Prone - stand accuracy

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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Prone - stand accuracy

Post by Outlawz7 »

I've read, that in 0.7 you will have to stay still for a bit to regain your accuracy before shooting, thus removing the runlikehellltheninstaproneheadshot gameyness.

But there's still a really annoying issue with people going prone-stand all the time. Since 0.6 weapons are so accurate, everyone exploits this to keep from getting headshotted. Might be useless against range, as there's some sway when you get back up, but it's really annoying in close quarters, when people just go run-prone-shoot-stand-shoot-stand-shoot until they finished off their enemy with their amazing 1337 skillz.

The weapons will be tweaked with 0.7, but people's 'tactics' won't be, so players will probably keep doing this.

So what I'd like to suggest is a massive inaccuracy when going prone, so you'd had more chances attacking a guy with a knife then going instaprone on him (/sarcasm). At least for about 2-3 seconds and then start having the rifle go back to being accurate.

I know that this has already been done, but reading fuzzheads and Pattersons posts about it it doesn't really sound much, plus Fuzzhead said that the instaproning would still be an issue in CQB, so why not increase that inaccuracy even more to get rid of this?

Would be also nice, if this was implemented on snipers and marksman rifles as well, so people wouldn't have a gamey advantage of being capable of instaheadshoting whoever they see, while the enemy would not.

Discuss.
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Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Post by Sadist_Cain »

It is true, standing shots are fast but innaccurate, dropping to a knee dosnt take much time but increase accuracy. However going prone theres usually a bit of fiddiling to get a good accurate aim on. Prone is a good stable position and gives best accuracy, however your aim is much slower, anyway to incooperate this into PR?

Just try it, stand up and see how quick you can go to a knee and/or spin around, then see the difference when laid down
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Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

Outlawz, it's a great point but the whole "jack in the box rifleman" topic has been talked to death. db could write a thesus on how BF2 deviation works and how he's adjusted it for 0.7 onwards and I still wouldn't understand it.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Yeah, I know it was, I just wasn't sure if the prone-stand spam is addressed with all those tweaks too
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nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Post by nedlands1 »

[R-DEV]Jaymz wrote:Outlawz, it's a great point but the whole "jack in the box rifleman" topic has been talked to death. db could write a thesus on how BF2 deviation works and how he's adjusted it for 0.7 onwards and I still wouldn't understand it.
I would imagine that he decreased the amount the deviation decreases per server frame for the "turn", "speed" and possibly the "fire" deviation modifiers. This would result in a longer time for the deviation to reduce after turning, strafing, walking/running and firing. I'm not sure if changing positions(eg standing --> prone) counts towards the "turn" or "speed" deviation calculations but if it did you would receive a hefty penalty for changing position, regardless of if you are moving or turning (aka being a "jack in a box" against a sandbag).
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

While I support removing this kinda thing 2-3 seconds is utterly ridiculous, a second of unbearable inaccuracy maybe 1.5 seems a little more reasonable to me, these kinda kills are generally instantly after hitting the floor anyway, if you had that small amount more of reflex time they won't have a chance of pulling the whole prone and shoot thing off.
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