Jumping/Falling system, idea how to change it.
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Hello guys,
I probably would not start this discussion about jumping and shooting here since it was discussed million of times before and I understand it’s different then it look to the guys that got shot by it.
The "jumping and shooting at same time" after watching in slow motion it’s just shooting the moment you reach a ground. The problem is that I'm loosing plenty of people in this game over this thing, since most people consider it a glitch. It’s not very natural for most players to jump around the corner, but more experienced guys uses that in advantage when coming around the corner. Might be the low tickrate that causes problems of hitting the jumping guy, but somehow the advantage he gets is a bit to big. When player jump, he clicks shooting button midair, and starts firing the moment he lands on the ground. I compared it to falling and I noticed that after falling or getting hurt your shooting stops and you have to click it again to start. So if the game engine knows when soldier is in air, and when not, the only thing required to solve this problem that lasted over almost all versions of the game is to add break on shooting action the moment you land, just like after falling.
BTW, I kinda like it, but some guys complain that you can shoot while falling. Considering that you can’t shot while jumping, that is sort of same since you in air.
Here is video examples of those things, to make it more clear:

(Video is no public, so you can view it only with link)
Just to ADD, every player in this video had pings under 40.
added one more example:
I probably would not start this discussion about jumping and shooting here since it was discussed million of times before and I understand it’s different then it look to the guys that got shot by it.
The "jumping and shooting at same time" after watching in slow motion it’s just shooting the moment you reach a ground. The problem is that I'm loosing plenty of people in this game over this thing, since most people consider it a glitch. It’s not very natural for most players to jump around the corner, but more experienced guys uses that in advantage when coming around the corner. Might be the low tickrate that causes problems of hitting the jumping guy, but somehow the advantage he gets is a bit to big. When player jump, he clicks shooting button midair, and starts firing the moment he lands on the ground. I compared it to falling and I noticed that after falling or getting hurt your shooting stops and you have to click it again to start. So if the game engine knows when soldier is in air, and when not, the only thing required to solve this problem that lasted over almost all versions of the game is to add break on shooting action the moment you land, just like after falling.
BTW, I kinda like it, but some guys complain that you can shoot while falling. Considering that you can’t shot while jumping, that is sort of same since you in air.
Here is video examples of those things, to make it more clear:

(Video is no public, so you can view it only with link)
Just to ADD, every player in this video had pings under 40.
added one more example:

Just a little extra to topic.
- Who would like to see this thing fixed the way I proposed?34 votes
- I would.50.00%
- I use it and would like it to stay.38.24%
- I use it, but would like it to be fixed.11.76%
Comments
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
its just they try to make it as real as possible but as you jump u would have to get a delay or something because in real life jumping with a riffle wouldnt let you shoot insta because u would have a insane drop rate on your gun because of the movement and because of the weight in your hands so ( make a delay on it ) or (give it a harder drop so u cant just shoot that accurate) my opinion ..
not a big thing but would be nice if it was gone ..
I love this community!
Realism shouldn't be used as an argument point in a video game especially one that is NOT a sim!
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
I cursed a lot at a coffee table that was in pipeline in AA2 for this exact reason.
Jumping around corners is extremely scrubby but that's the game, and considering how slow characters walk its even more encouraged. I would say, improve the walking and leave jumping as an option instead of a requirement.
Oh, and shooting while falling is a feature in the name of realism
(you wont hit much as the accuracy penalty is rather large)
You are scoped in pretty much the same exact second you are able to shoot.
I love this community!
Some guys proposed adding decreased accuracy after jumping or movement like sliding in stead of just totally stoping the shooting action, maybe that would be good idea too.
What bothers me more in relation to the topic (sort of) is vaulting.. we should jump higer and eliminate vaulting! Talk about a broken feature.
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
So at 90 fps you get two calculated frames for every "server frame"
yeah, they don't allow to change me after i created it
Lera proposed the suppressed things but i disagree on those, since all the shaking is already enough or sure
#Support Comp Mode
https://www.youtube.com/channel/UCN4YhM6jUB2MxVj8i3b9rhw
So on this video we can clearly see the accurasy is not really reduced after jumping, could give credit to luck, but not multiple times per day that his happen when you play more actively.
and about holding my breath while waiting, you might be right, but im willing to try do something in my power then just constantly cry about nothing happening, i have idea and shared it that would actually might work and not be that difficult to change or decrease satisfaction of faster gameplay lovers.
The jumping hang time is the trade off and... I mean no offense, but you definitely dropped the ball in those two instances in your video. You had the advantage and still missed your opportunities to shoot those guys.
time after seeing finger of enemy till beeing dead:
1st moment - 0,9 seccond (54frames of 60 frames per second video)
2nd moment harder to count, but after having him in screen - 0,56 seconds (34 frames of 60 frames per second video)
3rd moment (other video) - 0,53 seconds (32 frames of 60 frames per second video)
BTW toward comment that is counter action to corner campers:
I dont like corner campers that does it for the whole match, not when they hear upcoming enemy just around the corner. and counter action is flash or smoke or thing like that. defending corner is supposed to be easier then attacking it.
I'm saying this based on the real time clips in the beginning of the video, not the slowmotion. He had just as much time to react as you, except his gun was down for a longer period of time. This is a fast paced game at times!
The 3rd moment (other video) is an example of a great shot. It's not easy to do that! He's also punishing whoever's playing for standing still, totally exposed in the open.
Also, smokes can conceal you, but they don't help you kill campers. Flashes are useful against corner campers, but are unreliable, and you only get 1 nade! If I'm out of flashes and nades, should my only choices be to run in with my gun down, or camp outside until time runs out? Even with the jump, it's still easier to defend a corner, but it gives the other guy a chance.