02-04-2008, 04:31 PM | #1 |
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Why does everyone run so fast?
I like fast action and I love bunny hopping and all that. But in this game it seems everyone just moves way too fast. I can almost run as fast without BHopping in FF as I could with BHopping in TFC, why is that? If you Bhop on top of the already fast run speeds in FF then you are going insanely fast.
I don't have anything against feeling like I am playing The Need For Speed while I am playing FF, but the problem occurs on defense. It imbalances the game because it is harder to hit a medic/scout who just blew by you so fast all you saw was a blur. I usually play offense with medic, so this isn't an issue that I am bitching about for my own personal gain; I seriously think it is a base game issue that needs to be looked at. I know this game isn't meant to be a TFC clone, but that is the crowd you are going after right? |
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02-04-2008, 05:00 PM | #2 | |
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The increased speed also helps the defense get back into position quicker, essentially making maps smaller than they were before.
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02-04-2008, 05:11 PM | #3 |
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Currently you cannot bunnyhop faster than you can run unless you propel yourself via explosions, concs, or other things. In 2.0 the cap is increasing. The soft cap is an amazing idea. TFC was a very defensive game; The new speeds make yard defense much less of an issue and make things better all around. It's still very possible to stop fast moving people in their tracks, you just have to aim well (or stand where they're going).
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02-04-2008, 05:35 PM | #4 |
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HA! I wish I could see the look on tu's face when he reads this thread.
But seriously Credge makes some great points. A lot of things are being addressed in 2.0 to hash out some of this stuff and from beta testing things are getting better.
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02-04-2008, 05:44 PM | #5 |
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2.0 will hopefully address your concerns and make for a better gaming experience for you. Personally I throw some trust out to the dev team in these matters. As it stands now the issues are are present with the increased speed are being fixed. The release is coming up soon, so stick with it. Hope to see you out there.
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02-04-2008, 07:56 PM | #6 |
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/waits for tu! to enter thread.
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02-04-2008, 09:53 PM | #7 | |
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02-05-2008, 01:46 AM | #9 |
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/me gets the butter topping and anal squeeze toys.
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02-05-2008, 01:51 AM | #10 |
as I slowly undress you, I kiss you sensually all over your body
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02-05-2008, 02:18 AM | #11 |
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Not to disrupt the party, but player run speeds are actually pretty similar to TFC. For example, I did a simple stopwatch comparison between the time it takes to cross the 2fort yard in TFC vs FF. I started at a standstill, touching one base, then ran until I hit the other.
For the Soldier: TFC: 7.32 seconds 1st trial; 7.35 seconds second trial. FF: 7.01 seconds 1st trial; 7.02 seconds second trial. (You can probably throw out the last significant digit due to stopwatch error) Roughly a 0.3 difference in time. I noticed about the same difference for each class I tried (Scout, Soldier, Medic). Since the difference was about the same for each class, it's unlikely the difference is attributable to run speeds. If it were, you would expect the Soldier times to have larger differences than the Scout times, which didn't appear to be the case. My guess why people seem to think that FF players run faster, rather than because of run speeds, is because of "inertia." TFC players tend to have more "inertia" than FF players; that is, there is a slightly longer lag time between hitting a movement key and the player fully responding in TFC than in FF. FF's, in fact, is almost instantaneous. Thus, I think FF players are roughly 0.3 seconds faster in my test because I timed this from a standstill. Obviously we could make this more scientific, but I've got other things to work on |
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02-05-2008, 03:39 AM | #12 |
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Hasn't jiggles learned that people can't read what he says unless he makes it size 7 and says it 100 times?
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02-05-2008, 03:57 AM | #13 | |
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02-05-2008, 04:25 AM | #14 | |
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02-05-2008, 07:47 AM | #15 | |
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02-05-2008, 08:16 AM | #16 | |
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It seems to me that some weapons, the rocketlauncher for instance, handled more directly in TFC. But then again, i don't even have TFC installed anymore, so i'm relying on a feeling. |
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02-05-2008, 09:57 AM | #17 |
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rl is meant to have a little delay in ff
since the rockets move faster and because of faster reloading i guess |
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02-05-2008, 03:12 PM | #18 | |
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*check the stickied threads |
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02-05-2008, 03:29 PM | #19 | |
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RPG reload time decreased slightly. That means that reload time is being sped up, at least for RPG's.
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02-05-2008, 05:13 PM | #20 | |
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