Walk mode benefits.

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Derpislav
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Walk mode benefits.

Post by Derpislav » 24 Apr 2016, 04:38

Summary (a quick, 2-3 sentence summary): Switching to "walk" now takes time, but grants increased accuracy, chance to be missed by bullets, and "bracing" from attacks. At the same time, accuracy, chance to be missed and chance to not be tackled are decreased in run mode.

Benefits (How this will benefit the server and game as a whole): "Walk" and "Run" are now rather diverse, giving you an actual tactical choice rather than... well... nothing.

Details (Description of how you think this would work, the benefits, etc): When the walk speed button it presses, after a short delay it displays something like "X starts treading carefully" and "X breaks into a jog". In run, accuracy, chance to be missed and chance to resist tackle are now worse than currently they are, while in walk, improved.
If it's possible, one-handed weapons should be less affected by this.

Implementation (Optional, if you have an idea how to implement it):
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LocalizedDownpour
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Re: Walk mode benefits.

Post by LocalizedDownpour » 24 Apr 2016, 04:40

Honestly I think chance to be missed should come with running, as it's harder to hit a fast target, walking, or treading carefully wouldn't help you there...everything else I agree with though from the ACC to the slight tackle resist.

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Re: Walk mode benefits.

Post by Derpislav » 24 Apr 2016, 04:52

Yes, but you can be in "run" mode and stationary. The general idea is that in "walk" you pay much more attention to your profile and use every piece of cover possible.

EDIT: That doesn't mean "run" is inferior in that case. Since there's now a delay in switching intents, staying on run means you're much more reactive - you don't have to wait the switching delay out when a grenade or gas bombard lands near you, for example.
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Re: Walk mode benefits.

Post by LocalizedDownpour » 24 Apr 2016, 05:06

Derpislav wrote:Yes, but you can be in "run" mode and stationary. The general idea is that in "walk" you pay much more attention to your profile and use every piece of cover possible.

EDIT: That doesn't mean "run" is inferior in that case. Since there's now a delay in switching intents, staying on run means you're much more reactive - you don't have to wait the switching delay out when a grenade or gas bombard lands near you, for example.
I see it as less of a walk/run intent intent but sort of a more...'Braced' and 'unbraced' letting you 'dive out of the way of fire or be paying more attention ect ect. I could really get behind that.

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Re: Walk mode benefits.

Post by Boltersam » 24 Apr 2016, 07:35

I like it. On, literally every server, Run is always the obvious choice. However, now Marines can actually gain bonuses when being in Walk mode in their dug-in position. Perhaps, one day, this will lead to a cover system. Maybe.

However, can we do something similar for Xenos? So that non-Hunter xenos actually have a reason to use Stalk.

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Re: Walk mode benefits.

Post by TeknoKot » 24 Apr 2016, 08:25

How about the walking benefit gives you ability to not get spotted by a xeno through walls? Just imagine survivors trying to survive even longer.
If marines walk? They'll literally be slow and might be caught faster than running.
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Dyne
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Re: Walk mode benefits.

Post by Dyne » 24 Apr 2016, 08:30

Interesting. So we assume marine crouches and walks the tactical walk. +1
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Re: Walk mode benefits.

Post by Gentlemanly_headcrab » 24 Apr 2016, 08:39

+1 An actual reason to walk instead of run? Where every single person in the game is in a constant jog in every direction even when firing? Sign me up.
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Re: Walk mode benefits.

Post by Rey » 24 Apr 2016, 11:50

+1, knowing marines will use it, gives me hope there will be less xeno chasing. Anyway, sounds like a great idea.

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Re: Walk mode benefits.

Post by OatzAndHoes » 25 Apr 2016, 23:12

+1 As long as its a walk-mode buff, not a run-mode nerf. Accuracy is already pretty bad as it is, wouldn't want it getting any worse.

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Re: Walk mode benefits.

Post by NoShamNoWow » 25 Apr 2016, 23:40

OatzAndHoes wrote:+1 As long as its a walk-mode buff, not a run-mode nerf. Accuracy is already pretty bad as it is, wouldn't want it getting any worse.
+1 with this, i'm good with a walk buff if running remains unchanged.
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Re: Walk mode benefits.

Post by Jeser » 26 Apr 2016, 06:08

+1 for tactical crouching walking!
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Re: Walk mode benefits.

Post by qDan » 26 Apr 2016, 10:40

+1 but only if it wont hurt default 'run' too much. Theres still many situations when possibility to patrol or retreat fast more important then improved aiming (and due to the last update basic aim already not so good, another nerf might become critical).

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Re: Walk mode benefits.

Post by Dyne » 27 Apr 2016, 23:34

Abby mentioned it is sorta implemented. Walking gives a 25% dodge chance.
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Re: Walk mode benefits.

Post by forwardslashN » 28 Apr 2016, 01:26

Dyne wrote:Abby mentioned it is sorta implemented. Walking gives a 25% dodge chance.
This. Though honestly, running gives you 100% dodge chance.
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Re: Walk mode benefits.

Post by LocalizedDownpour » 28 Apr 2016, 01:51

It's really good for firing lines.

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Re: Walk mode benefits.

Post by Kerek » 22 Mar 2017, 19:56

bump, I like the suggestion, no reason to walk at all. +1
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Re: Walk mode benefits.

Post by NoahKirchner » 22 Mar 2017, 20:06

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Re: Walk mode benefits.

Post by Sidriel » 22 Mar 2017, 20:58

+1, tactical walking would be sick if marines are breaking into hydro or something.
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Re: Walk mode benefits.

Post by KingKire » 22 Mar 2017, 21:44

+1. I think we should buff up the walking miss chance a decent amount from the 25% currently. Soldiers are trained to fight as a unit, and it can be expected that they will generally try to miss shooting their buddy if they can help it. If bobby blue is crouch-walking his way through a firefight, Robby red is generally going to notice that action and try to avoid blowing his friends head off. If Bobby Blue is running full tilt though, Robby likely wont have time to compensate his aim, and bobby blue is gonna be robby Reds new literal blood brother.

As for bracing against tackles and accracy buffs for walking, i like it. The nerfs to running id have to see, but i think it wouldnt be too bad.
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Re: Walk mode benefits.

Post by Renomaki » 22 Mar 2017, 22:29

We really could use a reason to walk as both a marine and xeno.

For aliens, the only xeno that gets anything out of it is a hunter. Everyone else, xeno and otherwise, gets nothing out of it.

Having a reason to slow down would be nice. Maybe give an accuracy buff while in walk mode to simulate ironsighting?
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Re: Walk mode benefits.

Post by CrimsonAerospace » 23 Mar 2017, 18:25

Only if our default walk is sped up some. Walk on SS13 code on most servers is stupidly, unrealistically slow. A paperbag in the wind can move faster than we can walking.

+1 though, for the idea in general.
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Re: Walk mode benefits.

Post by Heckenshutze » 23 Mar 2017, 21:45

No reason at all to vote something else but +1
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