little delay time to prone/aiming?

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luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

little delay time to prone/aiming?

Post by luizinhuu »

i was thinking to myself, to crouch and aim in real life is lots of times faster than to go prone and aim... but in bf2 you take the same time to do the both

ingame, a standing up soldier turn to layed down, perfectly aimed on you and shooting in about 0.1 seconds.. crouching and aiming take the same time..

the ideia is to add a little delay time to prone and aim.. crouching and aiming is becoming rare
Solitas
Posts: 354
Joined: 2006-04-14 20:55

Post by Solitas »

Personally I'll always crouch or prone to aim unless an object prevents this.
It's just smart to do.

Incidentally this points been made many times, so I beleive the devs are aware of it. No harm in making sure their constantly aware of it though :)
luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

yes, i'll always crouch or prone too

are they aware? sorry im not into the to-be-fixed issues.. just reporting coz in servers ultraquickprone-and-aim is happening a lot and it's very unreal
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

we are aware of this and would have put it in v.3 but its somthing thats very hard to do without changeing the engine itself which iant possibal for us.

We are looking into other ways of making the prone "delayed" or somthing along thous lines so that you dont instaly get 100% accraucy when you push the button.
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Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

As I posted in the FAQ thread:
Me wrote:I think a good way to combat prone diving is for the player's weapon to automatically be put away, so they have to redraw it manually when they've hit the floor, that'd offer a reasonable time delay and break up the time between standing and proning in firefights so the best option isn't always to hit the deck.
luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

good idea, but the proning animation ingame is the player kneeling and laying down still holding his weapon.. :( yea, really kinda hard figuring out the best way of fixing it
Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Post by Neuromante »

Malik wrote:As I posted in the FAQ thread:
Now that's a great suggestion, no kidding. Altough finding a knife in your hands may look a bit silly. What about a "blank" weapon slot perhaps?
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

The animation can stay the same, but to the player he should see his gun being put away and receieve the draw animation when he's in prone, like he's getting it back in shooting position, and if possible he'll have to manually select his weapon when he lands. That way, if you want to prone you've got to dive, arm your gun, wait a sec or two for your full accuracy to arrive then open fire, by which time you're probably dead. Solution? Hide behind some of those wonderful statics people hardly use! Prone should be used for long range shooting, not for an evasion technique.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

I'v seen lots of complaints like this, but never even thought about puttting their weapon... Brilliant.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Thanks for the support, I hope something like this comes into play. I must've said it a million times on the totalbf2 suggestion forum and got no response. In fact it was because someone replied in a realism thread about how 'if they wanted realism they should play Project Reality', and that's what brought me here, and believe me I don't regret it, this is the community I've been looking for who actually do the things their community ask for in the mod(within reason of course). I really hope a prone fix like this is implemented by 1.0. :)
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Well that only involves the gun being held at an irregular angle, and it takes hardly any time to resume the firing position. The actual draw animations for all weapons are over one second in most cases, especially with the support weapons, so basically the higher the threat of the weapon the longer it's going to take for you to prone dive, and that's what we all seem to want. When you press prone, your weapon is switched to a blank weapon slot (prone animaton remains the same) and you find yourself on the floor, unarmed until you hit '3' to pull out your rifle again. The whole process will take a couple of seconds, but in a fierce firefight it'll make going prone suicide, unless you took cover. I've never been kitted out in full army gear with a gun in my hand, but I imagine diving to the floor would require a second or two to get your weapon in a firing position, just as it would if you drew it normally.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

what happens in the army is you use your buttstock to break your fall when you hit the dirt, rendering it useless for a couple seconds (the more cumbersome the weapon, the longer it would take).
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

I think it'd make sense to have to redraw the weapon in that case then, seeing as holding the weapon in that position doesn't exactly allow you to shoot straight away, especially as you're laying flat on the ground and it's not as easy to maneuver.
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

What the sprinting rifle position suggests the player's holding the rifle in both his hands accross his front, which is fair enough if you're sprinting or jumping, but if you're diving to the floor you're not going to do that, as six7 said you'd use your buttstock to break your fall, pointing the gun in the air and presumably putting the safety on first, so it's naturally going to take longer to shoulder the gun again. I think it'd be cool if a diving animation was made where the rifle's put in this diving position, but as I said it'd work just fine if the player just had to redraw their weapon as most drawing animations involve the player pulling their gun from off screen, and in the case of snipers and machine guns adjust the bipod (you'd do that if you were on the floor).
DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

I think using the stun animation like when a grenade goes off near you for maybe half a second would atleast lessen the lameness of the prone spamming.
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Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Well I know going prone is an actual tactic used by marines, and I know they're not dumb enough to directly belly flop, but they use their buttstock as six7 suggested to prevent any self harm. If they're looking for a quick fix it'd be simple just to show no animation like they've already been doing (reloading mounted MGs, as well as many of the new changes in 0.3) so when you dive, you see no weapon, when you land you draw your gun again and see the existing draw animation.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

its a good idea and although im not a coder, i dont see why it couldnt either be done the way you said or in a similar way that bunny hopping as been taken care of.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
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