CQB problem.

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D2v0n279
Posts: 41
Joined: 2009-08-21 23:27

CQB problem.

Post by D2v0n279 »

Here is my suggestion. I often times go into a building to get killed by a guy who is sprinting and prone, with the hit boxes and all he kills me... My 2 cents.

Sprinting + prone= 4 second wait time.

walking(standing still)+prone= 2 second wait time

The reason: I would to disincourge the fact that some people still sprint run out in the open and prone to kill people and get very great accuracy for it... I think this should happen to that when they do that. They go "oh dang I died" and will try something else.

Looking forward to suggestions and oppions.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: CQB problem.

Post by Rhino »

D2v0n279 wrote:Sprinting + prone= 4 second wait time.
There is a very good reason why we have not done this already and that is because this is not possible to do with BF2 v1.41 or under...


How ever with BF2 v1.5 one of its new features is prone deviation much like what BF2142 has which you can be assured we will put to full use.
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D2v0n279
Posts: 41
Joined: 2009-08-21 23:27

Re: CQB problem.

Post by D2v0n279 »

Dang. I was really hoping to get something like that fixed? I'm getting Really frustrated with it.
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: CQB problem.

Post by SkaterCrush »

D2v0n279 wrote:Dang. I was really hoping to get something like that fixed? I'm getting Really frustrated with it.
Patience young Padawan...patience... :mrgreen:
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StuTika
Posts: 255
Joined: 2008-11-30 16:36

Re: CQB problem.

Post by StuTika »

I can't wait for this. I'm going to go and play vanilla right after 1.5 is released just to see all the dolphin divers complaining about how the game is screwed up and how they are getting beaten by my squad which actually uses proper tactics :D

Stu.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: CQB problem.

Post by Bringerof_D »

give the divers a good animation for when they go prone, that way they can still look cool dieing
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: CQB problem.

Post by RHYS4190 »

Just make it when you prone dive your characters fulls onto his chin and brakes his neck and dies.

Problem solved.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: CQB problem.

Post by Dev1200 »

RHYS4190 wrote:Just make it when you prone dive your characters fulls onto his chin and brakes his neck and dies.

Problem solved.

YAY :D


Also, I can't wait. The only propor tactic to kill while your in the open is to go prone right away, then snipe people. It's pretty pathetic..
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: CQB problem.

Post by Cassius »

SkaterCrush wrote:Patience young Padawan...patience... :mrgreen:
Yeeeah we all know how well tossing that line worked XD .
|TG|cap_Kilgore
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D2v0n279
Posts: 41
Joined: 2009-08-21 23:27

Re: CQB problem.

Post by D2v0n279 »

[R-DEV]Rhino wrote:There is a very good reason why we have not done this already and that is because this is not possible to do with BF2 v1.41 or under...


How ever with BF2 v1.5 one of its new features is prone deviation much like what BF2142 has which you can be assured we will put to full use.
You think this will be enough in v1.5? I think they'll still do it but just be ALOT more inafective? Also? Is there anyway to add a hit box to the model so that maybe actulying hitting them in the air?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: CQB problem.

Post by Arnoldio »

Make the starting deviation so high that pronedivers mom would cry...

rhyme animal...
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Orgies beat masturbation hands down. - Staker
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