sprinting is teh suxxor
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sprinting is teh suxxor
just to prove a theory in the other post true, i have begun this topic.
Sprinting suxxors.
Sprinting suxxors.
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- Posts: 118
- Joined: 09-03-2003 06:17
Introducing sprint mode with 6 seconds of speedup (at full stamina) was a bad idea and is probably the main reason for the moans.
Here are some ideas to make sprint mode more appealing:-
1) Reduce the maximum sprint stamina speedup from 6 seconds to 3 seconds. This will still enable players to run quickly for 1/4 of the length of db-cube.
2) From having an 0% sprint stamina, make the time to recharge to 100% sprint stamina take 60 seconds. In time, this will make players learn that 'sprint spam' can make their team extremely vunerable to a quick counter-attack.
3) Only allow sprint mode to be used when a specific threshold of stamina is available eg. 50%.
4) Alter how sprinty mode behaves, depending on whether you are in your own half or opponent's half the pitch.
When activated in your own half, pressing the sprint button results in the player using all of their current sprint stamina, forcing defenders to carefully consider when they should commit to closing in on an enemy striker.
When activated in the opponent's half, attackers must hold down the sprint button to keep running quickly. This will allow strikers to fake a run into space and potentially commit a defender prematurely.
Here are some ideas to make sprint mode more appealing:-
1) Reduce the maximum sprint stamina speedup from 6 seconds to 3 seconds. This will still enable players to run quickly for 1/4 of the length of db-cube.
2) From having an 0% sprint stamina, make the time to recharge to 100% sprint stamina take 60 seconds. In time, this will make players learn that 'sprint spam' can make their team extremely vunerable to a quick counter-attack.
3) Only allow sprint mode to be used when a specific threshold of stamina is available eg. 50%.
4) Alter how sprinty mode behaves, depending on whether you are in your own half or opponent's half the pitch.
When activated in your own half, pressing the sprint button results in the player using all of their current sprint stamina, forcing defenders to carefully consider when they should commit to closing in on an enemy striker.
When activated in the opponent's half, attackers must hold down the sprint button to keep running quickly. This will allow strikers to fake a run into space and potentially commit a defender prematurely.
NitrousOxide wrote:
2) From having an 0% sprint stamina, make the time to recharge to 100% sprint stamina take 60 seconds. In time, this will make players learn that 'sprint spam' can make their team extremely vunerable to a quick counter-attack.
ARE YOU INSANE!?!?!?!
Sprinting sucks ballsack because it lags the game, makes servers crash, is used by jumping, doesn't let you celebrate with trails after a goal is scored AND takes WAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY too long to fill back up!
Nix the sprint!!!
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- Posts: 118
- Joined: 09-03-2003 06:17
Sprinting creates no lag whatsoever for me, on what I consider a mid performance CPU combined with a high performance graphics card, by today's standards (XP2000+ Palamino, which costs £55 in UK and Sapphire 9700 Pro... UT2003 is highly dependent on processor power, just like UT'99).Surge wrote: Sprinting sucks ballsack because it lags the game, makes servers crash, is used by jumping, doesn't let you celebrate with trails after a goal is scored AND takes WAYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY too long to fill back up!
I have not witnessed a greater frequency of server crashes on servers running sprint mode (3 crashes in 20+ hours of online play).
By linking sprint stamina to jump frequency, "Skippy the bush kangaroo" auditions will become a thing of the past, especially in pub servers. Strikers mainly use their jumps while 'volley spamming' around the penalty zone, by which time sprint is of little use at present.
Im sure that the sprint/goal trials bug is just a temporary thing and it is hardly having an impact on gameplay.
Perhaps 60 seconds for a complete recharge is a little excessive, but any less than 30 seconds will result in 'sprint spam' and make this feature less of a tactical asset.
NitrousOxide wrote: Introducing sprint mode with 6 seconds of speedup (at full stamina) was a bad idea and is probably the main reason for the moans.
Here are some ideas to make sprint mode more appealing:-
1) Reduce the maximum sprint stamina speedup from 6 seconds to 3 seconds. This will still enable players to run quickly for 1/4 of the length of db-cube.
2) From having an 0% sprint stamina, make the time to recharge to 100% sprint stamina take 60 seconds. In time, this will make players learn that 'sprint spam' can make their team extremely vunerable to a quick counter-attack.
3) Only allow sprint mode to be used when a specific threshold of stamina is available eg. 50%.
4) Alter how sprinty mode behaves, depending on whether you are in your own half or opponent's half the pitch.
First really good non-complaining suggestions. We'll consider them for 1.7!
Sprint
Sprint lags like hell.
Little story:
After I finally succeed connecting a server (4-5 tries - all of them has a nonstop lag, that I disconnect coz of it) , About a day ago, I used sprinting once to see how it is.
Cool, I thought, and began playing.
After 10 secs I used it againb to get somewhere more quickly (DOH), I had a nonstop lag again, and disconnected.
Laggeh!
Could be nice, But as u could read - dunno exactly how is it.
Little story:
After I finally succeed connecting a server (4-5 tries - all of them has a nonstop lag, that I disconnect coz of it) , About a day ago, I used sprinting once to see how it is.
Cool, I thought, and began playing.
After 10 secs I used it againb to get somewhere more quickly (DOH), I had a nonstop lag again, and disconnected.
Laggeh!
Could be nice, But as u could read - dunno exactly how is it.
That'd be fair enough. I like it the way it is, but I wouldn't have a particular problem with this.1) Reduce the maximum sprint stamina speedup from 6 seconds to 3 seconds. This will still enable players to run quickly for 1/4 of the length of db-cube.
No. This would make sprint a special move rather than a tactic.2) From having an 0% sprint stamina, make the time to recharge to 100% sprint stamina take 60 seconds. In time, this will make players learn that 'sprint spam' can make their team extremely vunerable to a quick counter-attack.
I think this should really be up to the player. If they want to use up a quarter of their stamina by pressing the sprint button and only have a quarter left it's up to them. The way it depletes x amount of stamina when the button is initially pressed is a great idea, and prevents spamming anyway.3) Only allow sprint mode to be used when a specific threshold of stamina is available eg. 50%.
Nah, should be the same for both teams wherever you are.4) Alter how sprinty mode behaves, depending on whether you are in your own half or opponent's half the pitch.
Yeah, I agree.By linking sprint stamina to jump frequency, "Skippy the bush kangaroo" auditions will become a thing of the past, especially in pub servers. Strikers mainly use their jumps while 'volley spamming' around the penalty zone, by which time sprint is of little use at present.