Walking (Running) Backwards?

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Lamaros

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Is it just be or can one travel forward and backward at the same speed (near the same?).

Backward should be notably slower. You shouldn't be able to back away from someone like that!
 
I agree. It's annoying to have enemies backing away from you as fast as you go forwards, and it feels really cheesy when you do it. If you want to run away, turn around.
 
I agree :smile:

But also another thing, that might have relation to this (hope someone will notice :smile:

I an really bothered about the fact that, with a bow or crossbow, loaded and everything: when you back away from a charhing enemy (on foot in this case), then suddenly fire your weapon, I miss really often on that shot - even though the enemy stands right in front of me - even though the tip of the crossbow touches his stomach! This is wrong... when you run away and fire your crossbow right into the breast of the enemy, the bolt would have to behave like the magic bullet that kileld J.F. Kennedy to miss. Not good!
 
This isn't related to backpedaling, per se, but accuracy in general. The bow is a much more difficult weapon to use effectively while moving, especially holding the string taut (which is accurately modeled in this game by the contracting/expanding reticle -- way to go armagan). I think if you're running at all with it it should be very difficult to hit with (even a horse would be a more stable platform to fire from than running). The throwing weapons are a bit more accurate, which seems fair given their shorter throw distance. The crossbow, however, should basically be like a gun, once loaded. Their accuracy really shouldn't waver at all. It should have a set accuracy that is less than thrown and you shouldn't have a problem at all with firing it into an enemy's chest.
 
Skeletor9000 said:
This isn't related to backpedaling, per se, but accuracy in general. The bow is a much more difficult weapon to use effectively while moving, especially holding the string taut (which is accurately modeled in this game by the contracting/expanding reticle -- way to go armagan). I think if you're running at all with it it should be very difficult to hit with (even a horse would be a more stable platform to fire from than running). The throwing weapons are a bit more accurate, which seems fair given their shorter throw distance. The crossbow, however, should basically be like a gun, once loaded. Their accuracy really shouldn't waver at all. It should have a set accuracy that is less than thrown and you shouldn't have a problem at all with firing it into an enemy's chest.

With regards to the bow: I agree, particularly if you're backpedaling and trying to get off an arrow, it seems reasonable to be very inaccurate as reflected by your targetting reticule.

With regard to the crossbow: I agree, in this case, it is like a gun once readied for fire.
 
I have a proposal - when running backward and bump into something impassable (tree, boulder, enemy soldier), the character would trip and fall (similar situation to when knocked dowm by someone).
 
It's a fact that you can't run backwards as fast as you can forwards. If you try, you immediately fall over.

The speed for backpedaling should be reduced noticeably. You should really have to turn tail and run if you feel the need to distance yourself from your enemies.
 
Skeletor9000 said:
This isn't related to backpedaling, per se, but accuracy in general. The bow is a much more difficult weapon to use effectively while moving, especially holding the string taut (which is accurately modeled in this game by the contracting/expanding reticle -- way to go armagan). I think if you're running at all with it it should be very difficult to hit with (even a horse would be a more stable platform to fire from than running). The throwing weapons are a bit more accurate, which seems fair given their shorter throw distance. The crossbow, however, should basically be like a gun, once loaded. Their accuracy really shouldn't waver at all. It should have a set accuracy that is less than thrown and you shouldn't have a problem at all with firing it into an enemy's chest.

Have you fired a gun while running? More accurate than a bow? Yes. as accurate as when you are standing still? NO ****ING WAY. Try aiming at a target 50 meters from you with a rifle. Easy shot, when you are standing still. Now try running backwards and hitting the target when at full speed. I'll buy you a beer if you hit. Should you come here. If the enemy was 5 meters ahead of you and running in the same direction as you, you'll most likely hit.
 
Worbah, you provide the trip over there (From Canada), the gun, and the ammo, I'll take you up on that challenge. Might want to buy a BIG box of ammo,... or ten, I'll need them :razz:


Something I would like to see is a random chance of tripping if you're trying to run backwards, and maybe even a very rare, random chance of stumbling when running foreward.
 
I really hope this simple issue is addressed myself! Please, either set the backpedaling speed to 60% or set it to 80% (more realistic) and give us a sprint command to catch up with the backpedalers.

Just in case there is already a sprint feature in the works, here are my suggestions:

-Give the sprint a warmup time of about 1 second to a half second. I don't know any game designers that have been intelligent enough to try this yet; just seems kind of M&Bish to me.

-When you swing your weapon during a sprint, it puts you back into a jog (even if you have some sprint time left). This way, you get one good swing at the END of an all-out charge.

-When you get hit, you are also knocked out of the sprint, and since your wind is knocked out, your sprint time is emptied.

Sprint wouldn't just be good for taking out backpedalers, it would also make getting one hit on mounted enemies that come near you a little easier, and also closing the distance on archers a bit more threatening.

=$=

PS -- I HATE when I get good ideas like this. I just hate it. Anyway, if the sprint is a no-go (which it probably is), please reduce the backpedaling speed!
 
Armagan said adding sprint is not feasible and does not worth the work. But why it is diffcult?. Just double the athletics skill of the character temporarily during the sprint interval unless a new running animation is needed for sprint.
 
This has been brought up before, and i'm going to say the same thing now as i said back then. Under the current system reducing backpedle speed would never ever work. First, it would make fighting on foot nearly impossible, and you would therefore be forced to use/abuse the already overpowered as hell mounted combat technique. This is largely because the AI basically just moves toward you swinging, so if you were against even a few guys you would lose as you would be perma-stunlocked and could never escape unless your athletics was more than double that of your enemies'. I imagine some will say "well, in real life you shouldn't be able to take several guys at once". While this is true, you also shouldn't be able to annihilate 100 dark knights while mounted. So all that reducing backpedle speed would achieve is in making mounted combat even more grossly overpowered. Not to mention that in an attempt to compensate for the backpedle penalty, people (well, what i would end up doing anyway) would just turn up their sensitivity, get a few swings in, and once the enemy got too close for comfort they would turn and run for about a second, then turn around and repeat. Or, just become sidestep whores (Halflife bunnyhopping/wall walking anyone?). That would just look 10 times more retarded than just backing up and swinging does, not to mention even being MORE unrealistic IMO. Some other element of the game would have to be changed/added for this to work. As it is right now, significantly reducing the backpedle speed would be disastrous, both in terms of balance and realism. Although i do like the idea of tripping over obstacles while running backwards.
 
I totally disagree with the above.

When on foot, there's no way I'm beaten by a mounted swordman fighting 1 on 1. Their swings work only in the rear 180degrees, so all it takes is to wait for them to charge and time the hit properly. Mounted lancers are more tricky cause just one couched hit can be fatal, but i still manage to beat them with a cudgel most of the times, and I still would if the backward speed was reduced.

I vote 'yes' for reducing backward speed, as it would enchance footman vs footman fights greatly.

I also think some inertia when moving on foot could be added (affected by encumbrance maybe). Lack of inertia makes their movements unpredictable, and they move like it was a videogame :wink:
 
nah, that's impossible, your troops would put their hands up and neigh when they hit obstacles.
 
DaLagga said:
I imagine some will say "well, in real life you shouldn't be able to take several guys at once". While this is true, you also shouldn't be able to annihilate 100 dark knights while mounted. So all that reducing backpedle speed would achieve is in making mounted combat even more grossly overpowered.
I think this is a pretty weak argument against decreasing backpedal speed. Being able to outrun the enemy backward while attacking simultaneously is just cheesy, and it should be eliminated for that reason alone. The excessive power of mounted combat should also be addressed, but that's a separate issue and has nothing to do with combat on foot.
 
Being able to outrun the enemy backward while attacking simultaneously is just cheesy, and it should be eliminated for that reason alone.
And the alternative i mentioned (attacking, turning around and running for a second, then turning around and repeating) isn't even more cheesy? By reducing backpedle you force the player to do something to compensate, and the alternatives are far worse than the current method.


When on foot, there's no way I'm beaten by a mounted swordman fighting 1 on 1. Their swings work only in the rear 180degrees, so all it takes is to wait for them to charge and time the hit properly. Mounted lancers are more tricky cause just one couched hit can be fatal, but i still manage to beat them with a cudgel most of the times, and I still would if the backward speed was reduced.
I wasn't referring to footman vs mounted unit at all. Of course you can dominate a knight on horseback while on foot with a club, no problem. What i'm saying is that it will make mounted combat even more overpowered relative (key word) to combat on foot. Right now you cannot defeat a large group of knights solo on foot (nor should you be able too), but it is simple to do it while mounted. So in short, not only would nerfing foot speed throw the game out of balance even further, the alternative methods that people would use would be even more unrealistic and "cheesy" looking that back up and swining.
 
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