Walking backwards
zeep
Join Date: 2002-11-01 Member: 3367Members
I just played NS2 again and then came an unevitable moment when i wanted to walk back a bit, i just cringed.
I know why it's in there but the crawl-slow backwards walk feels so uncredibly unreal. It's a bit silly to have a player believe that it's anything -but- a nerf.
Have you guys, devs, ever tried to speed it up?
Maybe something for the future where the alien classes move a bit faster.
I know why it's in there but the crawl-slow backwards walk feels so uncredibly unreal. It's a bit silly to have a player believe that it's anything -but- a nerf.
Have you guys, devs, ever tried to speed it up?
Maybe something for the future where the alien classes move a bit faster.
Comments
If you want to avoid marines running backwards and firing, this is not the way to do it.
I think the constant reach for 'balance' is what creates these ideas. I say give the same back speed as front, and unless you seriously feel something is wrong then change it. Right now it feels gross.
Don't make the argument semantical. If something is "unrealistic" it simply is not desirable.
Clearly he is saying he does not like the way things feel when he runs backwards. I understand this, because running backwards is way too slow, and therefore a useless function.
Think about what happens. You blow all your ammo, your gun auto reloads, you turn to sprint away, but you can't because you're reloading. You should be able to backpedal while reloading at a decent speed so you can continue to see where the skulk is. The current system makes people turn around and start frantically jumping or sprinting away, it makes you feel overly vulnerable.
Like I said, clearly this is to avoid a marine running backwards and shooting a skulk, making it hard for the skulk to close the gap. But this is over the top right now, and anyone who plays other FPS games is going to find this current system to be odd feeling.
Why can't you adapt to this game mechanic? Its so simple: The marines got the guns, the aliens got the movement.
If you can't kill the alien until it reaches you, you are dead. And that is right this way.
Imagine the movie Aliens2 where the marines running backwards at full speed chased by aliens. Simply ridiculous. And in NO WAY realistic! Just because every other game has it, does not mean, that it has to be the same in NS2. Buy CoD728 if you want the same shooter crap ever and ever again.
I know why it's in there but the crawl-slow backwards walk feels so uncredibly unreal. It's a bit silly to have a player believe that it's anything -but- a nerf.
Have you guys, devs, ever tried to speed it up?
Maybe something for the future where the alien classes move a bit faster.<!--QuoteEnd--></div><!--QuoteEEnd-->
<!--quoteo(post=1907523:date=Feb 27 2012, 12:23 PM:name=zastels)--><div class='quotetop'>QUOTE (zastels @ Feb 27 2012, 12:23 PM) <a href="index.php?act=findpost&pid=1907523"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't make the argument semantical. If something is "unrealistic" it simply is not desirable.
Clearly he is saying he does not like the way things feel when he runs backwards. I understand this, because running backwards is way too slow, and therefore a useless function.
Think about what happens. You blow all your ammo, your gun auto reloads, you turn to sprint away, but you can't because you're reloading. You should be able to backpedal while reloading at a decent speed so you can continue to see where the skulk is. The current system makes people turn around and start frantically jumping or sprinting away, it makes you feel overly vulnerable.
Like I said, clearly this is to avoid a marine running backwards and shooting a skulk, making it hard for the skulk to close the gap. But this is over the top right now, and anyone who plays other FPS games is going to find this current system to be odd feeling.<!--QuoteEnd--></div><!--QuoteEEnd-->
+1 to the OP for starting this thread, the backwards movement on both teams is lacking the speed they should have and I hope to see this addressed in a future update.
Complain about unrealistic realism all you want, but this has been a staple mechanic for years. Learn to adapt or get eaten; the choice is yours.
Complain about unrealistic realism all you want, but this has been a staple mechanic for years. Learn to adapt or get eaten; the choice is yours.<!--QuoteEnd--></div><!--QuoteEEnd-->
So I went outside with 50lb or 22.7kg on my back and attempted to run backwards and well I think we should all disregard this thread haha, Techercizer you should have seen failure in motion. Physics is always more fun hands on. :D
Any perception of imbalance from this is exaggerated.
Any perception of imbalance from this is exaggerated.<!--QuoteEnd--></div><!--QuoteEEnd-->
And this opinion is simply wrong.
I would say, you don't play aliens often. Or you should know it better.
10 shots of an LMG and you are dead. Why do you need to run backwards while doing that?
Look, to the defenders of slow backwalks walking, i don't mean to imply that NS2 marine movement should be 'realistic'. Forget that word please. When a new NS2 player chooses marine for the first time, and walks backwards, he'll think something is wrong. He'll ask something like, "why am i moving back so slow?", and other players will reply stuff like "you're not supposed to move back fast" or "balance". I don't think anyone in their right mind will ask him to go run backwards outside for realism's sake.
When i say it feels unreal i mean like, not moving how you'd expect the player to move compared to 20 other fps games you've played in the last years. Like a cheap nerf.
In any case i will keep playing NS2.
My question to the devs. since we're in alpha/beta anyway, try changing speeds here & there, see how it goes. Ok?
And I attempted to jump like a bunny rabbit.
I really don't see why they removed one unrealistic movement ability but not another.
Sideways movement and jumping feels less Marine-like than moving backwards, tactically keeping distance makes more sense than jumping about.
The aliens should have to time their attacks to avoid long straight corridors, where the Marines should have the edge.
And it's usually from one perspective, look at it from the alien side... Fullthrottle marines moving backwards, that is stuff of nightmares dammit!
<!--coloro:#00FF00--><span style="color:#00FF00"><!--/coloro--><b>+1</b><!--colorc--></span><!--/colorc--> to OP
Also kiting will become really easy, even if you had a accuracy penalty marines will still be able to kite aliens into line fire of other maines by simply pressing s, this takes away alot of depth that is build into the mechanic.
I understand why it is annoying, people are used to be able to simply walk backwards when needed and it does take efford to learn to dodge as marine, but it is one of these things that makes ns so rewarding. It's also one of the things that separates ns from the other generic shooters out there.
Imo simple and rewarding mechanics should stay in the game, Im pretty sure it doesn't take long for players to relieze that its better to sidestep than step backwards. I'm sure most of you will love this mechanic when you start avoiding skulks and trick them into vunurable situations.
There should be no advantage, MvS combat should be even, the natural advantage of each side is based on the distance between them.
I really don't see why they removed one unrealistic movement ability but not another.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes Flounder like and bunny rabbit and fell down after about 35 hops, I also tried some hill sprints with it on and that was amazing. The all around movement still needs some work. I think we could all agree.
That is overstating the effect, there are 100s of things that are going to need tweaks here and there.
Major impacts are, jet packs, exo, spawn times, blink. Backwards walk speed is minor next to them.
Well obviously I meant close range mostly. But 1 vs 1 with equal skills, Skulks have always had an advantage, ever since the early days of NS...
watch this thread, ns2 is too sloooooowwwwww
: )
:)
But yeah, anyway, if you increase marine backwards movement you'd have to gave skulks more health/armour/speed. The third option is redundant and the first two don't stop it being frustrating chasing a marine running backwards.
This isn't every other FPS, get used to it.
Sal
Just learn to circle strafe, you will be fine
Thats it. Circle strafe: Strafe to one side and look the whole time at the alien. Only change direction after at least 1 second. You just have to place your crosshairs the whole time on the alien and fire. Now you only need to find the perfect distance to begin circle strafing before you get hit.
Oh and don't ever use the "s" key in close fight, it slows you down!
If the marine vs skulk becomes unbalanced because marines have a higher backward speed, then change another gameplay aspect to fix it. Don't nerf something as vital as backspeed, it does not contribute to a system of fluid movement.
Skulks run faster, they have leap, they can ambush, cloak, when there isn't even movement chambers yet and they're good. It isn't all resting on the variable marine backspeed.
+1
Honestly, if those people hate the gameplay so much, I have no idea why they'd even be in the game in the first place.