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Author Topic: Faster movement?  (Read 12764 times)
SPACECOWBOY
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« on: February 11, 2010, 02:44:07 AM »

I love the game but I can't shake the feeling that I should be moving faster as a space marine. I would love to have gameplay be fastened up like

http://www.rockpapershotgun.com/2008/09/05/warhammer-40k-space-marine-first-footage/


The game is still great fun, it just feels slow for me.

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Mingus
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« Reply #1 on: February 11, 2010, 07:36:05 AM »

I agree that the game feels very slow but I disagree that speeds need to increase for 2 reasons:

If speeds were increased, then the tyranids' speed must also be increased proportionally or else you'll have a bad case of nids never being able to reach clawing distance. Sprint speed could use a boost but the same problem arises as marines would then be able to outrun running tyranids. Then if you boost tyranid sprinting speed to equalize it, marines wouldn't even be able to get a shot off before being clawed to death due to the running backward penalty. But if you remove the running backward penalty, then marines would be able to shoot too much and blah blah blah... it'd be a giant balancing mess.
Personally, I believe that the games feel too slow because of the initial running you have to do in order to get into the fight which leads to my 2nd reason:

Much of the slowness that is present in RS2 seems to be due to the way maps are structured. While I respect the creativity and work that's been put into the maps, they all have the problem of being too big.
In most maps, it takes around 15 seconds just to get into action which, in my opinion, is 10 seconds too long. If we were playing in 2fort or something, game speed would be exponentially faster and you'd be able to get into the thick of the action a lot faster without the need to sprint the first 15 seconds or so.

Small maps, however, would not immediately solve the problem as it would be too easy to camp the spawn area of either race unless there is some kind of spawn area protection like in TF2 where you can't go into your opponent's spawning area but this would be the duty of the map-makers and not of the RS2 devs.

In conclusion, I think speeds are fine overall for the flow of gameplay. The problem just comes from the fact that most if not every map that we can play in, atm, feel like they were meant for TT game of 1000 points instead of a small online skirmish of 6v6 or similar.

(For those that don't play tabletop, a 1000 points army battle would be like 62 marines against 33 warriors [warriors are alot more resilient in TT])
« Last Edit: February 11, 2010, 07:37:36 AM by Mingus » Logged

Typheron
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« Reply #2 on: February 11, 2010, 02:10:02 PM »

If speeds were increased, then the tyranids' speed must also be increased proportionally or else you'll have a bad case of nids never being able to reach clawing distance. Sprint speed could use a boost but the same problem arises as marines would then be able to outrun running tyranids. Then if you boost tyranid sprinting speed to equalize it, marines wouldn't even be able to get a shot off before being clawed to death due to the running backward penalty. But if you remove the running backward penalty, then marines would be able to shoot too much and blah blah blah... it'd be a giant balancing mess.

Nailed it in one.
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SPACECOWBOY
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« Reply #3 on: February 11, 2010, 02:58:42 PM »

But what if you dont remove the backward penalty. Simply increase the speed you can run backwards.

It just doesn't feel right that I am a big badass space marine yet I run really slow.
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Typheron
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« Reply #4 on: February 11, 2010, 07:21:21 PM »

and suddenly everyone is just running faster, its not part of the game plan, we designed the current setup based on the speed of things as they are now. That's highly unlikely to change as we are happy with the relative pace of things currently. While there will be some changes to the movement speeds of things, its extremely unlikely that marines will receive anything to make them "faster".
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