambush midway (every rine gets 1 sec delay before they unholster the gun), the techpoint is already secured by marines, or defended by aliens (altough most rines stop run befor the last turn, so they can fire as soon as they need to).</li><li>You can sprint away and take cover behind your teammates to reload or get med/ammo, unless there is aliens in the area (they will obviously use their speed to catch up to the damaged pray and easily kill him), there is no teammates or an alien simply stands in your path walking straight at you (I never managed to dodge by strafing while still sprinting in those situations).</li></ul>
I agree it has it uses, but the use I am most concerned about is fleeing, I imagine the sprint to be the marines tool for fleeing (even when no aliens are around), like aliens got vents or normal speed (combined with regen), and it is for fleeing that it is absolutely useless. Every class but the gorge can catch up with you, and noone runs from a gorge anyway.
The rest is partly balanced (altough jumping should be possible :D).
It isnt a duck and dodge skulks all day tool, its a oh ###### time to bug out tool ... and it works as long as you are not a rambo.
At least I was a ble to use it effectively.
I don't think the problem is that you can't jump while you sprint, it's that you can't jump the moment you release the sprint key. You have to wait until your speed reduces to normal (the same time it takes to bring your weapon back up) before you can jump, and this is rather annoying.
Also, the skulk runs faster than a marine sprints. Not much faster (12%), but definitely faster.