Page 5 of 5

Re: Movement Speed

PostPosted: Tue Jan 08, 2019 8:14 pm
by obscolene
Istoprocent1 wrote:Skilled players are able to come out on top regardless of movement speed.

This is the most retarded fucking post I've ever read. This entire game revolves around stuns, AKA, the thing that makes your movement speed 0. Durrr me skilled player, me no need to move to win game.

Re: Movement Speed

PostPosted: Wed Jan 09, 2019 1:39 am
by iamgoofball
obscolene wrote:
Istoprocent1 wrote:Skilled players are able to come out on top regardless of movement speed.

This is the most retarded fucking post I've ever read. This entire game revolves around stuns, AKA, the thing that makes your movement speed 0. Durrr me skilled player, me no need to move to win game.

Stuns are getting removed by the coding staff. it's part of the big reworks they've been doing. So no, we're removing stuns.

Re: Movement Speed

PostPosted: Wed Jan 09, 2019 2:09 am
by RobustAndRun
This change has seriously balanced combat in favor of security, who currently begin the game with the ranged stun weapons favored by the meta.
Revheads+revs and cultists, who primarily use melee combat and gear have taken a serious nerf from what I've observed. 2slow4me

Also am I the only one who didn't see an issue with running from ranged projectiles? Yeah it's an unrealistic system, but SS13 isn't realistic and ranged stuns are already the unbeatable standard of ss13 combat.

Re: Movement Speed

PostPosted: Wed Jan 09, 2019 5:00 am
by confused rock
Revs and cultisfs can easily get number advantages, but in the past whe cultd and revs couldn’t instantly go loud and steamroll they had this strategy called “stealth” which I thought was an interesting way to dodge security attacks.

Re: Movement Speed

PostPosted: Wed Jan 09, 2019 10:28 am
by Steelpoint
Inherently the average Security Officer has the advantage against the average Rev or Cultist, and in a straight up fight I'd weight more the Officer will stand tall instead of the Rev/Cultist.

The critical advantages of these antagonists is in their large numbers and, more importantly, stealth. The Officer is a constant walking red target that is always obvious whereas the Cultist or Rev has no hard tell (at least not until half the station is a cultist).;

In conclusion, suicidally charging a Security Officer should be a dangerous proposition, try employing stealth or mass numbers to gain the advantage.

Re: Movement Speed

PostPosted: Wed Jan 09, 2019 12:33 pm
by 4dplanner
iamgoofball wrote:
obscolene wrote:
Istoprocent1 wrote:Skilled players are able to come out on top regardless of movement speed.

This is the most retarded fucking post I've ever read. This entire game revolves around stuns, AKA, the thing that makes your movement speed 0. Durrr me skilled player, me no need to move to win game.

Stuns are getting removed by the coding staff. it's part of the big reworks they've been doing. So no, we're removing stuns.


Stuns are getting removed? I haven't heard anything about this, and from my own looking into it it'd be extremely difficult to balance.

As to movement speed: it's better now, but I almost wish there was an option for it to automatically bump up when lag reaches high levels.

Edit: unless you mean in the VERY long term

Re: Movement Speed

PostPosted: Fri Jan 11, 2019 4:25 pm
by Fatal
Movement speed changes so far are fine with some exceptions:

Secway and other mountable things

I've seen a few times now where people are taking advantage of these, because the movement speed of those doesn't seem to have been changed, or if it has, well, they have become more powerful in the change because people riding secways are uncatchable, and, given that speed wins, it really is annoying

Re: Movement Speed

PostPosted: Fri Jan 11, 2019 4:32 pm
by wesoda25
Fatal wrote:Movement speed changes so far are fine with some exceptions:

Secway and other mountable things

I've seen a few times now where people are taking advantage of these, because the movement speed of those doesn't seem to have been changed, or if it has, well, they have become more powerful in the change because people riding secways are uncatchable, and, given that speed wins, it really is annoying

Theres a PR to fix this open right now.

Re: Movement Speed

PostPosted: Fri Jan 11, 2019 4:44 pm
by WarbossLincoln
It makes speed drops a lot more meaningful, which is probably a good thing. If I get exposed to cold or injured bad I'm super slow compared to old speed. It makes getting hurt a bit more dangerous.

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 5:26 am
by confused rock
Despite chanegs, movespeed is ironically still fast enough to hit yourself with thrown stuff while running.

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 6:40 am
by Malkraz
confused rock wrote:Despite chanegs, movespeed is ironically still fast enough to hit yourself with thrown stuff while running.

Great, so we've accomplished nothing but make the game feel worse.

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 6:52 am
by oranges
it's really more an issue with tile based games and subsystems, you're not going to solve it easily by fucking about with move speed but then I doubt that was really the point of nervere's change.

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 7:26 am
by subject217
Malkraz wrote:Great, so we've accomplished nothing but make the game feel worse.

It's considerably more fun with projectiles when people can't outrun them as easily. 1.5 delay is a shame though, should have dropped it to 2.

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 8:01 am
by Malkraz
subject217 wrote:It's considerably more fun with projectiles when people can't outrun them as easily.

You're not doing a 1v1 in a big empty room. Plenty of things you can do to limit a target's ability to avoid.

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 9:06 am
by subject217
I dunno mate, you don't get to choose where you fight someone when you're chasing them. Maybe your dissatisfaction is due to the limited breadth of your gameplay experience? ;)

Re: Movement Speed

PostPosted: Sun Jan 20, 2019 9:44 am
by Malkraz
subject217 wrote:I dunno mate, you don't get to choose where you fight someone when you're chasing them.

No idea whatsoever what this point is supposed to mean, assume you missed mine.
My breadth of experience is why I'm dissatisfied, yes. I saw plenty of strategy and faster moment to moment gameplay in this game's combat as I got experience with it, which has now been hampered a bit by these changes. Not really going to regard the "breadth of gameplay experience" from someone who complains of "outrunning projectiles". Do you just run in straight lines sprayin and prayin?

Re: Movement Speed

PostPosted: Fri Jan 25, 2019 3:32 pm
by Kel
this change sucks ass. shocker.
the default running speed is bearable but the moment you tack on any sort of movement modifier like galoshes then its actually just way too fucking slow, it may be so slow as that you unironically move slower than walking pre-change. the only solution i can see is undo the change or remove the mostly arbitrary slowdowns on things like riot armor(if it even still has it), galoshes, and clown shoes, which turns this into a code change which the headmins have no control over so..... fuck.

Re: Movement Speed

PostPosted: Sat Jan 26, 2019 3:31 pm
by Not-Dorsidarf
its fine, people who say otherwise are salty roamer assistants who are mad that they cant always be at the location an antag was reported in under 5 seconds

Re: Movement Speed

PostPosted: Sat Jan 26, 2019 6:20 pm
by Hathkar
I've been pretty happy with the movespeed changes so far. But like Kel said, the slowdown from certain things really brings you to a snail's pace. Probably wouldn't hurt to tweak the values of those slowdowns.

Re: Movement Speed

PostPosted: Sat Jan 26, 2019 7:56 pm
by Cobby
any magic number slowdowns being replaced with a relative slowdown based on the default config I'd be down to have :)