WHAT DO YOU FEAR PSI?
Iām actually a fan of this idea, the only movement speed bonuses should come from auras that effect everyone 0=
The obvious solution is, above a certain distance, player weapons do friendly fire.
If there are practical problems with that, Iād love to see the stamina costs for running scale up quickly with speed, and get attached to sliding. Give us our zoomies, but make us pay.
attaching stamina regeneration rate to coherency would make things interesting
It would probably be horrible.
The fastest movement (which is limited to a few weapons) does not really need stamina in the first place.
Other weapons do need stamina for fast movement though.
So if you fall back and get out of coherency, it would become extra difficult to catch up.
It would not solve anything, but make the issue worse instead.
Rushers could still rush just as easily as they can now. But everyone else would have a harder time catching up.
The bigger issue with movement is how incredibly brain dead sprint sliding is, especially combined with agile to negate needing to manage dodges.
But I also think sprint/sliding is dumb in general due to how heavily it encourages optimal play being carpal tunnel/RSI. As if Darktide/Vermintide didnāt maul your hands enough normally.
I absolutely second this. I personally believe implementing a new cap on movement is completely unnecessary, and would as you say, only hurt the majority of players that do not speed run.
The only times I have been left behind because of movement speed differences are when you have a knife speed running madman in your strike team. And that happens every decade at max.
Welcome to the Fatshark Forums.
I read through your reply and I do not even fathom what would be even remotely considered rude in there. There is some hardship in the communication here, sure, but you are articulate and objective in your reply. No ad hominem, no strawman. Maybe he has a different way of interpreting the notion of being rude.
Source: Cambridge dictionary
I have a hard time understanding why people make threads on the forums here that invite to debate, and when time comes, they dodge, dismiss, add horse blinders and stand their ground so much that they do not even want to try to see the issues from otherās perspectives.
That to me is really weird, because everything is always a matter of perspective. If someone is not open minded enough to attack the issue through otherās added perspectives in order to get a more comprehensive understanding of the situation - well, then I sure do not know what someone is doing here on a platform that invites to debates with potentially several fundamentally different point of views.
My two cents. Have a nice day everyone and keep it clean.
Cheers.
Nothing, just like to be asked before I get a friend request.
Really the only time I have a problem with movement is when Iām personally way too slow, whenever I play ogryn it seems my team always has to wait up for me and itās very annoying. Why are Ogrynās even so slow? Shouldnāt they at least be slightly faster than normal humans no matter what since they have a bigger stride?
So punish players for stacking Warp Speed, Mettle and Disrupt Destiny, then force them to take a curio just to get part of their original movement speed back?
Hard pass. Movement is absolutely a vital part of Psyker staying alive at higher difficulties. If a vet sacrifices movement because they want to take Power Crutch sword and the gun that blows away an entire room full of enemies with a single clip, thatās on them.
This is a very valid point.
There is no issue with players being able to continually outrun enemies.
There is, really.
Aside from it enabling people to just rush through a mission, without needing to clear the enemies. Because they can just ignore any encounter and run away from it.
While pulling all of the ambient enemies infight, eventually forcing the teammates (which probably can not outrun the enemies, because you canāt do that with most weapons) to fight a large amount of enemies at the same time.
guys picking fights then dont finish em, for the rest to clean up on top of an ongoing engagement?
guys dodging encounters altogether opening up multiple aggro spots for the rest that follows?
i literally am quake pace gameplay, with the distinct difference that i use speed to kill the enemies in an effective and fun way.
not skipping 3/4 of a map and claim āskillā or having done anything worthwile for a positive outcome of a match.
dudes going solo(mod)
dudes wanna speedrun a map for themselves
going speedy gonzales on your team in order to show better āperformanceā?
These are Coherency issues and can be solved without doing something ridiculous like nerfing a core gameplay mechanic - mobility- into the ground.
Solution: Apply corruption over time to players who venture too far from teammates for too long. Stealth canāt evade it, and the fastest build in the game canāt outrun it.
player speed < enemy speed = nerfing speed into the ground
Unless that is what you are trying to say (which is madness)ā¦
Nice strawman.
Edit:
I also noticed that you suggested a āsolutionā that would
- not actually prevent rushing (just use the med stations that you come across, zealot also has an anti corruption aura)
- not make it easier for others to catch up with a rusher
- not prevent people from just walking away from enemies for as long as they want
- likely punish people for going out of coherency in general
Being able to outrun enemies in general, is not a coherency issue. It is a speed issue.
So obviously, instead of simply solving all of the problems that stem from the ability to continuously move faster than enemies, by slightly nerfing the continuously available movement speed of a select few weaponsā¦
you suggest to add a new and complex system to the game, that might tackle one of these issues, but would probably create a few new ones.
i dont say nerfing speed is the solution but objecting against the statement thereād be no issue with players constantly being able to avoid confrontations.
though itād be not a favourite of mine, some unskippable roadblocks or differnt spawn mechanics should be put in place.
for instance if the whole team accesses an airlock the enemies left behind usually flush from the door next room again.
so, maybe the riled up enemies should then come directly from the front instead after quitting their chase to box in speedy gonzales in a nurgle rot mouse trap ?
speed aint the issue, confrontations just should not be able to be made optional on a whim and mandatory x% of each map section.
You said it yourself. Tell me how making players not being able to outrun enemies isnāt nerfing mobility into the ground.