Sprint staggering...

Anyone else think that the staggering that happens when you’re under fire and sprinting is a little excessive. You’re trying to get away and you end up going slower than actually walking…

Well, I can’t say I honestly like it at all, because every time it seems I am able to run away, I am slowed down by being shot at.

It’s okay for some weapons such as the carbine or lightrifle but the DMR being stopped for even more than a second is insanely stupid. The stagger feels stronger for that weapon.

The worst part of sprint is how long it takes to redraw your weapon. It makes sprinting in swat a deathtrap.

Should be nerfed on Easy difficulty. I used to love running past enemies when I was collecting them or just trying to get to a certain point quicker.

I think its an unneeded mechanic. It penalizes advancement in ranged combat, because if you get hit sprinting to cover, you are very likely to be killed while moving so slowly. This makes medium to close range weapons more useless at long range, because you are penalized for trying to advance by being slowed when under fire. It also hurts ranged weapon users, because if they get ambushed in CQC against a close range weapon, they have little chance to get away or create distance, and are “locked” into CQC.

Obviously no gun should be good in all situations, but a gun’s damage and or accuracy already give it an advantage in its intended range. Close range guns win from superior damage, but lose at longer ranges because of inaccuracy. Long range weapons have less damage but win by being more accurate.

Why do we need to be slowed down in combat considering the already excessive auto aim? It just makes hitting a target even easier when they move at reduced speed.

I don’t any real game play benefits to being slowed when shot, except to make retreating or getting to cover more difficult. It could be a way to reduce the game’s speed though, since its much faster with sprint.

It’s called Stopping Power. An intended mechanic to make running away from a firefight less effective and sprint+Double Pummel from Reach less effective.

Point is if you’re getting team shot, you might as well go and suicide, save the enemy some ammo…
I see you’re point, but if you’re running IN the same direction as the shot (ie you’re being shot in the back), I think staggering is pretty stupid in that case…

Its a good thing. Sprint without this would make running away an overly effective tactic. Stand your ground and fight.

it’s called ‘stopping power’…

I think it should be scaled based on range. I shouldn’t work at all from range, but if one more person successfully runs away from me in a firefight…

Sprint staggering is pretty ridiculous and excessive. They should take that off and have it unzoom when being shot.

I think only specific weapons should cause it past a certain range. This would make for an interesting dynamic to the weapon pool.

“One of the reasons to bother using the SAW is the way it just fills an area with bullets and makes sprinting away a hassle. Can really help people plinking away with DMRs”

At medium range the DMR should be able to do it, but cross map fire needs to be rid of it. That moment you lose to the stagger is typically a second shot you take. With two shots in you it isn’t particularly safe or smart to try to put fire back on that enemy even if YOU have a DMR. He has a hefty head start. You see this thing happen a lot with ANY weapon capable of seriously long ranges.

> I think only specific weapons should cause it past a certain range. This would make for an interesting dynamic to the weapon pool.
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> “One of the reasons to bother using the SAW is the way it just fills an area with bullets and makes sprinting away a hassle. Can really help people plinking away with DMRs”
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>
> At medium range the DMR should be able to do it, but cross map fire needs to be rid of it. That moment you lose to the stagger is typically a second shot you take. With two shots in you it isn’t particularly safe or smart to try to put fire back on that enemy even if YOU have a DMR. He has a hefty head start. You see this thing happen a lot with ANY weapon capable of seriously long ranges.

I actually like that idea of only certain weapons having the staggering ability.

> I actually like that idea of only certain weapons having the staggering ability.

My honest opinion is that the stopping power effect should exist on ALL weapons aside from secondaries at a certain range. The feature is in place to stop the sprinting up to double melee shenanigans so let it do its job.

But past a certain point I feel there needs to be specific weapons considered ‘heavy caliber’ enough to keep their stopping power effect down range.

Here’s why it makes no sense.

You are a super soldier wearing a crap load of armor that has a shield running on a nuclear reactor(citation needed, not sure if this is actual power source).

When a bullet hits you in game, it hits your shield. Why would you feel the impact of a bullet under a ton of armor covered by a shield?

They should make it so the staggering only happens when you have no shields. Otherwise, this makes long range precision weapons more OP than short-medium range weapons.

> Sprint staggering is pretty ridiculous and excessive. They should take that off and have it unzoom when being shot.

This is exactly right. EXACTLY.

Herp-a-derping still happens with the sprinters despite this addition. No skill chumps who can’t accurately fire a gun, running straight at you are still going to kill you with a double melee, because of sprint