I wanted to have a discussion with you guys about Dodge Landing Speed Factor (DLSF), as i've been thinking more about it lately as I've played with movement. For those that don't know this is the slowdown you get on landing a dodge. Try dodging sideways while facing a wall and its most noticeable. At first I saw it as a necessary balance for dodging, "you've had your speed now you trade it for some slowdown!" So like repaying the debt of the dodge speed.
However, I've found I quite like the smoother feeling to the movement when this value is less effective. Of course this would make dodging even more the movement of choice at any time, seeing as you have less of a downside for it, so I've been thinking of other ways to balance it. Epic introduced auto sprint as a new and more logical option for just getting somewhere faster, but if the sprint was more of a build of momentum from the moment you land a dodge or jump, it could allow the DLSF to be smoother while still overall lowering the players speed as they keep canceling out the auto sprint build up if they dodge constantly.
Anyhow words are useless so I'll play around with settings in a blueprint, but I've noticed this hasn't had much attention yet.
However, I've found I quite like the smoother feeling to the movement when this value is less effective. Of course this would make dodging even more the movement of choice at any time, seeing as you have less of a downside for it, so I've been thinking of other ways to balance it. Epic introduced auto sprint as a new and more logical option for just getting somewhere faster, but if the sprint was more of a build of momentum from the moment you land a dodge or jump, it could allow the DLSF to be smoother while still overall lowering the players speed as they keep canceling out the auto sprint build up if they dodge constantly.
Anyhow words are useless so I'll play around with settings in a blueprint, but I've noticed this hasn't had much attention yet.
Comment