Jumping and Advanced movement - Page 2 - PlanetSide Universe
PSU Social Facebook Twitter Twitter YouTube Steam TwitchTV
PlanetSide Universe
PSU: Our servers need to recharge!
Home Forum Chat Wiki Social AGN PS2 Stats
Notices
Go Back   PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

View Poll Results: Would you like Advanced movement
Yes to vaulting, but boosting? No. 30 38.96%
Yes to boosting. Vaulting is stupid. 4 5.19%
Yes to both. 15 19.48%
No to both 27 35.06%
Maybe, they could use a few tweaking ideas 13 16.88%
No, but I have other ideas. 4 5.19%
Multiple Choice Poll. Voters: 77. You may not vote on this poll

Reply
 
Thread Tools Search this Thread Display Modes
Old 2012-06-28, 12:52 PM   [Ignore Me] #16
Kalbuth
First Sergeant
 
Re: Jumping and Advanced movement


"ramp-like" jump when against an obstacle giving you a slight boost in jump height to be able to get over said obstacle (ofc, not a 3m tall wall ....)
jump animation rather slow
can't shoot while jumping
drains stamina

Ie : vaulting, without the vaulting mecanisms and animation, just something functionnal
Kalbuth is offline  
Reply With Quote
Old 2012-06-28, 12:54 PM   [Ignore Me] #17
Kalbuth
First Sergeant
 
Re: Jumping and Advanced movement


Originally Posted by elfailo View Post
Of course it will never happen because this community isn't ready for it.
"Noess, a soldier can't do this irl you nub!!!"
Kalbuth is offline  
Reply With Quote
Old 2012-06-28, 12:57 PM   [Ignore Me] #18
Xyntech
Brigadier General
 
Xyntech's Avatar
 
Re: Jumping and Advanced movement


Originally Posted by elfailo View Post
Would be cool if LA had a bunch of class specific movement abilities, like being able to do a couple of strafe jumps (like 3, nothing ridiculous), a sliding kick (as in FEAR), maybe a rolling dodge, a forward dash, etc.

Of course it will never happen because this community isn't ready for it.
I'd love to see LA get some really extensive movement options.

I wouldn't mind if Infiltrators had some more minor parkour abilities as well. Beyond that, I think I'd probably leave it at low jumping and vaulting for every other class.
Xyntech is offline  
Reply With Quote
Old 2012-06-28, 01:02 PM   [Ignore Me] #19
Alanim
Private
 
Re: Jumping and Advanced movement


I'm going to say no to vaulting, because just like a cover system it can be horribly frustrating more then it is helpful.

BTW, I did see someone jumping but it wasn't very high and you apparently go higher when you build up momentum aka sprinting.

Jumping+Iron sights should be allowed but man, when that person lands I want his sights+gun to shake ALL TO HELL, even if you're aimed down sights your jump is halved.

The one game that I consider did jumping just right is halo: combat evolved.
Alanim is offline  
Reply With Quote
Old 2012-06-28, 01:03 PM   [Ignore Me] #20
Kran De Loy
Captain
 
Kran De Loy's Avatar
 
Re: Jumping and Advanced movement


'Normal' jumping height for all classes except the MAX. No jumping for the MAX, but it should get limited vaulting. Also jumping penalty should be Stamina related as well as absolutely ridiculous bloom on the Cone of Fire that very quickly reduces back to maximum sprint width after the jump is done.

Reasoning below.

I always hated getting my weapon locked while jumping. I do not mean to say that I hated not being able fire and hit anything. That arbitrary time a weapon is locked between when I could fire, could not, then could fire again has always aggravated the crap out of me.

Since HA are just Rexos then I do not see why their jump height would be different than the other classes. LA get their pack so that's how they get their advanced movement. Medics's equipment could be supposedly super light (it being a sci-fy game and all). Infiltrators being the lightest class in all shouldn't be hindered by anything when it comes to movement.

The Engineer and the MAX would be the only classes I could see where jumping could, lore wise, be a problem. Since the Engineer is just another class to play and not something drastically different than everything else like the MAX is then leaving him as the odd man out is just bad game play decision, so no restrictions on that front.

However that problem that zomg brought up about the MAX getting GalDropped into a place where he couldn't step over a less than 3 foot wall is pretty valid concern. A MAX should be able to get around stuff like that by just going over it if they need to, however the MAX being what it is should take a lot of effort to do it. It locks the MAX player into the animation and it takes a good 2 seconds or so to do because of just how bulky and unwieldy the huge armor suit is. Weapons should of course be locked down on it while it's doing the animation.

Otherwise no jumping for the MAX suit at all.

Last edited by Kran De Loy; 2012-06-28 at 01:11 PM.
Kran De Loy is offline  
Reply With Quote
Old 2012-06-28, 01:24 PM   [Ignore Me] #21
fod
Master Sergeant
 
Re: Jumping and Advanced movement


Originally Posted by Landtank View Post
Bunny hopping is the bane of all fun in an FPS game, its just a terrible mechanic. Definitely no boosting, and maybe to vaulting, not really sure.

Your a soldier wearing armor and carrying around 50+ pounds, I don't care if you have implants or anything, you shouldn't be able to jump even 5 feet vertical.
lets throw reality out of the window for a second - this isnt a simulation and we are also talking about the FUTURE

there hasnt been a problem with bunnyhopping any any game since quake/counterstrike imo because there is NO advantage to doing it

bunnyhopping is just a technique to get your character moving faster and in most recent games you actually move slower jumping around and it puts you at a disadvantage instead of any advantage

so what advantages do people that jump around get? none (except for looking stupid)
fod is offline  
Reply With Quote
Old 2012-06-28, 01:33 PM   [Ignore Me] #22
ThermalReaper
First Sergeant
 
ThermalReaper's Avatar
 
Re: Jumping and Advanced movement


I think people misunderstood what I meant by adding boosting. It wouldn't be a prompt that you can do at specific points. It's just a mechanic you can do anywhere with a teammate to jump slightly higher. And think it could work the other way around. If you are somewhere high and your team mate is below you , you can pull him up as long as he isn't a max.

EDIT: Also this isn't about the soldiers we play as being JackKnife(From Mirror's edge) Clones. This is about the annoying trend of soldiers that can't climb on ledge slightly above them because the jump height doesn't allow it or can't hold onto the edge of a building if you miss a jump.

Last edited by ThermalReaper; 2012-06-28 at 01:41 PM.
ThermalReaper is offline  
Reply With Quote
Old 2012-06-28, 04:17 PM   [Ignore Me] #23
Vreki
Corporal
 
Vreki's Avatar
 
Re: Jumping and Advanced movement


Originally Posted by fod View Post
so what advantages do people that jump around get? none (except for looking stupid)
That depends a lot on the state of the games hitdetection and lag-prediction.
Well not the stupid part, obviously.
Vreki is offline  
Reply With Quote
Old 2012-06-28, 04:26 PM   [Ignore Me] #24
Kyros
Corporal
 
Kyros's Avatar
 
Re: Jumping and Advanced movement


I approve of both vaulting and boosting though I don't think we'll actually 'need' to do either in PS2 so I'm fine with neither being implemented. Though no matter what, I don't want to see the classical jumping that encourages bunny hoppers. That would be the absolute worst.

Also to the people who say there is no advantage to bunny hopping...WRONG. There is. First of all, it makes you a pain in the ass to shoot down, it's incredibly annoying. Secondly, to those who say it's harder to shoot your enemy if you yourself are bunny hopping. Depends on the gun, things like assault rifles, sniper rifles, and pistols will be hard to hit your target with. But SMG's and Shotguns, you don't have to be pinpoint accurate with those.

Last edited by Kyros; 2012-06-28 at 04:32 PM.
Kyros is offline  
Reply With Quote
Old 2012-06-28, 04:31 PM   [Ignore Me] #25
Landtank
Second Lieutenant
 
Landtank's Avatar
 
Re: Jumping and Advanced movement


Originally Posted by fod View Post
lets throw reality out of the window for a second - this isnt a simulation and we are also talking about the FUTURE

there hasnt been a problem with bunnyhopping any any game since quake/counterstrike imo because there is NO advantage to doing it

bunnyhopping is just a technique to get your character moving faster and in most recent games you actually move slower jumping around and it puts you at a disadvantage instead of any advantage

so what advantages do people that jump around get? none (except for looking stupid)
Hmm I was thinking more along the lines of Halo, which has some of the most frustrating bunny hopping experiences imo.

@Elfailo Not ready, or just straight up don't want?
Landtank is offline  
Reply With Quote
Old 2012-06-28, 04:32 PM   [Ignore Me] #26
berzerkerking
Second Lieutenant
 
Re: Jumping and Advanced movement


Originally Posted by Canaris View Post
I'm not adverse to vaulting, I mean who hasn't played an FPS where you've had all your forward progression stopped by the worlds/universes smallest wall or obstacle that even a tiny child in real life wouldn't have trouble with. Seems programmers get some secret delight at having them in games.
"The entire zerg has been defeated by a 1 inch barrier, everyone fall back!"
I know I've yelled in frustration at them

Don't think the game needs boosting, we have LA's for that kind of sneaky work.
This one gets it.
berzerkerking is offline  
Reply With Quote
Old 2012-06-28, 04:37 PM   [Ignore Me] #27
vVRedOctoberVv
First Lieutenant
 
vVRedOctoberVv's Avatar
 
Re: Jumping and Advanced movement


No jumping. Any jumping at all allows for idiots hopping around the all time or using it as a "evasive" action. Vaulting or "context sensitive" jumping is the only reasonable way to handle obstacles.


.
.
.
.
.
.


I know it won't happen due to the engine and game style... But destructible environments would be nice (even if they regen after a while). Rock in your way? Blow it up. Wall? Blow it up. Tree? Blow it up. Liberal application of explosives solves ANY in-game problem
vVRedOctoberVv is offline  
Reply With Quote
Old 2012-06-28, 04:40 PM   [Ignore Me] #28
Kyros
Corporal
 
Kyros's Avatar
 
Re: Jumping and Advanced movement


Originally Posted by vVRedOctoberVv View Post
I know it won't happen due to the engine and game style... But destructible environments would be nice (even if they regen after a while). Rock in your way? Blow it up. Wall? Blow it up. Tree? Blow it up. Liberal application of explosives solves ANY in-game problem
Things like that would be awesome. We'll just have to wait for Planetside 3, when computer tech will have advanced so far it can pretty much do anything.
Kyros is offline  
Reply With Quote
Old 2012-06-28, 04:48 PM   [Ignore Me] #29
RNFB
First Sergeant
 
Re: Jumping and Advanced movement


Originally Posted by Landtank View Post
Bunny hopping is the bane of all fun in an FPS game, its just a terrible mechanic
I take it you've never played an FPS game with ACTUAL Bunny Hopping, and not just CoD's "look at me hop around like an idiot"?

Real Bunny Hopping is used to gain incredible speed by exploiting the physics engine (Quake, TFC)
RNFB is offline  
Reply With Quote
Old 2012-06-28, 04:52 PM   [Ignore Me] #30
Stardouser
Colonel
 
Re: Jumping and Advanced movement


Originally Posted by Canaris View Post

Don't think the game needs boosting, we have LA's for that kind of sneaky work.
I really don't think one player boosting another is "sneaky"...
Stardouser is offline  
Reply With Quote
Reply
  PlanetSide Universe > PlanetSide Discussions > PlanetSide 2 Discussion

Bookmarks

Discord


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 06:30 AM.

Content © 2002-2013, PlanetSide-Universe.com, All rights reserved.
PlanetSide and the SOE logo are registered trademarks of Sony Online Entertainment Inc. © 2004 Sony Online Entertainment Inc. All rights reserved.
All other trademarks or tradenames are properties of their respective owners.
Powered by vBulletin
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.