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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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2008-05-02, 21:58 | #11 |
Join Date: Jul 2007
Posts: 64
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^^^ I agree. I don't think this is a good direction. Moving while firing is an important method of suppressive fire, and the total deletion of CQB doesn't seem like a good gameplay idea. I also agree that it will make people afraid to move anywhere, as if they see someone who isn't moving, then they are dead, hands-down. Sounds like assaulting the objectives would become extremely difficult as everyone would be sitting around camping on roofs, etc.
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2008-05-02, 22:11 | #12 |
Retired Moderator
Join Date: Sep 2007
Posts: 8,383
Germany
Location: Frankfurt (Main)
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I'm against it. It is a solution for the prone spamming problem, but i would not sacrifice any CQB for it.
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2008-05-02, 22:25 | #13 |
Registered User
Join Date: Mar 2007
Posts: 1,600
Tunisia
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This will only eliminate prone spamming from a a moving player, you can still prone spam. And TBH, if players can't shoot while moving they're going to prone spam even more.
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2008-05-02, 22:29 | #14 |
Join Date: Oct 2007
Posts: 148
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Disagree with this one for all the reasons listed above.
How would this affect grenades? "Prone spam" really isn't that big a deal. People like to give things catchy names like "prone spam" and "peekabo shooting" but its not so big a deal that CQB needs to be eliminated altogether. That's just silly. |
2008-05-02, 22:48 | #15 |
Join Date: Nov 2007
Posts: 170
United States of America
Location: NY
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BTW, never said I agreed with it. I feel it's full of failure. But it's worth testing the idea.
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2008-05-02, 23:08 | #16 |
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Try it for yourself before jumping on the failure bandwagon. Here is the code:
ObjectTemplate.deviation.minDev 0.0045 ObjectTemplate.deviation.setFireDev 0.2 0.05 0.005 ObjectTemplate.deviation.setTurnDev 0.02 0.01 0.01 0.005 ObjectTemplate.deviation.setSpeedDev 2.2 0.5 0.5 0.05 ObjectTemplate.deviation.setMiscDev 2 2 0.05 ObjectTemplate.deviation.devModStand 30.0 ObjectTemplate.deviation.devModCrouch 24.0 ObjectTemplate.deviation.devModLie 20.0 Instructions:
Note that you'll have to completely stop BF2 and restart after each code change. Also note this is just experimental, not an actual proposal to insert this code into the game... it's only a proof of concept. Try it out and report back. Edit: self-suppression is an issue in the current build; firing while moving causes you to suppress yourself, but just ignore that because in future releases, suppression will not kick in for at least 20 meters from the source. |
Last edited by Wolfe; 2008-05-02 at 23:15..
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2008-05-02, 23:34 | #17 |
Join Date: Oct 2007
Posts: 2,553
Location: Under my desk
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needz moar pollz, but other then that good idea. I (as a tester) would like to try it out and see how it plays.
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2008-05-02, 23:41 | #18 |
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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(need to reduce max deviation from 180deg to about 65deg)
(need to decrease burst fire deviation) (need to increase accuracy time slightly) Going to make these changes and test some more to increase CQB fighting. In the meantime, just remember that the above code is extreme to prove the point that it can be done. So when you fire and hit your toes and the sky, don't post back in here and say it's screwed. It's experimental. |
2008-05-03, 00:06 | #19 |
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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just discovered there are separate values for x and y axis, meaning you can make moving forward while scoped accurate, but make strafing inaccurate.
..testing further.. |
2008-05-03, 00:07 | #20 |
Join Date: Nov 2007
Posts: 4
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Would it be possible to have delay on firing when entering the prone position, like when you warm up the mounted machinguns?
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Tags |
100%, eliminate, move or shoot, prone, sacrifice, spam |
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