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Diving to the ground, and tactical prone.

Posted: 2006-05-29 14:16
by Fullforce
I'd like there to be two different types of "proning". Both would end up with you in the same position on the floor, but are different in their speed and combat effectiveness.

A dive (which is currently used for a prone) would be a basic, drop your legs out and hit the deck. Useful for diving behind cover or something. It would mean you cannot shoot effectively until you gain your bearings within a few seconds, and get your breath back. It would stop the prone spamming. Its a fast, hit the deck dive, much like it is now. It could be mapped to Z.

A tactical stand-crouch-prone would be more effective, allowing you to continue aiming and firing while getting down. It would be much more slower. Could be mapped to X.

Any comments? This would stop the run-round-corner-dive-to-ground-shoot tactic, and would make the whole prone issue more realistic.

Posted: 2006-05-29 14:17
by the.ultimate.maverick
A fine idea but it all comes back to coding !

Posted: 2006-05-29 14:33
by Burning Mustache
I've proposed a similar idea already and I'd love to see it implemented.
I think there's no real need for the "slow" type of lying down though.

Just keep the current "hit-the-deck" type of proning we have now (we only need one key to go prone, really), but make it so that you can't fire your gun or bring up the iron sights until 1 or maybe even 2 seconds after going prone (simulating your soldier getting his weapon in position, etc.).
It would certainly "cripple" the support guns so they will actually be used the way the are intended (that is, setting up ambushes and attacking the enemy whilst already being prone and having a set-up position, NOT like "running around, seeing the enem-OH-SHIT-going prone and killing them instantly), and it would of course prevent the ridicoulous CQB battles where you run around a corner only to run into an enemy which immediately hits the ground and fires half his clip into your head, in less than half a second.

Adding a second, "slow" type of approach would be kind of useless, because you couldn't shoot any earlier either and it would basically have no advantages / disadvantagaes other than having yet another button to map and for the devs to add new animations - if it can be done at all.

Just add a delay after going prone that doesn't allow you to shoot your weapon or even bring up the sights RIGHT after you hit the ground.

Simple as that.

EDIT:
Sorry, I just re-read your post and I realized that the "slow" approach would enable you to fire all the time, while going prone, which would be the advantage.
I kinda disagree with it though, as you'd have to stop firing for about a second in real life aswell, when going prone, even if it's just from a crouching pose. Try it out; pretend to hold a gun, crouch down, and try to get down on the ground from there; You'll notice that you won't be able to point your gun straight ahead, let alone to aim with it until you're lying firmly on the ground.

I think one button and one way of going prone would suffice, apart from the fact that a second, additional way would probably be very hard to implement. Just make sure you won't be able to fire your gun for a while.

Posted: 2006-05-29 15:42
by Nick666
I also would stay on the KISS principle :)

one suggestion would be:
- when you are in standing position and press "prone", you hit the dirt very fast with the negative effects already mentioned.

- pressing "prone" when already in crouch position could make your avatar laying down very slow but with certain amount of aiming ability.

You have to code delays in every position change to avoid abuse.

But for me, I would only code the "fast" prone-alternative with a "blurry view" when hardly hitting the dirt (e.g. going prone from standing position) and a general delay where you can't aim effectivley (shooting could be possible but without accuracy).

Posted: 2006-05-29 15:53
by Malik
Here are my opinions on prone diving from pretty much every thread that mentions the subject. I strongly believe this is the answer to prone diving. As for your second alternative, I definetely talked about that on the insta-prone thread. Great minds think alike, eh? It wouldn't need to be remapped, it'd just need to have a different effect if you pressed Z from crouch. Press Z from crouch would have the same effect it as at the moment, but pressing Z from standing would have this effect:
  • 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.
What does this mean? Well, prone divers will now have to prone in the right places. If you prone behind some sand bags you'll be alright, but if you pop round the corner and do it and you're seen, those tiny two seconds will give the other guy a chance to take you down. Proning is still an effective means of taking cover and is still the most accurate position to fire from, but it'll no longer be used to give the player an advantage in a firefight, unless done correctly. It'll be important to have cover when making this maneuver as you'll need a little protection while you adjust.

Is a DEV ever going to respond to this idea?

Posted: 2006-05-29 15:58
by Fullforce
Malik, i saw that in another thread, very nice ideas.

Posted: 2006-05-29 16:24
by Nick666
agree with Malik, nice ideas. The very details like the time it takes to recover aiming is up to the devs I think.

Very important to me is the fact that the "going prone" action has to be a fast action like in real life to take cover and get out of dangerous situations!
Also firing from a prone position is the most accurate one (and should be the only effective one for the support AND sniper class btw!).
But there must be a "recovery phase" after changing position in some way where you are limited in your effective firing power!

Posted: 2006-05-29 16:36
by Malik
Yeah it's also in the Insta-Prone thread and the 0.31 readme thread. I'm yet to see a DEV actually comment on the practicalities of it, I'm pretty sure it's something that can be coded as it just requires some triggers. I'm sure there's some code to put a weapon away, to lock it away, to draw it, to put those processes on a timer. As for the crouch, there must be an 'if' code that can be set so 'if' the player is crouched then execute a standard prone, but 'if' they're standing put their gun away and draw it after 1 second.

I should really get into coding. :(

Posted: 2006-05-29 16:57
by Burning Mustache
Malik, this is pretty much what I had in mind, and the DEVs should implement it exactly like that.

I disagree that we should have a different mechanism when going prone from the crouching position, as it would be heavily abused I think.
Right now, you can pretty much "instantly" switch from standing to crouching, so all I need to do to go prone without the heavy disadvantage of going prone right away from standing is to hit the crouch button a split of a second before hitting the prone button.
Currently I use my left Ctrl button to crouch and my mouse side-button to go prone. It wouldn't really be a problem to hit the crouch button, and almost right away the prone button to go prone within virtually the same time as I would when just pressing the prone button from standing, yet I wouldn't have such a major disadvantage.

I say keep it simple and have the prone function work as it is now, but as soon as you hit the ground, make your weapon go down and have your character draw it again, adjusting aim (which would take 1 - 2 seconds depending on the weapon used, just as you said) and you're set.

Posted: 2006-05-29 17:13
by Malik
Don't forget the stamina spike! If prone's used properly it won't be a problem, but for those guys who like to go down and get up again straight after it will be. It doesn't take long for half your stamina to rebuild, but if you get up it'll be enough to let you feel the effects of it just like jumping.

Posted: 2006-05-29 17:20
by Burning Mustache
Yes, we need this aswell.
Great idea!
It will stop the retards from going prone, shooting a few bursts and immediately getting up again to sprint 50 meters into the next cover only to do it again.
People should think twice before going prone.