Oleese
12 hours agoRising Traveler
RE: To Battlefield 6 developers - quick feedback for 1.2.1.0
Some feedback, (I wasn’t going to reinstall but a work colleague persuaded me to test out the physics) I am really liking this new updated strafe design. Feels more inline to how people move; I can feel more of a step in the 1st person and the 3rd person animation of the soldiers strafing looks more like they’re using their legs, before they looked like they were gliding or being dangled over the floor like a marionette. The gameplay feels a little more cooperative so far (maybe a coincidence?).
There are a few small things I’ve noticed that may need attention:
- Strafing off of a ledge to land on a near surface and perform a tactical side roll does not rotate the camera regardless of the options setting for tactical rolls (You can still see your soldier performing it by looking at the soldiers shadow while performing it).
- Implementing dynamic movement speed code in Portal via the following causes frequent stuttering and sometimes crashes the server instance:
const SPEED_ASSUALT=0.87,SPEED_ENGINEER=0.89,SPEED_SUPPORT=0.82,SPEED_RECON=0.80;
export async function OnPlayerDeployed(player: mod.Player) {
setPlayerMovementSpeed(player);
}
function setPlayerMovementSpeed(player:mod.Player){
if(
mod.HasEquipment(player,mod.Weapons.AssaultRifle_AK4D)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_B36A4)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_KORD_6P67)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_L85A3)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_M433)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_NVO_228E)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_SOR_556_Mk2)||
mod.HasEquipment(player,mod.Weapons.AssaultRifle_TR_7)
){
mod.SetPlayerMovementSpeedMultiplier(player,SPEED_ASSUALT);
}else if(
mod.HasEquipment(player,mod.Weapons.Carbine_AK_205)||
mod.HasEquipment(player,mod.Weapons.Carbine_GRT_BC)||
mod.HasEquipment(player,mod.Weapons.Carbine_M277)||
mod.HasEquipment(player,mod.Weapons.Carbine_M417_A2)||
mod.HasEquipment(player,mod.Weapons.Carbine_M4A1)||
mod.HasEquipment(player,mod.Weapons.Carbine_QBZ_192)||
mod.HasEquipment(player,mod.Weapons.Carbine_SG_553R)||
mod.HasEquipment(player,mod.Weapons.SMG_KV9)||
mod.HasEquipment(player,mod.Weapons.SMG_PW5A3)||
mod.HasEquipment(player,mod.Weapons.SMG_PW7A2)||
mod.HasEquipment(player,mod.Weapons.SMG_SCW_10)||
mod.HasEquipment(player,mod.Weapons.SMG_SGX)||
mod.HasEquipment(player,mod.Weapons.SMG_SL9)||
mod.HasEquipment(player,mod.Weapons.SMG_UMG_40)||
mod.HasEquipment(player,mod.Weapons.SMG_USG_90)
){
mod.SetPlayerMovementSpeedMultiplier(player,SPEED_ENGINEER);
}else if(
mod.HasEquipment(player,mod.Weapons.LMG_DRS_IAR)||
mod.HasEquipment(player,mod.Weapons.LMG_KTS100_MK8)||
mod.HasEquipment(player,mod.Weapons.LMG_L110)||
mod.HasEquipment(player,mod.Weapons.LMG_M123K)||
mod.HasEquipment(player,mod.Weapons.LMG_M240L)||
mod.HasEquipment(player,mod.Weapons.LMG_M250)||
mod.HasEquipment(player,mod.Weapons.LMG_M_60)||
mod.HasEquipment(player,mod.Weapons.LMG_RPKM)
){
mod.SetPlayerMovementSpeedMultiplier(player,SPEED_SUPPORT);
}else if(
mod.HasEquipment(player,mod.Weapons.DMR_LMR27)||
mod.HasEquipment(player,mod.Weapons.DMR_M39_EMR)||
mod.HasEquipment(player,mod.Weapons.DMR_SVDM)||
mod.HasEquipment(player,mod.Weapons.DMR_SVK_86)||
mod.HasEquipment(player,mod.Weapons.Sniper_M2010_ESR)||
mod.HasEquipment(player,mod.Weapons.Sniper_PSR)||
mod.HasEquipment(player,mod.Weapons.Sniper_SV_98)
){
mod.SetPlayerMovementSpeedMultiplier(player,SPEED_RECON);
}
}- Disabling the soldier slide movement in Portal via the “Soldier” modifier menu doesn’t apply to bots and there is no specific option under the “Bots” modifier menu that does this.
- Launching a local Portal session that uses bots does not spawn bots from any spawn points on the first map of the user defined playlist (this is relating to a custom Portal design, seems to work when hosting on a server).
- Local portal sessions do not allow you as the admin to skip the current map or perform admin tasks as the user interface is the default client multiplayer menu.
- Also, perhaps you can consider changing Portal such that the rules, modifiers and restrictions are unique to each map on the user playlist, that way the user could remove an item or weapon for one map if it’s over powered and re-enable it without having to create two different Portal experiences. So for example you could remove shotguns for a close quarter based map and then allow them for the next map or remove FLIR scopes for one map and enable them for another.
Once again much appreciation for the current update to strafing and looking forward to more in other areas.