#Rework stamina system

1 messages · Page 1 of 1 (latest)

plush temple
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With how fast stamina drains and how SLOW it regenerates, having it at 100% is almost never an option unless you're sitting on a flag defending. Even if you sprint for 20 meters, and you have 70-80% stamina, the debuff is severe enough to put you at a pretty noticeable disadvantage.

The way I see it there's 3 solutions, either decrease the sway debuff for 50% stamina (something logarithmic like having a slowly increasing debuff up until 50%, and then the debuff scales up much more quickly past that point). This is similar to the old stamina system which in my opinion was much better than the current one.

OR, decrease the rate at which stamina drains (100% stamina drain in 150m or 200m instead of 100m)

OR just increase the rate at which stamina regenerates.

In case of any of these solutions, you will still be punished for being out of position, any enemy who's positioned better and already has his scope up will be more likely to kill you, but at least you feel much less helpless.

Any of these solutions will preserve the core gameplay loop and mechanics, preserve the emphasis on teamwork and positioning, and make the game more FUN. You'll have a bit more ability to push up and turtling will be a little less rewarding.

plush temple
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And again just to reiterate, I'm not saying the game should be like GE where stamina doesn't matter, im saying you shouldn't be punished nearly as much as you currently are for keeping stamina above 50% but below 100%

I am not advocating for sprinting to 0% stamina.

Imo the best solution is nr1, with maybe a bit of tweaking to how much stamina you have in total, but the most important thing is the first solution

opal geyser
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Yeah. Also RPGs should get steady faster

noble birch
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"With how fast stamina drains and how SLOW it regenerates, having it at 100% is almost never an option unless you're sitting on a flag defending. Even if you sprint for 20 meters, and you have 70-80% stamina, the debuff is severe enough to put you at a pretty noticeable disadvantage."

ADS time and stability already caps at 50% stamina.As long as you are above 50% it is like you have used no stamina at all.

Also, not sprinting is always an option.

plush temple
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Anything under 100% stamina just feels painful to stabilize

#

And no, with how slow your character moves and how big the maps are on average, sometimes you gotta sprint

fathom latch
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Arm and leg stamina when.

fossil vigil
# noble birch "*With how fast stamina drains and how SLOW it regenerates, having it at 100% is...

That sounds backwards to me. I don't notice much difference between 20% stamina and 49% stamina sway, but the difference between 100% and 50% is stark. Unless it's all in my head, but I feel like you might be representing the "cap" the wrong way around. My hypothesis (with no data to back it up) is that maximum sway starts at 50% stamina and doesn't get any worse to 1% stamina.

That being said, I don't really know what it's like trying to ADS shoot at <70% stamina because once the ICO dropped I just took some time to learn the mechanics and now I only sprint when necessary or there's no chance of contacts. If I do get caught unexpectedly at low stamina I don't even ADS I just spray in the direction of the fire to suppress and move to cover

plush temple
noble birch
# plush temple And no, with how slow your character moves and how big the maps are on average, ...

You're not supposed to use sprint to traverse the map. Either your spawn is placed close enough to travel in a reasonable time, or you use a vehicle for transport. Moving 600+ meters on foot is supposed to put you at a disadvantage.

Even when traveling long distances, sprinting to 50% - 70% stamina, then running until you get to 100% and sprinting again is just as fast as flat sprinting, while also making any gun fight you get into much more winnable.

plush temple
noble birch
# plush temple I'm not talking sprinting hundreds of meters, I'm talking sprinting cover to cov...

"And no, with how slow your character moves and how big the maps are on average, sometimes you gotta sprint"

I was confused because if you're talking about 20 - 50 meters, then map size doesn't matter at all when talking about sprinting.
Even then, you don't have to sprint those kinds of distances. There is almost always enough cover to bound shorter distances than that, or it is a wide open area that you shouldn't be relying on sprint speed/duration to cross safely.

misty patrol
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Wow that OP was bad but I do endorse the suggestion to increase the stamina regen rate by maybe 25% as currently it penalises AT weapons especially harshly. Also stamina ceiling penalty when injured feels wrong - it's fine to be less combat effective but you should at least be able to retreat quickly so this penalty should be independent of stamina.

onyx rose
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yea this just isnt true. your sprint speed with no stam is the same as your walk speed with stam, so you can just do a "double time" where you sprint for like 7 steps then let stamina get back up. Then you have all the stamina you need if you take fire to sprint " cover to cover"

plush temple
analog solar
analog solar
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Aand before some smartass comes by about stamina manager simulator... Stamina is not random like it could be said for recoil. Therefore it can be learned and subconsciously used, like recoil pattern in CS.

plush temple
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Im 100% on board with it

onyx rose
plush temple
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Yes and im saying the stability you lose for being between 50% and 100% stamina makes the concept of keeping stamina above half useless. I shouldn't be punished for keeping myself 100% stamina most of the time, but any time I sprint 20-30m to get to cover I can't operate my weapon

untold verge
# noble birch "*And no, with how slow your character moves and **how big the maps are on avera...

I think that the OP may have confused the movememt/sprint penalty for stamina penalty.

So, what they're seems to be really feeling hampered by is the penalty that kicks in for a few seconds post sprint; essentially preventing them from taking accurate mid-long range shots immediately after sprints of 10-20m.

Which, at least IMO, is an intended result of the system and overall a good thing for gameplay.