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There is still INSTA PRONE!

Posted: 2006-06-06 17:49
by hop_ic
If you are going to solve this problem you need to make it very slow to prone. Time how fast you can prone in real life with out hurting yourself and with pounds of equipment on. Then base it off that.

Also shouldn't the MG have to be set up and then they can shoot accurately? I bet the BF2 engine cannot do it but have you ever thought of making the supports have to set up like on Day of Defeat:Source. If you cannot make the MG set up then you need to make them move slower or make their prone longer.

This is not something you can ignore. It NEEDS to be fixed within the next patch.

Posted: 2006-06-06 18:04
by Malik
It's not an MG, it's an LMG. As someone who's used one said, the M249 is just a little larger and a little heavier than the M16. The RPK-74 and Type 95 are also only a tiny bit larger than their assault rifle counterparts. Setting up bipods takes seconds, seeing as the bipods in BF2 are already deployed. You just... put the gun down and hey presto, it's set up.

Posted: 2006-06-06 18:08
by OiSkout
I don't think they planned on getting rid of insta-prone with the newest patch.

I want to see you prone as slow as you can while getting shot at. Maybe we can base it off that too.

Posted: 2006-06-06 18:15
by Copy_of_Blah
This new patch is probably a compilation of work already done or that was on the verge of completion and the compatability fix for 1.3.
I don't think it was ever meant to be a large release.

Posted: 2006-06-06 18:20
by eggman
hop_ic wrote: This is not something you can ignore. It NEEDS to be fixed within the next patch.
Heh .. uh .. dude just a lil sanity check...... this kind of attitude towards PR team members who are giving up their time to make a game FOR FREE will NOT be tolerated.

Please respect the fact that we're not idiots and this would already be fixed if it was not significantly difficult to fix. We dumped a good few days into it during the 0.30 dev cycle, but got nowhere.

At this point I am not even sure if there is anything exposed that puts this under out control, the stuff we have tried didn't work.

But we are going to continue to see what we can do because it's something that we are not happy about either.

egg

Posted: 2006-06-06 18:30
by Gran
As eggman said, they are doing the best they can. Lets just be gratefull for what they have done so far. This team continues to amaze me with what they are capable of.

Posted: 2006-06-06 18:50
by Copy_of_Blah
I think vhop_ic has had a little too much exposure to EA/Dice's tactics.

Repeat after me: This is a mod team, they work for free for you and I.

Posted: 2006-06-06 20:36
by hop_ic
Dude I am totally sorry. I feel bad now since I did that. This is how I should have said it. Will you please make it so support gunners have to deploy their bipods too be able to shoot accurately. Kinda like the new sniper rifle but only when you are on a surface to deploy it.

Posted: 2006-06-06 21:15
by Katarn
hop_ic, it is perfectly feasible to have bipods deployed all the time, why couldn't a gunner just have his deployed and when he hits the deck, it's already set up?

Posted: 2006-06-07 00:20
by TheVoodoo
well, new animations would be needed to fix this instant prone problem.

or they tweak the weapon settings, that the spread is extremly hight at the beginning after going prone or you can't even shoot your weapon for 1 second.

Posted: 2006-06-07 04:29
by twisted
TheVoodoo wrote:well, new animations would be needed to fix this instant prone problem.

or they tweak the weapon settings, that the spread is extremly hight at the beginning after going prone or you can't even shoot your weapon for 1 second.

a high spread combined with a high volume of fire means the air is saturated with bullets so there's less need to aim . this would result in prone diving being even more effective with LMGs.

the no shoot for a time to simulate gun being put into position is the go imo. malik had a great post on it a while back.

Posted: 2006-06-07 08:45
by NiGHTWoLF
TheVoodoo wrote:or you can't even shoot your weapon for 1 second.
Thats pretty much what egg just said aint it? they tried everything but couldnt find a way around it? It would be nice to have like yeh but, :confused: it might just be "one of those things"

Posted: 2006-06-07 10:55
by TheVoodoo
well, if they do have coders they should compare the changes that were introduced with the standup shootingdelay in patch 1.2...

it should be possible to port this changes to the prone position...

=> anyway, i dont believe that those changes can be made through the weaponsetting scripts, so dont search there.

Posted: 2006-06-07 11:01
by Rhino
TheVoodoo wrote:well, if they do have coders they should compare the changes that were introduced with the standup shootingdelay in patch 1.2...

it should be possible to port this changes to the prone position...

=> anyway, i dont believe that those changes can be made through the weaponsetting scripts, so dont search there.
ITs hard coded.....

Posted: 2006-06-08 00:55
by coolhand
I dont have much problem w/the 'insta-prone' - the animations are pretty nice; a little fast but I don't mind. What annoys me is the accuracy the SAW/RPK has when and while diving till you hit the ground. The LMG's deviation should be WILD the minute the player press the 'prone' key and then slowly (2-3 secs) settle as he remains proned.

A wee bullet for your thoughts...

Posted: 2006-06-08 08:34
by IronTaxi
honestly i dont have any problem with it as it evens out all the cheesy snipers.... I think the snipers are the most unrealistic of the classes...who has ever sent a squad of snipers into an urban battle ground?????(actually it was done in Iraq) but generally snipers are a rare commodity with obscene amounts of training..so just be happy you can "pretend" to be a sniper and ill be happy to throw tons of bullets around with my hvy machinegun!! like the true hack i am.!!! anybody who stands face to face with a machine gunner and gets killed and complains is OBVIOUSLY not with a squad who can protect and HEAL him... geeez...honestly a tight group playing well together can beat any individual unit so it irrelevant..

To you snipers...can you do enough damage to take out a moving jeep? (level research)

thats my 2cents and there is no change at all...

Peace soldiers...Taxi

Posted: 2006-06-08 10:09
by Dylan
IronTaxi wrote: To you snipers...can you do enough damage to take out a moving jeep? (level research)
What are you talking about?

If you had an anti material sniper rifle sure... But the current 7.62 mm whipped creme coated sugary fun round cannot.

Posted: 2006-06-08 13:26
by IronTaxi
no i just wondering because never tried but the jeeps and other light vehicles seem awfully soft.......

Hey my nick is Taxi, do you think i like to drive???thats why i was asking...

Cheers.. good work on taking out al zarqawi, i hope the softens the insurgency and the civilian deaths...
:roll:

Posted: 2006-06-09 11:12
by TheVoodoo
a little shaking scope for those sniperwhores would be fine too ;)

Posted: 2006-06-09 20:16
by Lev_Astov
I was going to add some complaints, but I think Taxi has a great point. My main complaint in Red Orchestra was that the LMGers were too weak, as you have to lay down, find some support, then set up your gun. Granted, the WW2 LMGs such as the MG42 were far more devastating and powerful than the SAWs in BF2, but still, the day the MG becomes weak is the day the game is broken. (Red Orchestra still rocks, but LMGers have to be really careful as there are only one or two per team.)

Also, I am pretty sure I could hit the dirt and lay down some fire with a SAW within 1 second. It would hurt, but with training, anyone could do it. Next time I see a SAW, I am diving for cover.