Posted 10 August 2013 - 11:58 PM
Now that we have successfully crashed this train, I'd like to point out all of the things that I love about the new animations.
The balance in character height is level, rational, trackable, and balanced for gameplay:
when crouched behind a box [camel corner/Algiers] while crouched your head is hidden, when crouched and moving you pop up just enough to be hit.
Standing players remain the same height while firing, strafing, dancing, smoking, and chewing gum.
Crouched players do not jump-up-and-die.
I can tell where you're aiming:
Even though there is a touch of an 'idle' weapon hold pose, I can always tell where the enemy crosshair is pointed. I don't care if there's an idle pose I can always tell where the enemy crosshair is pointed.
Teleport:
The animations themselves do not teleport (any more than 4.1 animations, anyway) on smooth servers, a fluctuating 50-250 ping always looks like a slideshow. Transitions are not perfectly human-like, they are more jerky than 4.1.
I like the new death animations, I can tell the moment of death. I see a thread for the old headshot death animation; I like how smooth the animation was before, I like how definite it is now.
While there doesn't seem to be "turtling", hiding is generally an easier task as non moving players take up a smaller cat-like amount of room, though moving, firing, acting takes up more space and dissolves the hide. This is the biggest gameplay change I see. Have not seen this break anything yet. I don't dislike it.
Are the animations more spastic than 4.1? yes, but I got used to it.
Are the 4.2 animations easier to compare to specific, diagnosable, neurological impairments? If that's where your head goes... yes I can see that.
Everything in the animations that ever made gameplay an issue for me has been remedied, all that is left are nitpicks, flavor, and new/specifics like the Colt1911. Some things happen differently.
Quake 3 is an UGLY game. I am satisfied with the aesthetics of this current incarnation of Urban Terror. I can see room for improvement, but pretty much solely on visuals/prettiness... smoothness. I do not give a shit how it looks, but how it plays.
Oh, I'm sure we'll find some things that break somewhere. I'm not optimistic, just satisfied.
I've heard the argument "the 4.1 animations aren't any less off or weird" and at this release I can agree to this. Neither 4.1 nor 4.2 has more "realistic" feeling movements, one feels like I'm on the moon and one is more spastic. Both serve the gameplay equally in their own ways. One takes hits in the visibly opaque areas and one in the surrounding aether.
4.1 is a different game from 4.2.001 is a different game from 4.2.014, and pretty significantly. The animations are a great deal of the differences as any changes made to the targets in a target shooting game are going to be.
4.2 is supposed to be a progression from 4.1?
At this point, yes, I'd say that it is certainly improvement from 4.1. There are enough advances made that any remaining stink about the animations doesn't weigh enough to me to keep me in 4.1. I haven't seen any game breaking bugs for a while.
In 4.2 I am having more fun, experiencing huge leaps less WTF?! concerning gunfights, experiencing smoother gameplay with /com_processpriority 11, and I haven't seen a hacker for a year.
And with that, you sweet adorable trolls, you may have your thread back.
I think the greatest part of 4.2 just may be that you're not in it anyway.