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?
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
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
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Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
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.
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
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.
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Neuromante
- Posts: 85
- Joined: 2006-03-02 10:35
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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.
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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. 
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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.
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six7
- Posts: 1784
- Joined: 2006-03-06 03:17
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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).
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DEDMON5811
- Posts: 867
- Joined: 2005-11-20 06:45
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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.
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six7
- Posts: 1784
- Joined: 2006-03-06 03:17





