I hate dolphin diving, especially in CQB

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Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

I hate dolphin diving, especially in CQB

Post by Cerberus »

In real life, who the hell would dive onto the ground and start firing at an enemy five feet away?
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EON_MagicMan
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Post by EON_MagicMan »

Yeah, it's annoying, but not really too much of a problem as I find (although, I like to keep my enemies at medium range if I can help it).

On the other hand, I like being able to hit the dirt fast if someone's shooting at me!
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Peter-SAS
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Post by Peter-SAS »

i don't mind the dive thing. Its the fact they can fire before hitting the ground, and theres no delay on it.
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RikiRude
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Post by RikiRude »

there are multiple threads about this, so it IS brought up to PR, im pretty sure they are working on fixing it.
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eggman
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Post by eggman »

Yeah something will be done.

If we could and it were up to me.... you would have to move through the poses as follows:
standing --> crouch --> prone --> standing
standing --> crouch --> standing

but never:
standing --> prone

Not sure if that's the best way, but I am hoping it's an easy way to get rid of the proning on contact.

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[T]Terranova7
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Post by [T]Terranova7 »

I don't know if thats the best idea. You sort of need to dive to the ground when your taking fire and end up rushing for cover, but normally you'll be using your hands or something to brace for impact onto the surface.

So I think a logical idea would be so that the soldier's aim is complelty non-existent for about a second or two, and then the player is able to regain his/her aim. It would go a long way if such a manuver was complimented by a nice animation or something.

Another issue I think needs to go away is the fact that a player can fire his/her weapon accurately while moving during the prone postion, don't you need at least one arm to move while laying down?
EON_MagicMan
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Post by EON_MagicMan »

Terranova wrote:I don't know if thats the best idea. You sort of need to dive to the ground when your taking fire and end up rushing for cover, but normally you'll be using your hands or something to brace for impact onto the surface.

So I think a logical idea would be so that the soldier's aim is complelty non-existent for about a second or two, and then the player is able to regain his/her aim. It would go a long way if such a manuver was complimented by a nice animation or something.

Another issue I think needs to go away is the fact that a player can fire his/her weapon accurately while moving during the prone postion, don't you need at least one arm to move while laying down?
That's a good suggestion!
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Peter-SAS
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Post by Peter-SAS »

I think we need the crouch key to become a toggle too. But yes, a sort of staggered process would be hard. You need the dive thing to keep your head down, but you shouldn't be able to fire until you even get the gun up (if it isn't broken) (check your limbs, your kneecap is still in place) then aim ;)
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BLind
Posts: 146
Joined: 2005-11-07 22:36

Post by BLind »

Day of Defeat 1.3 has all this done perfectly already, just use it as a model
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Rifleman
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Post by Rifleman »

Day of Defeat 1.3 has all this done perfectly already, just use it as a model
OMG I LOVE DoD1.3 i was really good at it ;] Or at least i think so ;]
No weapon when proning if i remember right...
And no weapon when standing up...
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Sgt.Sappo
Posts: 68
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Post by Sgt.Sappo »

yea i cant ***** and complain enough about dolphin diving ...

my question is though, didnt they say in the newest patch that they FIXED dolphin diving?

it seriously is not fixed, 2 seconds after firing up BF2 with the new patch I had someone dolphin dive right ontop of me almost, spraying me to hell and back instantly of course.


I wouldnt mind it so much if it was just done at medium distances to make a lower profile... but the problem is these guys are doing it ALL the time, and they do it simply because they KNOW that if you do it you cant hit them fast enough, and that they can hose you right away.

i almost smash my keyboard each and everytime i am prone, or crouched behind cover, waiting for an enemy who I caught a glimpse of seconds ago to come around the corner. he comes around the corner, sees me and YEP instantly dolphin dives shooting me in the head at the same time. GOTTA LOVE IT
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Cerberus
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Post by Cerberus »

Fixed dolphin diving my ***
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
00SoldierofFortune00
Posts: 2944
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Post by 00SoldierofFortune00 »

Terranova wrote:I don't know if thats the best idea. You sort of need to dive to the ground when your taking fire and end up rushing for cover, but normally you'll be using your hands or something to brace for impact onto the surface.

So I think a logical idea would be so that the soldier's aim is complelty non-existent for about a second or two, and then the player is able to regain his/her aim. It would go a long way if such a manuver was complimented by a nice animation or something.

Another issue I think needs to go away is the fact that a player can fire his/her weapon accurately while moving during the prone postion, don't you need at least one arm to move while laying down?
Agreed. Though this was going to happen in the patch but didn't.
Ghost33
Posts: 67
Joined: 2006-02-12 03:56

Post by Ghost33 »

'[R-DEV wrote:eggman']Yeah something will be done.

If we could and it were up to me.... you would have to move through the poses as follows:
standing --> crouch --> prone --> standing
standing --> crouch --> standing

but never:
standing --> prone

Not sure if that's the best way, but I am hoping it's an easy way to get rid of the proning on contact.

egg

The only problem I see with that is unless you put a delay to each new stance their will be people that will use a macro program to hit their keys in order thus insta-proning again with one push of a button :(
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Bucha
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Post by Bucha »

Terranova wrote:I don't know if thats the best idea. You sort of need to dive to the ground when your taking fire and end up rushing for cover, but normally you'll be using your hands or something to brace for impact onto the surface.

So I think a logical idea would be so that the soldier's aim is complelty non-existent for about a second or two, and then the player is able to regain his/her aim. It would go a long way if such a manuver was complimented by a nice animation or something.

Another issue I think needs to go away is the fact that a player can fire his/her weapon accurately while moving during the prone postion, don't you need at least one arm to move while laying down?
This is THE way to go in my opinion also. IRL you can shoot while going from standing up to prone but the shots will be so inaccurate you wont hit anything more than 2-3 metres away (and even then you'll need a bit of luck). This should be incorporated.

I would think this would be the way to go on this problem, which at the moment atleast for me is the biggest problem standing against a joyable and realistic playing experience.
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

Yea, in combat people should have to run to cover instead of going instaprone for some sort of cover or advantage which is pretty stupid actuall because if you have a good team behind cover against those guys, they are just out in the open and ready to be killed. Even if you don't like doing it, it is still hard to not when you have an enemy coming at you sometimes, and making it so your accuracy is horrible would greatly decrease this problem.
Thomazz
Retired PR Developer
Posts: 435
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Post by Thomazz »

'[R-DEV wrote:eggman']Yeah something will be done.

If we could and it were up to me.... you would have to move through the poses as follows:
standing --> crouch --> prone --> standing
standing --> crouch --> standing

but never:
standing --> prone

Not sure if that's the best way, but I am hoping it's an easy way to get rid of the proning on contact.

egg
Im not into coding at all - But that idea of what i know about code - looks like a good way to solve the problem..
I would go through a nightmare coding that the saw-soldier should only shoot 2 seconds after he's dolphin dive... And maybe it would need a whole program to control that part...

But with the animations already there - it would not produce more lag than we need while playing.. I think that 2 second code thing is a bit more complex than most of us think...

So i agree -
The animations are fine...It should work.
But if it is possible... Only keep it to the saw-soldier.. (maybe)
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