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Movement Update

#81 User is offline   killspree Icon

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Posted 02 March 2016 - 02:18 AM

The proof is in the pudding release that pre alpha for testing~!


#83 User is offline   killspree Icon

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Posted 03 March 2016 - 04:18 AM

Ok you win Bladekiller I will wait!

#84 User is offline   zietsh Icon

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Posted 09 March 2016 - 12:43 PM

I just wondered if the movement and stamina loss balance could be done by just calculating the work done by the particular movement (of course excluding negative work). I was thinking about this for the wall-running, wouldn’t it be well balanced automatically if wall running just takes as much stamina as jumping (as a benchmark) to cover the same distance on the z-axis plus normal running on the x-y-plane. Then you would have additional movement that in no way gives a disadvantage to prior movement ability.

#85 User is online   Iye Icon

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Posted 09 March 2016 - 01:50 PM

i like that idea.
even though one still would have to decide if wallrunning should give you a higher "base" (as in speed not taken into account for that value) accuracy then jumping.
you could argue that it should, as you have the wall to steady yourself, but then again wallrunning would be a really "shaky" thing. :)
Sorry for my bad spelling - I am still asleep. :)

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#86 User is offline   crimzon Icon

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Posted 09 March 2016 - 02:25 PM

Urban Terror HD looks kinda less HD than UrT 4.2



#89 User is offline   dynomite33 Icon

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Posted 21 March 2016 - 04:10 PM

Quote

3rd party maps will be allowed so if someone wants to risk breaking the FPS bank go for it. Would love to see a map that favors eye candy over frame rates. :D



BRB porting Siege of Shanghai to UE4
IGN : Ernst

Wo ist Schmidt?

#90 User is offline   KroniK Icon

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Posted 21 March 2016 - 11:05 PM

View Postdynomite33, on 21 March 2016 - 04:10 PM, said:

BRB porting Siege of Shanghai to UE4


Ugh... I hate that map. Worst map in BF4 imo.

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