Axesor Posted December 18, 2016 Share Posted December 18, 2016 (edited) It's a wide used exploit, where you can save your stamina while jumping and releasing a sprint button. The question is: should the stamina saving exploit be prevented somehow? I do it myself, but it still counts as an exploit and exploits should be fixed imo... I have an idea how to prevent this. I don't know how much an energy do every character has, but there is one visual thing that is common to every character and it's cut in several bars as you can see. What if everytime the sprint is thrusted, it will instantly consume certain amount of energy that is equal to 1 bar? Edited December 18, 2016 by Axesor Quote Link to comment Share on other sites More sharing options...
RoundShades Posted December 19, 2016 Share Posted December 19, 2016 7 hours ago, Axesor said: It's a wide used exploit, where you can save your stamina while jumping and releasing a sprint button. The question is: should the stamina saving exploit be prevented somehow? I do it myself, but it still counts as an exploit and exploits should be fixed imo... I have an idea how to prevent this. I don't know how much an energy do every character has, but there is one visual thing that is common to every character and it's cut in several bars as you can see. What if everytime the sprint is thrusted, it will instantly consume certain amount of energy that is equal to 1 bar? To be fair, it already does consume "some" stamina upon activation, and it already has a "stamina regen" pause by simply activating it at all. If you use it, you will save stamina, but will not regen it, and will slowly consume it. I think they should reduce sprint consumed by run, but as you said, increase consumption of activate-deactivate to the average duration of a jump, if you were sprinting during that jump. That way, sprint cost the same during a jump, as it does during the walking distance. Quote Link to comment Share on other sites More sharing options...
Axesor Posted December 19, 2016 Author Share Posted December 19, 2016 (edited) Well, if there is some kind of prevention already, then it's not working as intended, and values should be edited then. It's nothing gamebreaking or annoying tho, but also is not hard to fix. As you said, increase the consumption upon activation sprint, and also increase stamina to compensate the loss. Edited December 19, 2016 by Axesor Quote Link to comment Share on other sites More sharing options...
RoundShades Posted December 19, 2016 Share Posted December 19, 2016 5 hours ago, Axesor said: Well, if there is some kind of prevention already, then it's not working as intended, and values should be edited then. It's nothing gamebreaking or annoying tho, but also is not hard to fix. As you said, increase the consumption upon activation sprint, and also increase stamina to compensate the loss. The downside, of course, is rapidly taping it activate-deactivate, will rapidly consume it over a short distance, but once you figure that out, you won't intentionally do that (maybe dodging sniper fire at best). Quote Link to comment Share on other sites More sharing options...
Axesor Posted December 19, 2016 Author Share Posted December 19, 2016 The best would be if it would consume certain amount of stamina for sprint-jump only, or even for jumps in general, but it means more coding I guess... Quote Link to comment Share on other sites More sharing options...
RoundShades Posted December 19, 2016 Share Posted December 19, 2016 With a stamina boost, I wouldn't mind actively dodging arcade-style, to consume more stamina. Here is some code from the Pawn: // Variables for sprinting var float Stamina; var const float MaxStamina; var float SprintSpeed; var int StaminaCooldownTime; var int ExhaustionTime; var bool bSprinting; var bool bSprintingServer; var bool bExhausted; var float SprintStaminaCost; var float StaminaRegenRate; var int JumpStaminaCost; var int DodgeStaminaCost; var bool WasInFirstPersonBeforeDodge; var bool bWasInThirdPersonBeforeIronsight; var float WalkingSpeed; var float RunningSpeed; var float IntendedGroundSpeed; var repnotify float SpeedUpgradeMultiplier; var float JumpHeightMultiplier; Dodge is redacted from the game, and I reckon StaminaCooldownTime is already adequate (I find it cumbersome enough already), and exhaustion time is also cumbersome (and isn't there a speed penalty for walking while overencumbered?), so I suspect the SprintStaminaCost should definitely be reasonably increased (maybe MaxStamina too)? Quote Link to comment Share on other sites More sharing options...
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