Video games all give the player a different feel based on the graphics, environment, objectives and much more. One big impact on how players become more immersed is how their character reacts to input. In breakpoint, your character carries with him/her a certain amount of “inertia.” Tilt your left stick forward and your character begins to pick up speed, and letting go of the stick will “apply the brakes” to your movement. In just a few very short moments you’ll come to a stop. We see this implemented in games like Uncharted and Infamous where it was (arguably) executed very well. Breakpoints inertia seems a bit over the top by only the slightest. Being surrounded in a building is no longer a battle against NPCs but a battle with your character. With time you get a handle on it, however, I think it could use some fine tuning. I know this subject gets talked about a lot but many people seem to want a complete rework, which to me sounds incredibly time consuming for the devs and just generally a step in the wrong direction. Real life people can’t stop on a dime and run full speed in an instant.
And before I get told I need to be better at the game, I am not complaining that this makes the game too hard. I believe this is just one small adjustment to add to a list of others that I believe would make the game slightly more enjoyable and not be an entire rework.
Let me know your thoughts on it, should it be tweaked? Is it perfect the way it is?
I see exactly where you’re coming from. Uncharted, which you mentioned is a great example of how inertia should work. This game, with the way you stop and run feels more loose like Saints Row IV. - Which isn’t bad but, for a game that focuses on realism, it can be. It is sometimes very difficult to get a handle on your character when you’re in tighter spaces because of the way movement physics work in Breakpoint and you’re absolutely right about it being more of a battle with your character. A little fine tuning as you also mentioned would definitely improve overall gameplay.
It’s hard for me to illustrate my issue with the movement without feeling like it implies that it needs a lot to change. Out in the open, the movement almost feels perfect. It’s just those tight areas that show how rough it is. I’m glad people understand what I mean when I say it only needs slight tweaking.
I completely agree that the movement in this game is among the worst in any franchise.
At the very least, the developers need to rework this game to feel more like The Division 2. At best, they should consider ArmA 3 or Escape From Tarkov movement physics and options.
For example, Q/E are to lean left/right around corners or in general. This should be standard in all shooting games both arcade and sim.
Touching a wall should automatically make you hug that wall. While hugging said wall, the ability to orientate your character in either left or right direction should be smooth and intuitive. As of right now, Breakpoint has by far the worst wall movement mechanics I've ever seen in any modern day game.
As an aside, the zoomed in feature while running is in itself an abomination of an idea, and whoever thought it was a good idea to waste HALF of your screen space zoomed in on your characters *** should be taken out back and beaten; to say gently. Also, the ridiculous screen shake while running is rage inducing as it has no place in this game.
I feel the exact same way. I notice this mostly when going up staircases, or trying to take cover. My character sluggishly goes around corners, and fumbles behind creates to adjust to the correct functional positioning to fire from cover.Originally Posted by XBLIKUPX Go to original post
Originally Posted by SS.Thrash Go to original post
I was just going to search on remedies in regards to this. I cant see **** when I am inside a building trying to manuever around. Too close to the character.