#Holstering your weapon/equipment to move faster instead of tac sprint

1 messages · Page 1 of 1 (latest)

next smelt
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Tac sprint in the playtest was rather poorly implemented thinking about it more.
You really can't turn in any reasonable amount without snapping out of it, and it requires a fair bit of running to trigger, both of which make you vunerable to anyone with decent aim.

I propose a new system: holstering.

  • By pressing a dedicated key, whatever you have equipped at the moment will be holstered, thus making you completely unarmed (grenades can still be used).
  • While unarmed, you run 10-15% faster.
  • Unholstering can be done by pressing any of the weapon/gadget keys, albeit it's slightly longer. Pressing the dedicated holster key unholsters the last used weapon/gadget.

This allows the player more freedom in their movement, while still suffering the consequences tac sprint usually brings (slightly longer draw time).

Note: in the case something such as a knife being added to the normal loadout, equipping the knife can count as holstering.

pulsar grove
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it wasn't poorly implemented. it did exactly what it's supposed to: make moving over long distances easier

vale stone
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As a DMR user, I think tac sprint really poor implemented. It's not for avoiding bullets, only toward to objective yes, but the way it's too harsh when turn around makes players hesitate to change direction much, therfore vulnerable before DMR and sniper. I propose wider angle a bit, and a slide after tac spints x meters, may help us get to cover better, though afraid it leans to arcadey much.

Back to holstering idea, I agree with implementing the melee system, but takedown mechanic may be later though. A playtest takes us 2 months (maybe more), then how many may it takes for another mechanic kittenCry

next smelt
next smelt
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On that note, tac sprint does look off in BBR

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Holstering gives you the movement speed when you actually want it to and without being locked in one direction

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Simple as that

pulsar grove
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holstering mechanic would just result in ppl holstering and unholstering weapons all the time like with the knife in cs

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and if holstering takes long enough to prevent that it takes too long to be properly useable

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personally i dont think we need this at all

pulsar grove
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it changes the purpose of this completely

next smelt
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Way i see it holstering/unholstering would only be slightly longer than switching between gadgets and such

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You just have more control of when you actually need to move faster and when not to in order to actually use guns and gadgets

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Having tac sprint requiring 5 seconds of running in a straight line and staying that way is stupid

pulsar grove
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the point of it being 5 seconds is that you cant just use it all the time

next smelt
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Tac sprint existing for the sole of reaching objectives faster is stupid

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And the issue of it taking 10 years to reach a distant objective on larger maps is already negated by vil making the distance between objectives much more reasonable

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They added a mechanic to negate an issue that they already solved

pulsar grove
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not the first time

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but that is literally the entire purpose of the tac sprint

next smelt
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With how it is impletemented its pretty much pointless if not outright a detriment to tacsprint

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Why yes you should sacrifice all self awareness to sprint a whole 100 meters to your next objective

pulsar grove
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¯_(ツ)_/¯

vale stone
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Fine, then how about think different a bit, if I say holstering idea will support for tac sprint mechanic ?

If tac sprint, we have actively control weapons at the cost of straight movement.
If holstering by switching to melee, we have max speed when tac sprint immediately and freely movement, at the cost of swap weapon speed.

None of you lose, everybody win - Seemmy Pempus HyperXD

vale stone
# wind valley slide? fuhhh naww

I too, don't like sliding. Thing is still I can't find out any ideas other to encourage ppl use tac sprint. At least if we move with fast speed in a few seconds without turnaround, a slide is valid.

wind valley
pulsar grove
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In my limited time I did not have problems with the turn angle

tight trellis
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holstering was actually a thing couple of years ago

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it didn't do anything movement wise

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just a left over from the milsim days

next smelt
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Interesting

main chasm
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“Bu-but that’s what vehicles are fo-!”

Yeah let’s pretend domination, frontline, elimination, and rush don’t exist.

“You don’t understand guys… I need my safezone tank to be able to kill everyone, and if they move too fast, I can’t kill them!”

Thanks for proving my point on why such a system is needed.

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If it wasn’t obvious im mocking that point because I know some idiots going to make a point that’s akin to “we should basically ignore infantry gameplay” in response to this.

wind valley
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pepega radioo (derpster) hi

main chasm
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Hello

Anyways, good map design would work too, but you want to know what also works? Letting people not be frustrated trying to ptfo to begin with by giving them tools that encourage them to want to move up.

If you’re rewarded more for ignoring the objective in modes where you should best assist with or aid in capturing/defending objectives, why would people not just stay in safezone? Not saying we should ignore defense either, but it’s clearly an issue when a large portion of the lobby defends their base more than an objective they currently hold due to how safezones work.

next smelt
shadow sinew
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Pipebomb

fervent rock
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if they would implement this they have to remove or reduce the effectiveness of jump turn sprinting. So its too OP. This aint Neyo Matrix.