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Insta-prone suggestion... Rate Topic: ***-- 4 Votes

#21 User is offline   Topf Icon

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Posted 05 September 2006 - 04:13 AM

A Clanmember from us had coded a "insta-prone-fix" (for PRMM originally, but it would work for POE2, it`s the same code)

IF the devs are interested, and he agrees, I could send you the file. It works and is actually becoming part of the next PRMM release (together with many weapontweaks).

It is only a very tiny change, unfortunately it has to be installed on both, server and client.
The fix built in a timer, so that after going prone, it takes you some time to use the scope (in this case, depending on the weight of the weapon you use).

Interested?
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#22 User is offline   AnatolyChekov Icon

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Posted 05 September 2006 - 08:21 AM

i wish they used something like that, sounds good
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#23 User is offline   AgtSmith Icon

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Posted 05 September 2006 - 01:33 PM

View PostTopf, on Sep 5 2006, 05:13 AM, said:

A Clanmember from us had coded a "insta-prone-fix" (for PRMM originally, but it would work for POE2, it`s the same code)

IF the devs are interested, and he agrees, I could send you the file. It works and is actually becoming part of the next PRMM release (together with many weapontweaks).

It is only a very tiny change, unfortunately it has to be installed on both, server and client.
The fix built in a timer, so that after going prone, it takes you some time to use the scope (in this case, depending on the weight of the weapon you use).

Interested?


It sounds like a good fix - as nice as yoru offer is though I doubt they would want to use someone else's work even with permission. The good news about what you said is that a change is possible and I thin the PoE2 team can find thier own unique way to deal with this issue. Whether animations change or not I think a change that has the effect of making prone work so you take a bit of time to get into prone and when there you can only fire while sighted (or get no x-hair when not sighted) would be great.

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# Introduced a delay from proning to standing to help reduce exploiting


From the 1.4 patch notes - if this is worded properly then the issue isn't adressed at all. Pressuming the delay above prevents the dolphin thing that is good and one part of the prone issue but this would have NO effect on the instant prone issue at all.

This post has been edited by AgtSmith: 05 September 2006 - 01:12 PM

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#24 User is offline   Gooo Icon

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Posted 05 September 2006 - 04:25 PM

well as long as I dont see macro dolphins, I think patch 1.4 has done a great service to the bf2 community
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#25 User is offline   Recon_Team Icon

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Posted 05 September 2006 - 04:29 PM

Just anyway to stop the madness would be great. Have your friend talk to the PoE devs ASAP.
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#26 User is offline   Krysiss Icon

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Posted 05 September 2006 - 04:31 PM

Omg the game is already 1 year out and still people want try to nerf infrantry style.

sorry but this wasn't your game in the beginning guys.

This post has been edited by Krysiss: 05 September 2006 - 04:32 PM

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#27 User is offline   AgtSmith Icon

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Posted 05 September 2006 - 04:40 PM

View PostKrysiss, on Sep 5 2006, 05:31 PM, said:

sorry but this wasn't your game in the beginning guys.


I think that is the biggest problem wiht BF2 - it isn't a BF fans BF2. Everyone is entitled to thier preferance of play but the fact is that BF2 coded poorly and developed thoughtlessly allowing the game either by intention or incompetance to become a better sequal to a Quake derivative than anything Battlefield.

Nobody is trying to NERF anything - we just want our BF back is all.
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#28 User is offline   Recon_Team Icon

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Posted 05 September 2006 - 04:42 PM

People don't want things nerfed. They want things fixed. EA can't fix it though because they suck and don't care.

BF2 is nothing compared to what BF:1942 was when it came out.

This post has been edited by Recon_Team: 05 September 2006 - 04:43 PM

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#29 User is offline   Topf Icon

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Posted 05 September 2006 - 06:10 PM

Ok, to be more precise:
We did not disable instaprone thing. But we built in a delay after going prone, which makes it impossible to zoom. This has the same effect (the "instaproner" can not shoot precisely for about one secound) and even feels a bit more realistic.

The duration of the delay depended on the weight of the weapon, but that`s optional.
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#30 User is offline   Some Guy Icon

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Posted 05 September 2006 - 06:23 PM

So you can still shoot but because it is intened for PRMM (which is iron sights only) you dont have any aiming device. Correct?
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#31 User is offline   Topf Icon

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Posted 05 September 2006 - 08:48 PM

You can use PRMM weapons without Ironsight...but you won`t hit anything. Thats not different to POE2, and so the fix should work, too. Anyway I see no Devs commenting on that :(
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#32 User is offline   Krysiss Icon

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Posted 06 September 2006 - 10:29 AM

View PostAgtSmith, on Sep 5 2006, 09:40 PM, said:

I think that is the biggest problem wiht BF2 - it isn't a BF fans BF2. Everyone is entitled to thier preferance of play but the fact is that BF2 coded poorly and developed thoughtlessly allowing the game either by intention or incompetance to become a better sequal to a Quake derivative than anything Battlefield.

Nobody is trying to NERF anything - we just want our BF back is all.


Maby you are right.

if they just implent the bf1942 style, you would not here any whine from me because any other style that has comming by with the patches are just lame as hell and just annoys the legit players.

This post has been edited by Krysiss: 06 September 2006 - 10:29 AM

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#33 User is offline   VeNg3nCe^ Icon

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Posted 06 September 2006 - 12:22 PM

IMO redo the entire infantry physics. Go back to 1.3 movement without the gun-wiggling-no-shoot-thing. Instead add accuracy penalties when going pone for a few secs (kind of like how 2142 does it only better/different) then your accuracy SLOWLY goes from the standing accuracy to prone accuracy. This means prone-spamming will give you no advantage whatsoever, it will actually lower your accuracy. Dolphin diving will be no good because your accuracy will get worse then go to standing accuracy and slowly lower. I think everyone would prefer this over the noobish can't-shoot-while-standing-up fix that DICE made.
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#34 User is offline   AgtSmith Icon

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Posted 06 September 2006 - 05:51 PM

I am trying to suggest a way to do it within the framework of the current engine and system (albeit wihtout direct knowledge of its inner workings).

I think the best bet for a quick/easy fix would be to remove the crosshair from unsighted prone for the reasons mentioned above and to introdcue an inaccuracy to the transition from standing to prone and bringing the sights up. If this is more MODable in the code then a better way is possible but just removing the crosshair with all else the same as it is now would probably do the trick.

Just using the anti material rifle for the first time I am thinking this should be quite possible. If you can set that weapon not to fire unless prone then you should be able to set all weapons to not fire when prone and not sighted. Problem solved.
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#35 User is offline   LoganX Icon

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Posted 06 September 2006 - 07:41 PM

Well whatever works best.
Something needs to be done though.
Especially when people do it using the sniper rifles.
how many times I see people jumping into prone while shooting and getting head shots. Rediculous.

I would also dare say that ALL the sniper rifles should not be able to shoot when standing. Running and gunning with the normal kit sniper rifles is rampant.

Crouching and Prone are fine for them, but not standing. A sniper rifle should not be used in QQC and I just witnessed 2 whole rounds of it.
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#36 User is offline   Evil.Iguana Icon

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Posted 06 September 2006 - 07:58 PM

View PostLoganX, on Sep 6 2006, 08:41 PM, said:

Crouching and Prone are fine for them, but not standing. A sniper rifle should not be used in QQC and I just witnessed 2 whole rounds of it.


I disagree. In fact I think sniper rifles should have a crosshair when unsighted like the rest of the guns. The thing that seperates a sniper from other soldiers isn't just range. The biggest difference is stealth and surprise. I'm not a fan of the way you increase your hit chances by moving farther away. Increase your chance of being caught, yes, but a sniper rifle can be fired in close quarters from the shoulder just the same as any other gun.

/underail

Insta proning is as annoying as hell, but the PRMM guy's fix seems like a poor way to solve it. I'm not a fan of the forced ironsights, and if it were my choice I'd increase accuracy all around and reeduce the benefit from being sighted in. Nothing ****es me off more than pulling up the sights to put a short burst into my opponent, only to have him instaprone into the unrealistically huge opaque blob over the bottom of my screen. Honestly, if the sighted mode weren't so needed in close quarters it would be a lot easier to deal with the dolphins, instaproners, and hoppers.
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#37 User is offline   LoganX Icon

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Posted 06 September 2006 - 08:03 PM

View PostEvil.Iguana, on Sep 6 2006, 08:58 PM, said:

I disagree. In fact I think sniper rifles should have a crosshair when unsighted like the rest of the guns.


Absolutely not.
Then you'd really have running and gunning 1shot/2shot infantry running around.
They left it out for a reason.

Quote

if it were my choice I'd increase accuracy all around and reeduce the benefit from being sighted in. Nothing ****es me off more than pulling up the sights to put a short burst into my opponent, only to have him instaprone into the unrealistically huge opaque blob over the bottom of my screen.


You've got it all backwards.
The need to go sighted for increased accuracy is extremely important for gameplay and balance.
It's the insta-prone accuracy that is killing that balance. That's why it needs to be fixed.
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#38 User is offline   AgtSmith Icon

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Posted 06 September 2006 - 08:44 PM

View PostEvil.Iguana, on Sep 6 2006, 08:58 PM, said:

I disagree. In fact I think sniper rifles should have a crosshair when unsighted like the rest of the guns.


I won't comment on RL, but as game element that would be a terrible idea.
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#39 User is offline   Evil.Iguana Icon

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Posted 06 September 2006 - 09:33 PM

The M25 in DC had a crosshair (the SVD had it removed FYI, musta forgot to hit the other one), yet "sniper rambos" were never as problem. The fact was that the gun still sucked in CQB because it had a low rate of fire and crappy aim while moving. And the fact of the matter is that not having a crosshair isn't going to stop people who want one, because it is incredibly easy to add such a thing onto your screen.

Anti crosshair people simply have no ground to stand on.
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#40 User is offline   AgtSmith Icon

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Posted 06 September 2006 - 11:02 PM

Agree to disagree - I think sniper is done well in PoE2 - powerfull and accurate but with limitation of being mid to long range specialists. Seems fair to me.
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