Been playing Titanfall2 for awhile, and coming back to UT4 I find some stuff that could be taken into account for the development:
Titanfall2 movement flows very natural. although I wouldn't like the sticky wallruns in UT4, I do like the longer wallruns since it makes map navigation easier.
Double tapping to climb 45 degree steps feels awkward. I think it would be better to jump and hold Space Bar to make the player stick to it and climb. It unifies the concept of "enhanced movement" in a single key.
Crouch and Slide are two buttons, but why though? I have never ever EVER seen anyone use Neutral Crouch in their whole life of playing UT since it's a fast paced game, however sliding into cover seems like a neat and viable tactic idea. Making Shift holding to stay crouched seems more sensible.
Titanfall 2 takes momentum and friction into account and makes the game movement interesting, yet, it doesn't have the (IMO) annoying Bunnyhopping. You can gain momentum, yet friction comes into play when landing. Sliding makes you keep a bit of that momentum for awhile on TF2, yet you can't abuse it like in Quake where you just keep gaining speed out of nowhere. For this effect, and because of Titanfall 2 concepts, the game suggests you to wallbounce to gain speed again; one of the well stablished rules of it. I don't think it can necesarily be implemented on UT4, but taking this into account for a test could take the dev team into an interesting new fun gameplay mechanic.
Overall the UT4 neutral movement speed is fine. Yet I suggest these because i see and find myself often stuck trying to jump into a platform and barely not making it, or over a crate or a slide, and not going up. There could be some tweaking to the movement to make it more easy without sacrificing what makes UT legacy unique.
Titanfall2 movement flows very natural. although I wouldn't like the sticky wallruns in UT4, I do like the longer wallruns since it makes map navigation easier.
Double tapping to climb 45 degree steps feels awkward. I think it would be better to jump and hold Space Bar to make the player stick to it and climb. It unifies the concept of "enhanced movement" in a single key.
Crouch and Slide are two buttons, but why though? I have never ever EVER seen anyone use Neutral Crouch in their whole life of playing UT since it's a fast paced game, however sliding into cover seems like a neat and viable tactic idea. Making Shift holding to stay crouched seems more sensible.
Titanfall 2 takes momentum and friction into account and makes the game movement interesting, yet, it doesn't have the (IMO) annoying Bunnyhopping. You can gain momentum, yet friction comes into play when landing. Sliding makes you keep a bit of that momentum for awhile on TF2, yet you can't abuse it like in Quake where you just keep gaining speed out of nowhere. For this effect, and because of Titanfall 2 concepts, the game suggests you to wallbounce to gain speed again; one of the well stablished rules of it. I don't think it can necesarily be implemented on UT4, but taking this into account for a test could take the dev team into an interesting new fun gameplay mechanic.
Overall the UT4 neutral movement speed is fine. Yet I suggest these because i see and find myself often stuck trying to jump into a platform and barely not making it, or over a crate or a slide, and not going up. There could be some tweaking to the movement to make it more easy without sacrificing what makes UT legacy unique.
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