🛈 Announcement
Greetings! Ghost-Recon forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game.
  1. #1

    Run animation better, but pistol rush needs work

    The rush animation has been improved since the Closed Beta (thank you because it was annoying), but it seems that the rush animation while carrying a pistol is still comedic at best.
     1 people found this helpful
    Share this post

  2. #2
    Totally disagree the rush animation is way too exaggerated, the body sways way too much, that needs to be tweaked! Really don't like what they have done with the new animation changes in this Open Beta feels way like Wildlands.. SMFH. The slower pace is more REALISTIC!
    Share this post

  3. #3
    Did you see the frantic arm swinging and locked pelvis of the closed beta? This has been improved, but I still don't like it. Running with a pistol is pretty much the same as in the closed beta
     1 people found this helpful
    Share this post

  4. #4
    ArgimonEd's Avatar Senior Member
    Join Date
    Dec 2017
    Posts
    4,031
    Originally Posted by anmlcrkrs Go to original post
    The rush animation has been improved since the Closed Beta (thank you because it was annoying), but it seems that the rush animation while carrying a pistol is still comedic at best.
    That is actually a good way to run with your pistol and we actually do it a lot when we are on competitions.
    Is actually also advised in self defends scenarios and it applies to military/LE purposes as well.
    The reason is, when people run like what was suggested by a lot of pEople (in a comical 90's low ready that we see in a lot of cop movies (die hard 1) with the hands in the same height of our legs ) hinder our moving capabilities, that is why John kind of ran sideways in the movie, is also easier to gain control of the fiream of people who hold their guns like that (0 firearm retention), takes more time to aim too.
    The gun have to move all the way from your legs to the height of your eyes.
    While in chest height it moves just a little.
    By having the gun pointing slightly up you are not muzzle flashing unintended targets or team mates, but by not pointing completely up, you can point at anyone trying to gain control of your gun and shoot.
    They done this one right.
    Share this post

  5. #5
    I appreciate the answer!

    It may not be the gun location that bothers me as much as the rest of the animation. I think the footfall pace seems almost too fast for the ground covered. It also just seems unnatural in general. I doubt this was motion capture,but rather some CG joint map. I'm hoping extra mocap work is evident at launch.
     1 people found this helpful
    Share this post

  6. #6
    ArgimonEd's Avatar Senior Member
    Join Date
    Dec 2017
    Posts
    4,031
    I think it's fine, depends on the distance between each step, I prefer running with shorter steps and faster feet, I run a bit slower than if I had widder steps but I get less tired and have more control of my upper body bounce, more balance.
    Share this post

  7. #7
    ArgimonEd's Avatar Senior Member
    Join Date
    Dec 2017
    Posts
    4,031
    Although they did wonders on animation for different terrains, it's still a game and they can't have animations to fit every scenario.
    There will be things that will look out of place under a few situations.
    Share this post