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- Increased Stamina Effects On Breathing (Enabled/Disabled)
- Leg Damage Slows Player (Enabled/Disabled)
- Stop Sprinting When Exhausted (Enabled/Disabled)
Huh, never knew that. Guess its impossible for me to tell which servers have which enabled, right?
water will also slow you down.
Thanks for pointing that out. I knew about the (gentle) water-slow down but forgot about the up/downhill one. Still I desperately miss a terrain-based speed modifier. If there is one thing you can't do in jungle, it's to sprint through it. Only Tarzan can do that!
Jungle:
https://www.youtube.com/watch?v=RJHns6tYrss
(This makes it quite clear why fire fights in jungle were rather blind, firing in the direction of presumed enemy positions?)
The fast movement pace in combination with the ample availability of cover on most maps makes it relatively easy for players to "penetrate" into the opposing team's comfort-zone/perimeter. It's comparatively easy to move unseen, it's easy to flank. The chance that you get spotted while crossing an open space is lower if the crossing takes you only one second rather than five. Rolling the dice, i.e. crossing an open space without any team support/suppressive fire and without any short stop to observe, is not punished as hard as it would with a slower movement speed. And even if you get seen, the enemy might only get off 1 or 2 shots until you're safe behind cover. And the "problem" is even more severe if you consider that a single guy can magically transform into 5 (sl-spawn).
That being said, I'm well aware that the fast movement speed and plentyness of cover probably serves a clear purpose, namely to take away some of the advantages that the defending (=non-moving) team would otherwise (realistically) have. So, if you wanted to shift the game more towards realism (and still keep it balanced), then you'd need assymmetrical defender and attacker roles.
Generally speaking, I think it's also worth noticing that that players in FPS move much more than human beings would. For very understandable reasons, of course. In real life, moving is exhausting and you're usually happy if you can stay put. In the game, staying put for more than a few seconds bores players to death. This sounds like a minor thing, but it has quite a lot of implications. The boredom of the pause (in combination with a very high casualty rate) means that you're very unlikely to stay close to/with the same teammates over a prolonged time during a match, and that you're rather unlikely to coordinate your movements with them (or even talk to them!). Also, you can never be sure if that teammate who seemed to be guarding your flank is still there. Most likely, he has moved on and left you vulnerable from the flank. So, generally, the big incentive to move (in combination with strict time limits) thwarts any form of more deliberate, positional teamplay.
I've read that there is some virtual reality FPS game out there that requires players to push buttons in order to move/move their feet. That would be an interesting experiment! Imagine you had to push a button for every step your avatar makes (left foot, right foot, left foot, right foot). Lol And if you ran out of stamina, you'd need to push the button two times per step. ^^
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* By teamwork, I mean only that kind of teamwork that emerges naturally from the very core mechanics. Respawning and team-leader support is what I'd call "meta teamplay" and rule out. To me it feels put-on. What I mean by teamwork is: positioning (in relation to your teammates), coordinating observation angles and fire lines, fire & manoeuvre on the attack, etc.