[0909] Belly Flopps

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mo0nbuggy1
Posts: 64
Joined: 2009-12-06 02:08

[0909] Belly Flopps

Post by mo0nbuggy1 »

I've started to encounter "belly flopping" when running into enemy players a close range
(10-20 metres) Instead of dropping a knee or trying to shoot standing up they will instantly hit the ground and within half a second be prone and firing full auto.
I find this to dramatically reduce the realism in pr and should be fixed.
Maybe kneeling and going prone could take longer and when doing so you are unable to fire, something similar to Arma or ofp2?

Thanks.
(Im loving pr 0.9, good work)
Teek
Posts: 3162
Joined: 2006-12-23 02:45

re: [0909] Belly Flopps

Post by Teek »

I believe prone spamming results in maximum deviation now, putting the player at a sever disadvantage when they belly flop.

1.5 prone deviation....
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ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

re: [0909] Belly Flopps

Post by ralfidude »

actually, the 1.5 patch did VERY little for prone diving. Infact, i saw more accuracy increase after that patch. Apparently a rumor went around saying 0.9 will make prone diving what was promised from 1.5 patch, but actually effective.... So far its too soon to say if it worked.
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mo0nbuggy1
Posts: 64
Joined: 2009-12-06 02:08

re: [0909] Belly Flopps

Post by mo0nbuggy1 »

So can we see the "prone deviation" to be fixed?
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

re: [0909] Belly Flopps

Post by Psyrus »

To quote the already suggested suggestions:
Prone Spamming/Dolphing Diving
Prone Delay (instant prone)
Prone/Shooting
It is very much hardcoded into BF2 how the prone & crouch operates, and the deviation modifiers around these stance changes I believe are largely inaccessible. The devs would have loved to fix this many many moons ago however they have greatly increased the deviation when proning now and it helps immensely.
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