Movement speed/combat speed STILL too fast!

Sniping is very hard to call realistic when the sprinting speed is like Usain Bolt with 50lbs+ gear with a long rifle. Enemies can cross roads in less than 2 seconds and even if they get hit by a 762x54R round they are not slowed down when they should be on their ass. In CQB everyone can strafe and sprint like they are playing COD. A HUGE problem with the movement is the absence of inertia or momentum. Someone can change directions without slowing down at all. Trying to turn 180 degrees with all that weight should take at least 1 full second. Escape From Tarkov has this done well, kind of.

Here is an example of a situation where the target should have had to deal with inertia from running so fast.

Something that makes the combat way better that NWI has done is an aiming deadzone when not ADS. This is a great thing that was brought from Ins2 and should definitely stay.

Thank you for taking feedback.

last edited by Tango1

Definitely need some kind of reduction in movement acceleration and loss of speed when changing direction harshly, for sure (Having more weight would impact these aspects more). Additionally, a very brief loss of speed when shot should be looked at (depending on caliber, how far bullet has already traveled, if target has armor etc).

last edited by Jarple

Check out this video of a US soldier being hit by a sniper. He most likely had high level body armor and just the force of the bullet didn't just knock the wind out of him, he dropped like a brick.
Youtube Video

last edited by Tango1

Video pretty much sums up what sandstorm lacks.

Youtube Video

@tango1 said in Movement speed/combat speed STILL too fast!:

Check out this video of a US soldier being hit by a sniper. He most likely had high level body armor and just the force of the bullet didn't just knock the wind out of him, he dropped like a brick.

The force of the bullet isn't why he went down, it's instinct, natural reaction, and trained reaction to hit the ground. Impact force is only equal to recoil force.

There's some really interesting research into why people behave certain ways when struck by bullets - including some people who have postulated that people fall over when shot largely because that's what games and movies have taught us is supposed to happen when you're shot. It's not uncommon for criminals to turn and run away when shot, even repeatedly, and then be found dead dozens of feet from the crimes scene.

On point: there really should be some kind of reaction to being shot. Being slowed down is a pretty good one, I'd be happy to see it in the game.

The force of the bullet isn't why he went down, it's instinct, natural reaction, and trained reaction to hit the ground.

ROFLMAOOOOOOOOOOOO

Dude being shot even with 9mm in the body from 10m you fly back on your back 5m. See it to believe it.

last edited by Feedback

@feedback said in Movement speed/combat speed STILL too fast!:

The force of the bullet isn't why he went down, it's instinct, natural reaction, and trained reaction to hit the ground.

ROFLMAOOOOOOOOOOOO

Dude being shot even with 9mm in the body from 10m you fly back on your back 5m. See it to believe it.

Alternative facts.

I think there should definitely be more speed penalties as you go up in weight and the faster speeds should stay as crazy as they are. I think it makes for interesting dynamics and it also nerfs big carriers in a big way because being shot at while being slow means youre more likely to be nailed.

@feedback said in Movement speed/combat speed STILL too fast!:

The force of the bullet isn't why he went down, it's instinct, natural reaction, and trained reaction to hit the ground.

ROFLMAOOOOOOOOOOOO

Dude being shot even with 9mm in the body from 10m you fly back on your back 5m. See it to believe it.

That's actually not even a little bit true. Mythbusters did an episode on it.

Youtube Video

Added weight (especially armor/carriers) should penalize movement a lot more heavily than it does now. The lightweight move speed should stay the same, though.

@tedeski said in Movement speed/combat speed STILL too fast!:

That's actually not even a little bit true. Mythbusters did an episode on it.

Mythbusters are clowns. There is TV and then there is reality.

I agree with you,because of this i kinda play COOP only,because playing PvP is frustrating seeing all just running around like in CoD / BF and spraying with full auto's...

Natural reaction or not, it still happens in combat.

last edited by Tango1

@feedback Waiting for your proof that bullets throw bodies back on contact without the assisted muscle reactions of the victim.

I hear you but if the speed differences between players as a team gets too great it causes issues with the objective game-play.

Meaning:
You get a sprinter on the cap zone before support is halfway there.

Once the point is capped players en-route suddenly have bots spawning around/behind them so they usually die before getting to cap zone to help defend.

It's now even harder for re-spawned players to make it back to the capped point to help defend because they are moving slower have further to go and still have to fight through the new wave of enemies along the way.

The sprinter is left to defend the point on their own or lose the round/match for the whole team.

When all players get to the cap zone together, whether they have light or heavy armor, they stand a much higher chance of capping and defending than if only one or two are there for the cap.

Nothing beats the force-multiplier that is teamwork!

last edited by FocusAF

i agree the movement feels waaay too much like cod