FlimFlamm 509 Posted November 27, 2016 (edited) I'm not exactly sure what the reason for this is, but it's incredibly difficult to shoot at someone when they're close enough to you to begin strafing and sprinting like a mad dog. The problem isn't exactly that they're too fast, (although instant changes in direction are unrealistic), it's that aiming the gun has the absolute worst responsiveness and so it's nearly impossible to track near targets while aiming. What this means is that unless a player has a fully automatic or a really good semi-auto then they are potentially at high risk even against stick wielding fresh spawns in close quarter combat. Each of us has likely experienced this handicap and have had to run away from a fresh spawn (until a safe enough distance is reached to turn and shoot), and it strikes me as not realistic but also peculiar as a mechanical feature of the game. When unarmed players are far away from an armed player, they are more in danger (up to a point) because retaliation is made more difficult and the armed player can safely take shots at them. The closer an unarmed player is to a player with a gun, the drastically more of a threat they pose to the armed player, which leads to an annoying game of cat-mouse cat-mouse. At 20 meters or so the armed player will have a chance to fire a shot, if only one, depending on the type of gun available, while the unarmed lunatic slaloms their way toward closing the gap. Once he is within 5 meters firing is too risky, and you have to turn and run until you can engineer some distance between the two of you, whereupon your gun will actually become useful again. I think the main reason why this is a thing is because of the inherent latency between mouse/visual movement and the angle your raised weapon points. If we could do away with this or even give a kind of stamina consuming "quick aim" feature then gun wielding players will be able to kill unarmed players in close combat much more easily (as the good lord Darwin intended). This might seem counter-intuitive, but making it easier to kill people up close with a gun could actually have positive ramifications on how players interact. Instead of killing people on sight and at a distance as a safety precaution (lest they get close enough to chase you around with a hatchet benny hill style), it will be much less risky to actually allow people to get close, and better still players will be able to deliver much more credible threats in situations where one side has firepower and the other does not, which will force them to be co-operative/obiedient/submissive if they want to live. Any input on this theory or at least advice on how to kill those pesky berserkers? Edited November 27, 2016 by FlimFlamm Share this post Link to post Share on other sites
SoWeMeetAgain 100 Posted November 27, 2016 the new, upcoming player controller will make it impossible to change direction willy-nilly, that means it will not be possible to change running-direction instantly, which in turn means you can't as easily run circles around anyone in close combat when he means to shoot at you 1 Share this post Link to post Share on other sites
FlimFlamm 509 Posted November 27, 2016 (edited) 4 hours ago, SoWeMeetAgain said: the new, upcoming player controller will make it impossible to change direction willy-nilly, that means it will not be possible to change running-direction instantly, which in turn means you can't as easily run circles around anyone in close combat when he means to shoot at you I cannot remember seeing any previews or reading any info about this. Can you recall the source of that info? I'm still pretty convinced that the delayed gun movement/aiming function is one of the main causes of this. When your arming at something far away, you only need to move your gun very slowly, which means that the "lag time" of your gun aim will be very low or marginal. But when you're up close you need to do turns and swing your gun like a mad man it creates a crap ton of aim delay. Tactics and combat skill can somewhat reduce the phenomenon of guns sucking up close, and ideally I would not need to advocate for "making the game easier" in any respect (I like difficult games), but in reality a change to the gun delay mechanic would make it drastically harder for unarmed players to take out armed ones with movement shenanigans, which is essential for social hierarchies and pecking orders based on having guns to be stable. (otherwise someone with a gun, to a fresh spawn, is just a piece of meat waiting to be charged, knocked out, looted, and executed) Edited November 27, 2016 by FlimFlamm Share this post Link to post Share on other sites
exwoll 255 Posted November 28, 2016 They mentioned inertia and stamina in previous posts. What that means, is that (1) Players will be unable to run at full speed for a long time, (2)they will be unable to instantly turn when running. Also they're slowly decreasing the players speed. 0.61 run speed is 20% lower than the stable patch. So we're heading towards the right direction :) 1 Share this post Link to post Share on other sites
Exiled_Soul 25 Posted November 28, 2016 its really not that hard just move around at the same time and lead your target dont aim right on them. ive killed people 3v1 this way with just a repeater. you have an advantage with a gun if you move around because they have to temporarily stop or slow down to swing which is when you can shoot. if there are multiple targets just keep moving and shoot you dont have to just stand there. 1 Share this post Link to post Share on other sites
-Gews- 7443 Posted November 29, 2016 On 11/27/2016 at 1:16 AM, FlimFlamm said: [. . .] or at least advice on how to kill those pesky berserkers? I like to channel them into a narrow shooting gallery, for example, have them chase me down a hallway, through a door, through a gap in a wall, those up-and-down metal stairs over pipes in industrial areas, etc. This way they can't circle me and the jukes are very limited. Of course, there must be an exit. Don't trap yourself. This was my technique using the bow, not firearms... those should be easier. 1 Share this post Link to post Share on other sites
Funkmaster Rick 373 Posted November 30, 2016 You know what would make this a problem of the past while also increasing realism? Melee mechanics for held weapons. Pistol whip those dumbasses. Share this post Link to post Share on other sites