Prone Diving!!!

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

I agree with solo 100%, this is really preventing players would are more tactical from getting any benefit of playing the game more realistically!

I would love to see a solution like this. As soon as you hit Z(or prone key) you immediately cannot fire weapon for 1.5-2 seconds, to simulate you character hitting the ground. This would alleviate this problem perfectly.

The optimal solution, which i dont know if could be done, would be you can fire your weapon, but it would fire where your weapon is facing, which is 90 degrees from your POV because your using your weapon / arms to brace the impact. so if you tried firing, you would be firing 90 degrees from the direction of your 'cross hair'. This is what OFP did, and it worked great!
Eagle
Posts: 92
Joined: 2006-01-17 16:38

Post by Eagle »

Sounds good to me. Every now and then it happens to me too, when I see someone roll and hit me with the first shot.
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eggman
Retired PR Developer
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Post by eggman »

what if you had to go through the crouch position before you could go prone?

Or possibly that to go prone was actually a chaining of crouching, then prone?

perhaps in both directions, up and down (eg: going prone I crouch, then prone; standing up I crouch then stand)?

I am not sure what the possibilities are in the engine, but I completely agree the prone thing is a problem.

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Rhino
Retired PR Developer
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Post by Rhino »

'[R-DEV wrote:eggman']what if you had to go through the crouch position before you could go prone?

Or possibly that to go prone was actually a chaining of crouching, then prone?

perhaps in both directions, up and down (eg: going prone I crouch, then prone; standing up I crouch then stand)?

I am not sure what the possibilities are in the engine, but I completely agree the prone thing is a problem.

egg
No, that would just be unpratical. Just code it that your aim is right off when you go prone. Maby your view should wabblae abit when you gone prone to simulate the effect of you hitting the ground
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Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

When you went prone you just became very unaccurate, and your crosshairs didn't settle for 1-2 seconds after proning.
That's where PRM shall go for.. hmm... but... maybe too many ppl will start spending whole map time on the ground proneing...
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
KingofCamelot
Retired PR Developer
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Joined: 2006-01-07 18:17

Post by KingofCamelot »

I'll look into it, but from what I've glanced at it won't be easy, if possible. DICE set up nice little variables like "fire-delay-from-prone" and "fire-delay-after-jump" to limit firing after jumping and while standing up from prone. However, they only seem to set up what they need to get it done, because there is no "fire-delay-to-prone".
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Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

because there is no "fire-delay-to-prone".
Yay! Bravo DICE... ://///
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Way too many dolphin divers in last night's game
"Practice proves more than theory, in any case."

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Gran
Posts: 265
Joined: 2006-02-10 23:29

Post by Gran »

I redub them... "Diving Dans", PRMM should create its own derogatory terms. No more "noobs", we'll redub them... "F.N.G.s"... no offense to [PR]ARRC.F.N.G.
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