Movement Speed

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obscolene
 
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Re: Movement Speed

Postby obscolene » Tue Jan 08, 2019 8:14 pm #467740

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.
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iamgoofball
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Re: Movement Speed

Postby iamgoofball » Wed Jan 09, 2019 1:39 am #467792

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.

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RobustAndRun
 
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Re: Movement Speed

Postby RobustAndRun » Wed Jan 09, 2019 2:09 am #467803

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.

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confused rock
 
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Re: Movement Speed

Postby confused rock » Wed Jan 09, 2019 5:00 am #467823

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.
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Steelpoint
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Re: Movement Speed

Postby Steelpoint » Wed Jan 09, 2019 10:28 am #467898

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.
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Re: Movement Speed

Postby 4dplanner » Wed Jan 09, 2019 12:33 pm #467925

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
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Fatal
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Re: Movement Speed

Postby Fatal » Fri Jan 11, 2019 4:25 pm #468352

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

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Re: Movement Speed

Postby wesoda25 » Fri Jan 11, 2019 4:32 pm #468353

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.
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WarbossLincoln
 
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Re: Movement Speed

Postby WarbossLincoln » Fri Jan 11, 2019 4:44 pm #468355

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.
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confused rock
 
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Re: Movement Speed

Postby confused rock » Sun Jan 20, 2019 5:26 am #470149

Despite chanegs, movespeed is ironically still fast enough to hit yourself with thrown stuff while running.
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Malkraz
 
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Re: Movement Speed

Postby Malkraz » Sun Jan 20, 2019 6:40 am #470157

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.
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oranges
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Re: Movement Speed

Postby oranges » Sun Jan 20, 2019 6:52 am #470158

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.
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Re: Movement Speed

Postby subject217 » Sun Jan 20, 2019 7:26 am #470161

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.
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Malkraz
 
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Re: Movement Speed

Postby Malkraz » Sun Jan 20, 2019 8:01 am #470165

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.
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Re: Movement Speed

Postby subject217 » Sun Jan 20, 2019 9:06 am #470182

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? ;)
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Malkraz
 
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Re: Movement Speed

Postby Malkraz » Sun Jan 20, 2019 9:44 am #470187

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?
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Kel
 
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Re: Movement Speed

Postby Kel » Fri Jan 25, 2019 3:32 pm #471566

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.
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Re: Movement Speed

Postby Not-Dorsidarf » Sat Jan 26, 2019 3:31 pm #472040

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
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Re: Movement Speed

Postby Hathkar » Sat Jan 26, 2019 6:20 pm #472091

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.

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Re: Movement Speed

Postby Cobby » Sat Jan 26, 2019 7:56 pm #472116

any magic number slowdowns being replaced with a relative slowdown based on the default config I'd be down to have :)
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Malkraz
 
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Re: Movement Speed

Postby Malkraz » Mon Sep 23, 2019 5:39 am #516221

90% of the complaints in favor of slower movespeed were addressed with other changes (tasers removed, disablers buffed, dragging nerfed), there is no reason to keep this shitty change around and making the core movement feel worse.
New headmins should take another look at its implementation.
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Re: Movement Speed

Postby oranges » Mon Sep 23, 2019 6:10 am #516222

nice job bumping a thread from january you fucking nincompoop
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