Velocity Tips/Tactics/Observations

Velocity Tips/Tactics/Observations

Postby fawstoar » 13 Nov 2011, 04:11

Thanks to ZeroKnight's "Look 'n Feel" variable thread, I turned on my velocity meter. The little gray number in the bottom of the screen has been somewhat interesting to observe while playing. After some looking through the variables in addition to running around blank maps, I've concluded the following interesting points. Most of these are fairly obvious to veteran players, but perhaps the new players on this forum could learn something.

- Forward movement (95 speed) is faster than any other horizontal directional movement (79 speed). If you are running away from someone backwards, while they are running forwards, they will be able to catch you. This is only on the ground, however; whilst moving through the air the movement speed is based more on the speed you've gained. Therefore, your best strategy to counter a chaser would be to run away from them facing forward, then use a handy jump-powerslide-launch combo, and turn around to fire while moving vertically. As you pause in your vertical momentum, this is a perfect time to reassess the situation, see where the chaser is, and perhaps head another way or turn the chase around.

- Powersliding will give you the same speed regardless of the height you fall from. Do not expect to go farther or hit harder from a higher height. It will only slow you down when used after falling a great distance; powersliding should only be used when trying to move quickly while close to the ground.

- Velocity is not retained for long. This is no Tribes, you will lose velocity quickly no matter what you do. The best course of action to gain a high velocity is to use the abilities that give you the greatest boost, not to just spam impulse randomly or expect to move faster after hitting the ground harder. There is no fall damage in this game. As such, the ground is a speed-wrecker. Use walls!

- Wall running will move you much faster than regular running, and will give you an extreme speed boost if used for just a moment to hop off of a wall. Being one of RE's best assets, this mechanic should be used when possible if trying to move quickly.

- Impulse-jumping against a wall will move you faster every time (you can reach speeds of 250+ on the third jump) you hit the wall. You only have three jumps - use them wisely. If you fall a certain distance, your jump essentially propels you back upward with the same velocity at which you fell. This velocity can be REDIRECTED - use it to jump backwards onto another platform, or dodge an enemy.

- Nearly all weapons have a recoil that seems to range from 5-10 (didn't study the variables closely enough). It isn't much to influence you, but it can jog your aim when trying to snipe.

Maybe some other members might like to contribute or prove me wrong ;)
-Wasabi
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Re: Velocity Tips/Tactics/Observations

Postby qreeves » 13 Nov 2011, 11:45

Quite cool you figured all that out just by observations :) I guess it is just nice that someone has noticed all the little things I've put into the physics of the game; some of which make the "feel" of RE very different to other action shooters. All impulse moves redirect your current velocity then attempts to add a little more, not realistic but it feels better than without the "conservation of momentum". Being on the ground is both your friend and your enemy, you move slower than if you were impulsing around, but actually regenerate impulse, so it becomes a sort-of mechanic in and of itself.
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Re: Velocity Tips/Tactics/Observations

Postby ZeroKnight » 14 Nov 2011, 03:21

I noticed all of these too :P Nice of you to write this up for newer players, though :)

And quin, I've taken note of these a while ago, and I love all of the little and minute physics you've implemented ^_^
Good job to both of you ^_~
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Re: Velocity Tips/Tactics/Observations

Postby inpersona64 » 14 Nov 2011, 12:36

fawstoar {l Wrote}:- Wall running will move you much faster than regular running, and will give you an extreme speed boost if used for just a moment to hop off of a wall. Being one of RE's best assets, this mechanic should be used when possible if trying to move quickly.

- Nearly all weapons have a recoil that seems to range from 5-10 (didn't study the variables closely enough). It isn't much to influence you, but it can jog your aim when trying to snipe.

This first one actually goes back to the statement I made a while back that ZeroKnight so helpfully quoted (You can read it in his signature) and your facts make it easier for me to understand so I don't actually feel like I'm just blowing 'wise' crap out of my @$$ :lol:

As for the second statement, this is why sometimes, at least for weapons like the SMG, you might want to 'burst fire' instead of just holding the trigger. And occasionally I'll find myself making use of the trigger-tap vs spray-n-pray when I'm playing against players like the FROGTEAM. It's good to give it a try. And I think, it's probably for SMG only, if you would like to see your actual spread for firing, start in an offline server, bring up a map like Keystone (a map where you can see bullets on a perpendicular wall from a medium range distance) and give yourself 2 tests:
Test one is firing at full blast, not letting up until your clip is empty (for some reason I feel some sort of gangster rapper pride when I say that).
Test two is just trigger tapping every half a second (or quarter of a second) until you have to reload.
And then just look at the spread difference.

I've actually done this test, but it wasn't in Red Eclipse, it was in Blood Frontier. And I noticed it because I was trying to make a 'heart' with pistol bullet indentations on the wall for my gf (long time ago, don't ask). :P
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