PRMM 0.311 Patch ReadMe
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
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.:iGi:. Greg
- Posts: 495
- Joined: 2006-04-27 19:46
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Umbrae
- Posts: 37
- Joined: 2006-05-28 06:52
I posted this once on the EA boards as a possible fix, most people liked it.'[R-DEV wrote:eggman']Nah, I don't think this is going to fix prone diving - sorry! We are going to contiue to work on that issue. This will help a bit, but it won't really address it.
egg
in reality you CAN jump and dive into a prone position. Yet it usualy hurts a bit if not knocking the wind out of you. Hence why it is only usualy used to take cover quickly. I think this could be easly simulated by just adding the Daze effect when you land in a prone position. Just to simulate that nice landing on your belly effect. You cannot aim for **** with that daze effect, but it allows you to dive out of the path of incoming fire.
I don't honestly know if that is possible to code but I think it is quite a viable solution.
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duckhunt
- Retired PR Developer
- Posts: 3314
- Joined: 2005-08-28 18:20
I was thinking a similar thing, maybe taking a bit of non-bleeding damage when you dive down, but there would have to be a way to lay prone slower without taking damage, and that might be a bit complicated having two ways to go prone, so the daze sounds good, only for a couple seconds though!
Glad to hear about the reduced SLAM noise. Everytime I planted them on enemy armour the driver would blatantly hear it and get out and run, and I dont think you would hear a beep timer whilst inside one of those noisey machines.
Excellent news on the smoke and glad the Muttrah level was adjusted.
Glad to hear about the reduced SLAM noise. Everytime I planted them on enemy armour the driver would blatantly hear it and get out and run, and I dont think you would hear a beep timer whilst inside one of those noisey machines.
Excellent news on the smoke and glad the Muttrah level was adjusted.
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=HR=Drayu
- Posts: 411
- Joined: 2006-05-28 17:54
I think the changes posted so far sound great, can't wait to see how they affect gameplay. If I may, I would like to throw out two suggestions:
1. Code artillery call to binocs, that way the squad leader could call it in via that rather than just the command rose. (I think it is great that you need to have a line of sight to the target! Maybe even letting a squad member call it in, and only go through if the Squad leader accepts it)
2. Decrease the draw distance of players in Jungle Fever, or increase the draw distance of the grass. People stick out in plain sight when they are far off, the grass gives a false sense of security.
3. I hated it at first, but no nose cam is a great idea for choppers, bring it back! (I still suck at it in planes
)
Other than that, GREAT MOD!!!!!! I haven't touched vBF2 since!
1. Code artillery call to binocs, that way the squad leader could call it in via that rather than just the command rose. (I think it is great that you need to have a line of sight to the target! Maybe even letting a squad member call it in, and only go through if the Squad leader accepts it)
2. Decrease the draw distance of players in Jungle Fever, or increase the draw distance of the grass. People stick out in plain sight when they are far off, the grass gives a false sense of security.
3. I hated it at first, but no nose cam is a great idea for choppers, bring it back! (I still suck at it in planes
Other than that, GREAT MOD!!!!!! I haven't touched vBF2 since!
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
the only thing I really don't like is ammo crates not able to heal people anymore. I will have to search out a clan/squad to play with now since no one ever seems to medic me. i'm guessing they've all been walking over those big red crosses that designate my clays and mines and blaming me as usual for their stupidity!

[R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
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Solitas
- Posts: 354
- Joined: 2006-04-14 20:55
hey! me medic me is unstupid!MrD wrote:i'm guessing they've all been walking over those big red crosses that designate my clays and mines and blaming me as usual for their stupidity!
Also loving the changes, though the real medics knew when their defibs had rechared, the ammo count went down.
Learn to laugh at yourself, before you laugh at the people around you
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Top_Cat_AxJnAt
- Posts: 3215
- Joined: 2006-02-02 17:13
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
Here's my opinions on prone diving from the other thread, just incase nobody decides to read that again. Hope these ideas are implemented. This is my ideal fix:
So can it be done?
- When you press Z from running or from standing or walking, you will hit the deck. It won't be any slower than it is now. In real life, if you're being shot you want to get down fast and you can. Time penalties won't solve the problem, they'll just frustrate.
- When you've started your descent, you'll notice your weapon goes out of your field of vision, simulating the soldier in question breaking their fall with their weapon or their hands. Basically, you can't see your gun.
- When you hit the ground, the draw animation is played. This is what you normally see when you change weapons. Draw animations vary in length from just over 1 second for pistols and the knife upto about 2 seconds for guns like the SAW. Generally, the bigger the weapon the longer the draw animation. This simulates the player needing to adjust their weapon after landing prone.
- After the draw animation is played, there's the usual deviation spike. This could be increased if necessary, but the tiny time penalty for redrawing your weapon is probably going to be enough to stop players from diving and getting the upper hand on an enemy.
- Once the player is completely on the floor, they will lose 50 stamina, more or the less the same as jumping drains. If the player sprints and prones, when he gets up he'll most likely not have enough energy to continue running for a while.
So can it be done?
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Jawbreaker
- Posts: 124
- Joined: 2006-05-18 04:25
This happened on a server the other night, I was nearby when a enemy sq was being dropped by a LB, so in that case, I had to spot nearly 6 people for the rest of my team who were also close.Also I think 4 in 4 seconds is a lot - and nobody does that unless spamming
From the sound of it, if I run into a situation like this with new patch I wont be able to spot more than 4 at once w/o being banned from the radio. Just a heads up situation for you guys to think about.
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
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solipsism
- Posts: 181
- Joined: 2006-03-02 04:34
I do that i get many targets identified, specifically commanders and guys spawning and running into vehicles. I think this 'spam' is very helpful to the team, and increases my role as sniper on the team, as from the deviation, many sniper bullets still seem to miss. And i am a pretty good sniper.'[R-PUB wrote:maverick']He doesn't get banned, he just can't spot for 30 seconds
Also I think 4 in 4 seconds is a lot - and nobody does that unless spamming
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Grey_Ghost
- Posts: 53
- Joined: 2006-02-27 22:09
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Jawbreaker
- Posts: 124
- Joined: 2006-05-18 04:25
it's mostly just to stop the morons who spam this stuff ad nauseum just to be annoying.
Yeah, they get to be so bad I just want to shove my m16 in their faces...
Is there a way to limit certain commands on maps? say like if a map doesnt have any boats/jets/tanks etc... then only on that map those specific spots wont be available? I think it would have to be a map setting or something... but then again im not a modder so maybe its just not possible?





