What will inertia actually do?
By - Smooth-Ambassador1
Inertia is the tendency of mass to remain to do what it is doing, the whole "an object at rest stays at rest while an object in motion stays in motion" concept.
What does this mean mechanically? Well as it stands now when you are staying still and press 'W' you instantly start moving at your maximum velocity, and when you stop pressing 'W' you instantly stop. With inertia, there would be a gradual increase in speed like there is in real life. It's hard to adequately describe concisely so I'd take a look at [this](https://youtu.be/xgRW0vcxdLk?t=9) quick clip showcasing an inertia based system vs what we have now. Pay attention to how the change in velocity is handled in each system.
What does this mean in broader gameplay-wise? The pace will be slower, AD strafing will be much less effective, and overall it'll be easier to gauge player movement and harder to act so sporadically.
You're too smart for reddit, if I had coins, I would award you, I have neither.
I appreciate the kind words!
So I gave him gold one in your name :P
Won't inertia allow forward jump to be more effective?
At the end of the day, I can't say anything for sure since it all depends on how BSG implements the mechanic.
This is wholly my speculation but I would assume it would make the bunny hopping and W-jumping much worse. Nikita has said before that they are planning to add stumbling effects. (the example they gave was if you were to breach a door and someone was on the other side of it they would be pushed to the ground) I would assume a toned-down version of this could be implemented if you were to jump while sprinting. I imagine you'd take a second to land and stand back up from a crouching position, not a full crouch but maybe a few ticks on the crouch "bar."
Again, this is just my speculation and I might not be articulating it as well as I could.
Stumbling effect would be nice, would make using a shotgun to leg meta people much easier if you can pop a buckshot into a chad to collapse them before blowing their legs off. Or just go straight for the legs and hope that the missing kneecaps causes a stumbling effect.
However, I just realized by the end of typing this that it would be problematic for gameplay.
Catch your foot on an obstacle while jumping and completely eating shit.
Fuck that I wanna shift and W people and eat a bullet 80% of the time.
I couldn’t have asked for a better reply!
It will change the movement from an input dominant model to an acceleration dominant model.
Instead of moving in a direction immediately after pressing an input key, it would start accelerating your movement in that direction until you're at max speed.
So, if you're strafing right, and input to move left, you wouldn't change direction until your character accelerates to that new velocity. You'd have to first slow down, then speed up in the new direction.
This would stop players from spamming A D A D A D A around corners and also increase the delay between full speed inaccuracy and the accuracy afforded by standing still.
It would help increase "realism" (I used this word cautiously because games are far from realistic). It would fight against unrealistic, jagged movement and make it harder to make fast peeks around corners without committing fully to rounding the corner. It would (hopefully) promote a more organic peeking where players rely more on leaning rather than body movement to check corners.
Most of all, it would dramatically change how it feels to be extremely heavy with thicc gear, purposefully reducing your ability to change directions on the spot and making it slower when halting from a sprint to a standstill. It would also affect those crappy firefights where you are face to face with someone and you both just strafe left and right quickly to avoid being hit.
Hopefully, inertia would promote deliberate movement from players and slow down the currently hyperactive movement presented by highly experienced players.
Imagine ARMA's movement. You can't sprint around, full stop, and open fire effectively on a target with accuracy. ARMA's movement, to me, is realistic in the sense that you are better off moving slowly and carefully navigating corners with your weapon at high ready so you can quickly engage a target with accuracy when it is needed.
It's supposed to make movement more realistic and stop your from a-d-a-d strafing from what I heard and seen in games.
Makes it harder to immediately change the direction you were heading
Should make tactics such as fast peeking corners with spamming A and D less rewarding favouring more careful, slow playstyles
It will generally slow down movement, forcing it to be slower and more methodical, thought out
You wont be able to Jiggle Peak back and forth
You wont be able to strafe back and forth in the open to avoid headshots
Like IRL combat, you will be more dependent on stealth and cover
>You wont be able to Jiggle Peak back and forth
>You wont be able to strafe back and forth in the open to avoid headshots
>Like IRL combat, you will be more dependent on stealth and cover
I think you guys are going to be upset when it doesn't change anything.
Milsim nerds such as this guy are waiting patiently for an update that'll make them not suck ass at the game. Might be a while...
Too bad no one knows what a Mil-Sim is in this sub. But hey, enjoy dodging sniper shots with your zero interia. I'll be playing my "Mil-Sim" call of duty, inertia and all.
It’s not strictly inertia that makes me say this, read his other comments and you’ll see he wants a completely different game than what Tarkov is.
Fair, although I'm personally looking forward to the update where people don't start dodging my bullets if I miss the first headshot. I just don't agree that it won't change anything. Follow up shots pretty much always get dodged by adad spam right now. It makes sniping painful when the PMC's ankles are faster than my bullets. I don't think tarkov should be a Mil-Sim either, but it's got a lot of breathing room to go before it's like ARMA.
Except, the definition of the game is "realistic combat simulator"
The issue comes from the fact that
If they DONT maintain the pursuit of this ultimate goal- its a MASSIVE middle finger to all the original backers, who only got into the game, for that promise
Escape from Tarkov official page
Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough.
This ain't Arma or squad.
Like I said, **Simulator**
No, its supposed to surpass them
"The goal of EFT is maximum possible/playable realism" - Nikita
Those games have already established what is playable, so this is supposed to at the minimum match, if not exceed those games
"Players should look for ingame information out in the real world"- Nikita
I could go on quite easily, the evidence is there
"realistic combat simulator" doesn't equal "military simulator". Arma has a lot more complexity and scope than tarkov ever will. Hell, it spawned "battle royales" as a mod years ago now, which is something that tarkov is looking increasingly like.
Make the game less like CSGO
Probably just take up more ram.
Unpopular opinion- inertia is going negatively impact the game and the general player base.
We’ll see how its implemented but it sounds like it will punish any type of aggressive or fluid movement. I get peoples frustration with adad jiggles combined with the poor netcode being a problem, but penalizing all movement to combat it seems silly. Its going to make the game clunky and im worried it will punish aggressive play while highly rewarding slow ratting which IMO is already slightly more advantageous.
If the meta shifts into majority slow play with little room to change it up while making the movement mechanics clunky and un-fluid, the game is going to suffer IMO. Were still currently in a meta where playing slow methodical and patient is one of the most effective methods for killing and surviving, while having the ability to play fast and aggressive if you want to take the risk. Take any of your favorite aggro w key streamers and youll see they still die quite a bit, and its usually to someone playing slow and “ratting”.
Also in general no one likes playing clunky games. Realistic or not, the fluidity of a games movement and mechanics is more important than people seem to think.
I agree with to some extent defiantly, obviously it’s a realistic feature but it I lose out in a gunfight even if the guy misses his first few shots while he is sitting in a rooming and I’m running to another past him even if I’m the better player a game mechanic shouldn’t prevent from killing him if in the current state of the game I would have flicked to him and killed him. I agree with what you also said about streamers still die who w key to people playing slow so why potentially eliminate a whole play style to nerf strafing while shooting
I’m not against inertia I just hope they successfully implement it so that the game doesn’t go to the polar opposite of what it is now and slow play styles becoming the only viable option
Just watch [this video](https://www.youtube.com/watch?v=aUSsch6cNww) and you will understand
I can only imagine what it will be like when you have the same laser beam gunfire but you can't move to make yourself hard to hit.
While that itself needs to be addressed
Combat will be more like IRL, where stealth and cover are paramount
"To be seen, is to be dead"
Will be like real life, got spotted in the open? You die.
Can't wait for the extract campers and bush wookies to have an easier time killing. I'm so glad they're trying to force us into one play style.
Yeah and making a game exactly like real life is a bad game. Need to find a balance. If seeing someone means you kill them near 100% of the time the game becomes a camp fest worse than it is now.
Dunno, atleast for me if you fucked up you should die instead of wiggle bunny hopping out of it.
Sure but in a game where things are far from fair or balanced, if winning means getting a good spawn things will get very dull.
The movement currently gives more play styles. I'm not saying I like it one bit but removing it without balancing a lot of other things could have terrible consequences.
If you can't jiggle and run to cover, imagine someone getting to somewhere like dorms first. You just have to stay or because trying to contest it becomes near impossible.
Use nades, use smokes if someone is camping dorms. Smokes are surprisingly usefull when someone is holding an angle forever.
I for one would like jiggle peeking at the speed of desynch not to be a thing.
If you played the game you would realise how silly those suggestions are. Nade spam is already a terrible part of the game, you want more of it?
Using nades as intended? (Insert surprised pikachu face here)
Yeah I mean, when I go into a war I also bring a bag literally full of 20 nades. #realism
Sure beats getting shot to shit by some guy holding the room :)
Current meta of jiggle peeking at impossible speeds is so #realism :)
The general point is that you will have to accelerate/decelerate so you cannot move at maximum speed while strafing back and forth but you will have to decelerate first and then accelerate again when changing directions. No more "ADAD spam".
Acceleration is already in the game but deceleration isn't.
Will destroy the game when movement feels like shit :)
Only for the CoD kiddies, I bet. The reason I "invested" (with risk) in this game was because a single person, playing smart, can do well and enjoy the experience, without being curbstomped every time.
Cheaters and CoD mechanics are the biggest threats to the current uniqueness of this game, I feel. When people can play on auto-pilot (or aimbot) and run around like lunatics, it's less fun for all.
I think that BSG will also have to also make aiming less accurate when/after moving, when out of breath, etc.. it also has to be enforced server side, knowing where the sway is, and probably with a bit of server side randomness. ADS and lasers should both increase accuracy, with tradeoffs.
I think this will also increase the need for team play to better clear areas, which is less my thing - such is life.
Honestly people like yourself are what's wrong with this game. "CoD mechanics". That's all I had to hear.
It will slow down the game and lets the rats have the upperhand
It’s just going to make it feel like the game has stupid amounts of input lag.
It stops adadad spamming but I dont think it will help that much because people dont really do that very often. What would help more is slowing down strafe speed imo
You have the answer for normal players. For cheaters, we have yet to see.
Inertia will probably go hand in hand with movement prediction. There will be cheats that attempt to trick other clients into displaying the wrong information, or disable/ignore any client-side logic to give them an advantage.