Would you sacrifice move/shoot to 100% eliminate prone spam?
Posted: 2008-05-02 20:47
What if you could 100% eliminate prone spam?
What if you could 100% eliminate run'n gun?
UPDATE:
You can.
I did.
Move while shooting with deadly accuracy.
Iron sights more useful in CQB than scopes.
Run'n gun & prone dive reduced by 90%.
Stay tuned...
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Please disregard the information below. It is the original post which no longer applies because a new method has been developed.
You can.
By increasing the movement deviation while proportionally increasing the rate at which it narrows to a point.
The effect:
Any x/y movement (forward/backward, left/right) causes your weapon to shoot into the air or into the ground. Movement of your mouse is not affected, so you can still track moving targets or spin around without penalty. After moving, a 1 second pause allows you to hit a target 10m away. A 2 second pause gives the weapon full/normal accuracy, allowing you to hit targets far away, as normal.
In other words, a stationary soldier will always kill an enemy soldier on the run, and has 1-2 seconds to kill that enemy solder after he has stopped. After that, the enemy soldier has just as good accuracy as the stationary soldier. This places a significant advantage to the defender, far more than currently exists.
Testing results:
Six of us tested this feature. After hundreds of attempts, the number of run/prone shooting deaths was zero. The defender (who didn't move) ALWAYS killed his moving attacker who attempted to shoot while moving, or shoot immediately after moving (not waiting the 1-2 seconds), even at point-blank range.
Additionally, it also eliminated the peek-a-boo shooting tactic, where a player side-steps back and forth while looking through a window then headshots you. The peek-a-boo player is forced to stop for 1-2 seconds to aim which was plenty of time for the motionless player to pick him off.
The catch:
Since any x/y movement makes the weapon shoot the sky/ground, you are not able to crawl/shoot or walk/shoot without waiting that 1-2 seconds. For example, standing and looking through the scope while slowly walking forward would have 0 accuracy until that player stopped moving for 1-2 seconds.
The question:
Would you trade the ability to walk/shoot and crawl/shoot to 100% eliminate run'n gun, prone spam, and peek-a-boo shooting?
What about CQB?
Under the tested deviation model, walking from room-to-room and shooting targets while moving was not practical without waiting a second to fire. Now, I have played with the settings and it is possible to acquire a middle-ground (moving + killing targets 5-10m away) but that also means a prone-diver could prone dive at your feet and kill you.
Thoughts?
What if you could 100% eliminate run'n gun?
UPDATE:
You can.
I did.
Move while shooting with deadly accuracy.
Iron sights more useful in CQB than scopes.
Run'n gun & prone dive reduced by 90%.
Stay tuned...
--------------------
Please disregard the information below. It is the original post which no longer applies because a new method has been developed.
You can.
By increasing the movement deviation while proportionally increasing the rate at which it narrows to a point.
The effect:
Any x/y movement (forward/backward, left/right) causes your weapon to shoot into the air or into the ground. Movement of your mouse is not affected, so you can still track moving targets or spin around without penalty. After moving, a 1 second pause allows you to hit a target 10m away. A 2 second pause gives the weapon full/normal accuracy, allowing you to hit targets far away, as normal.
In other words, a stationary soldier will always kill an enemy soldier on the run, and has 1-2 seconds to kill that enemy solder after he has stopped. After that, the enemy soldier has just as good accuracy as the stationary soldier. This places a significant advantage to the defender, far more than currently exists.
Testing results:
Six of us tested this feature. After hundreds of attempts, the number of run/prone shooting deaths was zero. The defender (who didn't move) ALWAYS killed his moving attacker who attempted to shoot while moving, or shoot immediately after moving (not waiting the 1-2 seconds), even at point-blank range.
Additionally, it also eliminated the peek-a-boo shooting tactic, where a player side-steps back and forth while looking through a window then headshots you. The peek-a-boo player is forced to stop for 1-2 seconds to aim which was plenty of time for the motionless player to pick him off.
The catch:
Since any x/y movement makes the weapon shoot the sky/ground, you are not able to crawl/shoot or walk/shoot without waiting that 1-2 seconds. For example, standing and looking through the scope while slowly walking forward would have 0 accuracy until that player stopped moving for 1-2 seconds.
The question:
Would you trade the ability to walk/shoot and crawl/shoot to 100% eliminate run'n gun, prone spam, and peek-a-boo shooting?
What about CQB?
Under the tested deviation model, walking from room-to-room and shooting targets while moving was not practical without waiting a second to fire. Now, I have played with the settings and it is possible to acquire a middle-ground (moving + killing targets 5-10m away) but that also means a prone-diver could prone dive at your feet and kill you.
Thoughts?