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[Veteran_Regneir]
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Posted - 2012.05.19 14:14:00 -
[1] - Quote
A full prone feature tied into the crouching system would be nice. More so for snipers than anything else, one of the main things to sniping is trying to remain unseen and crouched you are still leaving your head out into the open. A system in which you simply hold the crouch button to go prone would be nice and simple.
Thank you and keep up the good work. |
[Veteran_Terax Madrait]
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Posted - 2012.05.19 16:56:00 -
[2] - Quote
Regneir wrote:A full prone feature tied into the crouching system would be nice. More so for snipers than anything else, one of the main things to sniping is trying to remain unseen and crouched you are still leaving your head out into the open. A system in which you simply hold the crouch button to go prone would be nice and simple.
Thank you and keep up the good work.
Yes, i would agree with this. |
[Veteran_Jhun kiyntash]
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Posted - 2012.05.20 09:18:00 -
[3] - Quote
Also agreed plus the game terain/environment does not really allow for finding good prone sniping spots either; through holes in railings high ground, hidden spots etc. The advantage for the sniper (game balance) should be that it's up to his oponent(s) to seek him out by looking for his muzzle flashes? otherwise game showing good potential and emersive involvement content so far. |
[Veteran_Nova Knife]
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Posted - 2012.05.20 09:35:00 -
[4] - Quote
I am an avid fan of sniping, but I was very glad prone was not implemented. Prone like you just said, promotes hiding and forcing enemies to seek you out. The problem in dust that the enemies generally don't care to seek out a hiding sniper as there is plenty of cover and snipers are generally off outside of the fight, and it's generally more useful to let them stay there and get like 3 kills a round without really helping their team much.
I see it already in skirmish, whenever the attacking team takes the first two objectives, there is a ton of snipers just sitting on the hillls near the clone reserves, not actually helping guard their teammates from people attempting to take back the control points. Snipers in dust still have not gotten used to the playstyle and pace, and thus are taking themselves too far out of the fight when they should be much much closer. Think midrange urban sniping as opposed to longrange warfare!
Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :) |
[Veteran_Deus Necare]
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Posted - 2012.05.20 09:52:00 -
[5] - Quote
Nova Knife wrote:I am an avid fan of sniping, but I was very glad prone was not implemented. Prone like you just said, promotes hiding and forcing enemies to seek you out. The problem in dust that the enemies generally don't care to seek out a hiding sniper as there is plenty of cover and snipers are generally off outside of the fight, and it's generally more useful to let them stay there and get like 3 kills a round without really helping their team much.
I see it already in skirmish, whenever the attacking team takes the first two objectives, there is a ton of snipers just sitting on the hillls near the clone reserves, not actually helping guard their teammates from people attempting to take back the control points. Snipers in dust still have not gotten used to the playstyle and pace, and thus are taking themselves too far out of the fight when they should be much much closer. Think midrange urban sniping as opposed to longrange warfare!
Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :) Well that's not really an issue if you think about it: if they're busy being idiots and killwhoring, they're not being useful to the team.
When I'd snipe in MAG, if we were on the defense, sure, I'd find a nice perch and take all the incoming troops out from a distance, but when there was a need to relocate (defuse the bomb, resecure a terminal, etc.) I was moving. If we were on the attack, I was rocking a ghetto-grip and a semi-auto rifle instead, and being right on the front lines with the squad, and doing so to great effect. If you play like that, it's not an issue, if you sit and killwhore, you're a non-factor in the match.
I would definitely agree with adding prone, though, at least on the scout suits (and while prohibiting it on the Heavies). It simply makes sense, and it always feels artificial when you're being forced to stick a mile out in the open, because all you can do is duck down half a meter.
And before someone whinges about MAG "dolphin dive," what the hell do you think we're trained to do in RL? Heck, in combat training they even made us shout it as we're doing it: "I'm up, they see me, I'm down" for getting up, sprinting a couple seconds, then diving back down, so you don't leave yourself an easy target. |
[Veteran_greenoak]
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Posted - 2012.05.20 10:14:00 -
[6] - Quote
I think in Dust you have to think of the snipers as more like squad sharpshooters, they're not much use as solo killers.
Must admit given the speed most players move at I've not seen much use for them this weekend. |
[Veteran_Nova Knife]
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Posted - 2012.05.20 10:17:00 -
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Also, they have plans for cloaking devices. I'm sure that will satisfy most snipers' desire for hiding without spending dev time on prone. |
[Veteran_Kushmir]
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Posted - 2012.05.20 10:17:00 -
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yes prone is necessary. |
[Veteran_Memeotis]
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Posted - 2012.05.20 10:32:00 -
[9] - Quote
Prone is a must, but adding it needs to be paired with CCP making the whole process of crouching/prone more smooth. If you crouch there is a very annoying delay before you can un-crouch, and the whole thing just feels choppy right now. |
[Veteran_Heinz]
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Posted - 2012.05.20 10:35:00 -
[10] - Quote
I don't see how prone is needed. while it would offer some balance benefits to the bracing of a weapon, similar effects can be gained thru kneeling and bracing of the weapon. give the fact that we are augmented and trained clones who's mussles can achieve feats normal humans can't, like being able to go completely still thus removing the need for weapon bracing, this removes the need for a prone position. |
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[Veteran_Tippia]
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Posted - 2012.05.20 10:36:00 -
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Nova Knife wrote:Also, they have plans for cloaking devices. I'm sure that will satisfy most snipers' desire for hiding without spending dev time on prone. I'm of a similar mind. The stand-off nature of sniping means you already have protection by presenting a tiny target GÇö it doesn't need to be made even tinier. Combine that with the amount of cover and terrain masking that can be done and the need just isn't there.
Add in cloaking (if the two can be combined without gimping your fit completely) for additional cover and higher-tier skills for the bracing effect, and the actual game-mechanics reason is already covered as well. |
[Veteran_Deus Necare]
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Posted - 2012.05.20 13:56:00 -
[12] - Quote
Presenting a smaller target applies to more than just snipers. I would regularly go prone, regardless of weapon type, in MAG specifically to make for a smaller target, find different angles to shoot people from, and generally be more effective. This is what grenades and airstrikes are for. While it's somewhat of an issue at the moment, it won't be long before there are more aircraft flying about, and CAS is the ideal solution to a sniper.
As to the cloak, yeah, it'll be nice, though it'll also need extreme balancing. At least since its' a PS3 we won't run into the issue planetside had of tweaking video settings to make cloaked enemies stand out a mile away (it's why PlanetSide2 is making it so a cloak actually removes your model, you don't exist, so no tweaking will make you visible). I am concerned about the delay between firing and recloaking, and vice versa. This will need careful tweaking to not be overpowered.
I'm a lover of sniping by the way, and I still say it needs to be carefully balanced. I just think balancing to compensate for prone is the better solution than prohibiting prone entirely. Prohibiting it is artificial, lame, and hurts EVERYONE, not just snipers. |
[Veteran_PUT-PROTOMAN-IN GAME]
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Posted - 2012.05.20 15:06:00 -
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Prone has no place in a strafer.
RFoM w/ 40 players had large maps no prone KZ2 had fairly large maps no prone
we don't need (belly snipers in dust) pick up an assault rifle and support your team quit hiding in the hills. |
[Veteran_Nova Knife]
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Posted - 2012.05.20 15:30:00 -
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PUT-PROTOMAN-IN GAME wrote:Prone has no place in a strafer.
RFoM w/ 40 players had large maps no prone KZ2 had fairly large maps no prone
we don't need (belly snipers in dust) pick up an assault rifle and support your team quit hiding in the hills.
This.
In the style and pace of Dust as it currently is, prone would be entirely useless and generally all it does is promote hiding and not helping your team. I won't even call it camping because generally you barely see these dudes get any kills!
Alternatively, we could have no prone and have the gameplay promote people actually running around killing each other.
Chaos and mayhem = Exciting Lonewolf hiding = Boring |
[Veteran_Deus Necare]
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Posted - 2012.05.20 15:44:00 -
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Nova Knife wrote:PUT-PROTOMAN-IN GAME wrote:Prone has no place in a strafer.
RFoM w/ 40 players had large maps no prone KZ2 had fairly large maps no prone
we don't need (belly snipers in dust) pick up an assault rifle and support your team quit hiding in the hills. This. In the style and pace of Dust as it currently is, prone would be entirely useless and generally all it does is promote hiding and not helping your team. I won't even call it camping because generally you barely see these dudes get any kills! Alternatively, we could have no prone and have the gameplay promote people actually running around killing each other. Chaos and mayhem = Exciting Lonewolf hiding = Boring Which wouldn't really make for a tactical game, now would it? You seem to be advocating the opposite, Quake Arena or UT, extreme, which is also pretty failsauce. Run and gun is all well and good in TDM, but proper defensive positions very much have a place in objective-based gameplay.
As I already said, sure, those tools barely get any kills, but that only makes the case: they're going to be useless either way, let them. Meanwhile let the people that actually know how to be a sniper on a team be that.
And like I said, prone helps everyone, not just snipers. This isn't just a run-and-gun game, and so long as they actually make it take a moment to stand up, being prone has just as many disadvantages as advantages (you're effectively immobile, and you're helpless while standing up).
Both have their place in the game, especially in objective-based game modes. Be even better if it weren't all match-based and instead were more open-world, but I'll take what I can get. |
[Veteran_Tippia]
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Posted - 2012.05.20 16:06:00 -
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The question is: what problem does it solve that isn't already solved in other ways? |
[Veteran_Max Craeus]
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Posted - 2012.05.20 18:10:00 -
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Nova Knife wrote:Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :)
I have to disagree with you there. I don't see any reason why the DUST world wouldn't take advantage of snipers when appropriate. The important word there is "appropriate".
It sounds like your premise is, "There are way too many selfish players who would rather sit and play sniper than to actually try to help their team win." And I would absolutely agree with that, because I've seen it plenty of times in games like Call of Duty, even going all the way back to when I played CounterStrike ("Why should I care about planting the bomb? I just want to shoot people.")
However, it sounds like your conclusion is, "We should take away this whole aspect of (post)modern combat to try to force people to not be selfish." And that I disagree with wholeheartedly.
There will definitely be selfish people in DUST, ad nauseum, but the matches I'm looking forward to being in are going to be played with my corporation, on behalf of my EVE corporation, and with real outcomes that are important to my EVE corporation. I'm not going to keep mercs employed who sit on a hill with a sniper rifle and let my MCC get shot to hell because they can't be bothered to actually attempt to achieve the objectives. Just like in EVE, you wouldn't keep someone around who simply refused to follow the FC's orders. And if I'm the one defending my objectives, I'd be perfectly happy if the enemy stayed away and didn't bother to try to win -- easy win for me, then.
I think, once there are *real* consequences to winning/losing some of these matches, and once people realize those consequences, the "problem" of snipers not really participating will go away. People will go with the sniper role because it makes tactical sense.
I guess that brings up a further point -- Are we getting paid for losing just because it's beta? Or will there always be some amount of money received for "participating" in a match? If the losers got no money at the end of a match, I think that alone might change some of the selfish sniper behaviors you've been seeing.
...Max
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[Veteran_Anshur Fulkrieg]
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Posted - 2012.05.20 18:28:00 -
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Nova Knife wrote:PUT-PROTOMAN-IN GAME wrote:Prone has no place in a strafer.
RFoM w/ 40 players had large maps no prone KZ2 had fairly large maps no prone
we don't need (belly snipers in dust) pick up an assault rifle and support your team quit hiding in the hills. This. In the style and pace of Dust as it currently is, prone would be entirely useless and generally all it does is promote hiding and not helping your team. I won't even call it camping because generally you barely see these dudes get any kills! Alternatively, we could have no prone and have the gameplay promote people actually running around killing each other. Chaos and mayhem = Exciting Lonewolf hiding = Boring
I usualy play the sniper, but I guard key locations or take the clone facilities. I watch the squad mates run ahead while I shoot at anything they may encounter. Or soften up heavies, having a knack at reading the battle field is a huge plus as well.
I find the assault rifles to be to clumsy to use and the straffing does my head in when using a controler. Not sure how people manage to straff and shoot straight with them. Give me a keyboard and mouse and I may change my mind about assault rifles and heavies.
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[Veteran_Golem Melog]
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Posted - 2012.05.20 19:43:00 -
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It does seem slightly unreal not to have prone imo. But I must say that I am with Nova Knife on this one. If we are to have covert-ops type suits in the future, then there is no need. We'll just have to keep moving :) |
[Veteran_Isaac Bara]
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Posted - 2012.05.20 20:08:00 -
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Personally, I'd like to see the whole speed of the game be dropped a little and the ability to go prone added (I'm kinda tired of run 'n gun FPSs), though I guess I should wait and see what the next few updates bring before I finalize that opinion. |
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[Veteran_knight dt]
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Posted - 2012.05.20 20:14:00 -
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I'm not a sniper (in FPS games)
I do, however, very much support the idea of being able to go prone and any other means of taking cover. As long as you can't dolphin in and out of prone, it has a place on most battlefields - especially objective based ones where the main facility is a fair distance away and there is a huge empty space with maybe a few small hills.
There is a right way to do it... and a right way to use it. Sniping/prone isn't going to be used by everyone (apparently Nova Knife and PUT-PROTOMAN-IN-GAME wouldn't need to use it). It should make you harder to hit and harder to see by a little; but it should take some effort to get in and out of prone position and maybe limit how quick you can turn around.
DUST should be a tactical game with options for people who want to plan, coordinate... it should NOT be just another run-of-the-mill and run and gun, shoot-em-up indiscriminately, I don't even care which side I'm on, strafer. Although people who want to play that way can certainly be accommodated, we have enough of those already.
Of all the reasons to argue for excluding something I haven't seen a good reason to exclude going prone. Is it unfair? Is it unrealistic (this is fantasy so who cares)? Do you just not like it? That last one seems to be the only argument and while I respectfully disagree - you certainly have every right to express your preference.
My vote is with the original post. |
[Veteran_Nome of Legend]
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Posted - 2012.05.23 01:47:00 -
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Quoting myself here from the .org forums.
Quote:Prone isn't for snipers - it's for anyone and everyone. It's for people taking cover, or lining up a shot, or reducing your head-on silhouette, or moving undetected. It's for crawling through scrub brush to pop up and over a wall, guns blazing. It's useful in EVERY style of play, and the idea that a modern FPS would lack it is like that fps lacking jumping, as far as I'm concerned.
There's a reason why every gunpowder military in the history of the world has trained in fighting from the prone position. It increases your accuracy and the stability of your weapon, it decreases your silhouette, it makes you harder to see and harder to shoot - it's damned useful. Moving prone, while slow, is nearly undetectable, and a field of soldiers lying in wait only to pop up and coordinate mass fire? Damned effective. |
[Veteran_Rhapsodyy]
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Posted - 2012.05.23 01:54:00 -
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PUT-PROTOMAN-IN GAME wrote:Prone has no place in a strafer.
RFoM w/ 40 players had large maps no prone KZ2 had fairly large maps no prone
we don't need (belly snipers in dust) pick up an assault rifle and support your team quit hiding in the hills.
And remember we are playing on the same map they had at fanfest, which they said was "small" And yeah i see snipers in dust if they want to be effective rather than hiding on the mountains waaaaaaaay back there somewhere, actually in support of their squad perched somewhere providing covering fire for them as they assault a target, providing intel on enemies approaching picking them off but of actual use to their squad by being in the actual area they are fighting. |
[Veteran_Senkiri Mitsuho]
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Posted - 2012.05.23 02:21:00 -
[24] - Quote
Actually, thinking about this, going prone is actually a good solution to prevent "snipers" from all having to run around in some sort of cov ops cloaks (which, introducing those would bring in a whole new aspect of unbalanced whining as people figured out how to fit a cloak on a heavy with a forge gun)...
Everyone says they want the snipers up and "in the mix" but there's something to be said from standing back (just a little behind the very front line) and picking off those targets that are face-raping you with HMGs from behind cover... |
[Veteran_Noc Tempre]
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Posted - 2012.05.23 03:43:00 -
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Senkiri Mitsuho wrote:Actually, thinking about this, going prone is actually a good solution to prevent "snipers" from all having to run around in some sort of cov ops cloaks (which, introducing those would bring in a whole new aspect of unbalanced whining as people figured out how to fit a cloak on a heavy with a forge gun)...
Everyone says they want the snipers up and "in the mix" but there's something to be said from standing back (just a little behind the very front line) and picking off those targets that are face-raping you with HMGs from behind cover...
They better figure out how to balance the cloaks because I am building an entire corp division around using them |
[Veteran_Senkiri Mitsuho]
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Posted - 2012.05.23 04:13:00 -
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Noc Tempre wrote:Senkiri Mitsuho wrote:Actually, thinking about this, going prone is actually a good solution to prevent "snipers" from all having to run around in some sort of cov ops cloaks (which, introducing those would bring in a whole new aspect of unbalanced whining as people figured out how to fit a cloak on a heavy with a forge gun)...
Everyone says they want the snipers up and "in the mix" but there's something to be said from standing back (just a little behind the very front line) and picking off those targets that are face-raping you with HMGs from behind cover... They better figure out how to balance the cloaks because I am building an entire corp division around using them
+1
I'm sure we will all whine, cry, argue, and yell at each other until some semblance of "balance" is found for them. Something along the lines of the same thing they do with EVE cloaks at current (make them practically IMPOSSIBLE to fit on anything other than a cov ops ship/suit)... |
[Veteran_Tripwire]
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Posted - 2012.05.23 07:52:00 -
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Don't implement prone, the game doesn't need it and it'll only encourage more camping. |
[Veteran_Gene Dravon]
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Posted - 2012.05.23 11:01:00 -
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Sure add it, I love when people lay prone and are unable to get behind cover quickly when I spot em. Basically free kills and I do love killing snipers so very much. |
[Veteran_Memeotis]
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Posted - 2012.05.23 11:31:00 -
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Nova Knife wrote:I am an avid fan of sniping, but I was very glad prone was not implemented. Prone like you just said, promotes hiding and forcing enemies to seek you out. The problem in dust that the enemies generally don't care to seek out a hiding sniper as there is plenty of cover and snipers are generally off outside of the fight, and it's generally more useful to let them stay there and get like 3 kills a round without really helping their team much.
I see it already in skirmish, whenever the attacking team takes the first two objectives, there is a ton of snipers just sitting on the hillls near the clone reserves, not actually helping guard their teammates from people attempting to take back the control points. Snipers in dust still have not gotten used to the playstyle and pace, and thus are taking themselves too far out of the fight when they should be much much closer. Think midrange urban sniping as opposed to longrange warfare!
Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :)
Sniping promotes hiding, not prone. Prone is a situational ability, use it poorly you become an easy target, use it well and you may just manage to finish off that heavy that caught you off-guard.
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[Veteran_Loghain Dakota]
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Posted - 2012.05.23 11:53:00 -
[30] - Quote
When prone was removed from Battlefield Bad Company for consoles it was done purely for hardware reasons. Apparently during long-range shootouts prone players became invisible because the game was running at 720p, and more often than not the sniper became too small on the screen to be seen. Dust seems to run at 720p (or even lower, and then up-scaled). Couple that with the huge maps that we have tried. Personally I see no reason for proning. No trailers have shown proning, and games like Halo (which Dust takes a lot of inspiration from) and Bad Company 2 work fine without proning.
Not an issue. |
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[Veteran_xp3ll3d dust514]
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Posted - 2012.05.23 13:22:00 -
[31] - Quote
Nova Knife wrote:I am an avid fan of sniping, but I was very glad prone was not implemented. ... Dust is a game meant for moving :)
+1 |
[Veteran_Nome of Legend]
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Posted - 2012.05.23 14:45:00 -
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Tripwire wrote:Don't implement prone, the game doesn't need it and it'll only encourage more camping.
Prone doesn't camp people. Campers do. |
[Veteran_Mavado V Noriega]
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Posted - 2012.05.23 16:36:00 -
[33] - Quote
PUT-PROTOMAN-IN GAME wrote:Prone has no place in a strafer.
RFoM w/ 40 players had large maps no prone KZ2 had fairly large maps no prone
we don't need (belly snipers in dust) pick up an assault rifle and support your team quit hiding in the hills.
This. you're already gettin cloaking stuff anyway no need for prone, GOOD snipers dont even go prone much, because it makes it easier for other counter snipers to get a headshot off as when prone u cant move about as freely. GOOD snipers are always on the move
Dont think ive ever seen my snipers in BF3 lay up on their belly and snipe they are always in close proximity keeping up with the main attack force providing sniper cover and picking off key targets like those guys who think they are safe reppin their allies tanks from the behind |
[Veteran_Gullegumman]
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Posted - 2012.05.23 17:05:00 -
[34] - Quote
So I have yet to see a good argument against prone that doesn't mostly involve "my style of play doesn't require it and since I'm awesome we should not have prone".
I struggle to find a realistic explanation to why a soldier would be unable to get on his stomach if he so wants. Are there going to be people who hide using prone? Yes. Are there going to be people who hide without using prone? Yes.
If for no other reason than immersion, I'd like the ability to crawl up onto a ridge with a good scope to have a look at the valley below.
Added : Also, having cloak is not a reason not to have prone. They are different things with different use cases. |
[Veteran_Player 0003]
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Posted - 2012.05.23 17:15:00 -
[35] - Quote
I have little interest in prone for a few reasons. Granted, its a fun feature to have when it is in game, but it poses many more problems from a technical/glitch standpoint than it solves. The first rule of glitch finding is this: If a game has prone, go stand in a small place and use it. Prone introduces terrible, terrible collision problems that often end up resulting in players being pushed through walls, travelling like rocket propelled grenades, and on occasion if they get vibrated while prone, permanent slant walking. From a technical aspect, I don't have any care at all for prone in this game. I would rather see resources allocated to something else.
I would much rather have a 'fetal' position implemented that gives a defense bonus vs orbital bombardments and allows you to reduce your profile to better hide behind small objects. Something along the lines of 1:10 in the future vision trailer. Or even a but more embarrassing. http://www.youtube.com/watch?v=45mlVuLs_Nw&feature=player_detailpage#t=62s |
[Veteran_Gaius Mahkasad]
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Posted - 2012.05.23 18:37:00 -
[36] - Quote
I am going to side with No Prone, I feel the maps are already designed with a great deal of cover for crouching people and this fits more with the feel of the game as current. Snipers rather than long range prone work should be more crouching and bounding behind their squadmates. Holding back but not half-mile stuff. Urban combat style.
I think things will change significantly when cloaking is added. My hope is it functions similarly to BF2142 wherein it was held in the hand in place of a weapon and had a rather short activation and recharge time. It was designed as an escape, evade, and surprise ability more than a camping tool.
PS: I do however want that bitching running slide crouch thing from the trailer. |
[Veteran_mandrill]
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Posted - 2012.05.23 19:04:00 -
[37] - Quote
no to prone. For all the reasons cited above. |
[Veteran_Deadly]
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Posted - 2012.05.23 19:39:00 -
[38] - Quote
Tippia wrote:Nova Knife wrote:Also, they have plans for cloaking devices. I'm sure that will satisfy most snipers' desire for hiding without spending dev time on prone. I'm of a similar mind. The stand-off nature of sniping means you already have protection by presenting a tiny target GÇö it doesn't need to be made even tinier. Combine that with the amount of cover and terrain masking that can be done and the need just isn't there. Add in cloaking (if the two can be combined without gimping your fit completely) for additional cover and higher-tier skills for the bracing effect, and the actual game-mechanics reason is already covered as well.
Who need prone if you have cloaking. Cloaking just would need a good counter to it, like a pulse or something that decloaks for a set amount of time. |
[Veteran_Venix]
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Posted - 2012.05.23 22:01:00 -
[39] - Quote
**Signed
Prone would help all classes out a ton. |
[Veteran_MUDMASTEI2]
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Posted - 2012.05.23 22:55:00 -
[40] - Quote
Add some terrain where prone is useful and I'll agree. Right now it's pointless to even crouch. |
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[Veteran_Mavado V Noriega]
0
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Posted - 2012.05.23 23:08:00 -
[41] - Quote
MUDMASTEI2 wrote:Add some terrain where prone is useful and I'll agree. Right now it's pointless to even crouch.
^^ another reason, who even crouches currently? |
[Veteran_Vesta Ren]
0
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Posted - 2012.05.23 23:12:00 -
[42] - Quote
No prone, for all the reasons above, plus this.
The argument has been made that having prone will promote a more tactical game, but a game can be tactcial without involving being prone and killing people as they try and find the prone dude hidden behind a small bush. I haven't heard a good gameplay argument that hasn't/couldn't be solved with other mechanics.
1) smaller profile: Get behind some cover, there is crouch high and full height cover aplenty on all of the maps, along with ducking in and out from behind walls
2) steadier aim: Crouch already improves it, and gives you a better view of the surrounding area.
3) Stealth: Cloaking fields are going to be added for people who want to sneak around, imo going prone to hide has always just exploited foliage and debris that was added to make the game look good.
4) Imersion: War has changed, your fighting on a distant planet as an immortal soldier, why haven't the war tactics? |
[Veteran_Soven Taliesyn]
0
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Posted - 2012.05.24 01:41:00 -
[43] - Quote
i don't feel like reading all the post, but i do agree that the ability to go prone would add a new dynamic to the game. |
[Veteran_Xocoyol Zaraoul]
0
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Posted - 2012.05.24 02:20:00 -
[44] - Quote
Mavado V Noriega wrote:MUDMASTEI2 wrote:Add some terrain where prone is useful and I'll agree. Right now it's pointless to even crouch. ^^ another reason, who even crouches currently?
I do all the time when reloading. Snipers do it to help steady aim too. |
[Veteran_Gullegumman]
0
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Posted - 2012.05.24 04:06:00 -
[45] - Quote
Vesta Ren wrote: 4) Imersion: War has changed, your fighting on a distant planet as an immortal soldier, why haven't the war tactics?
If you're still using a rifle, and still using arms on a torso to hold and aim it, prone is still going to make it steadier. |
[Veteran_Senkiri Mitsuho]
0
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Posted - 2012.05.24 04:20:00 -
[46] - Quote
I've actually used crouching behind cover points to some success, especially in heavy firefights within the compounds... dodging down behind a crate (while a touch on the slow side) does get you out of the line of fire (at least until they lob a grenade), but if you keep on the move (you should be able to move faster than a crawl when crouched) and come popping up around another corner... take a few shots... get back down... you can actually use crouching and stance to have a decent impact on the game...
I realize most people are just... going medieval (run straight towards the enemy and hope you kill him before he kills you) at the moment... but I don't think that was the intention of the game design (maybe it's just a hangover from too many overrated FPS games that have nothing more to offer than that).
I still support prone as a means of hiding (without needing a cloak) when hiding is called for, whether it be to get out of the line of fire (we might be expendable, but we're not supposed to be mindless idiots... if you're getting shot at, you do what you can to prevent that from happening further), doing recon on enemy positions, or creeping into position to pick off that bastard that is laying waste to my team with the large railgun turret... Prone has a place, just because people don't particularly like it because it doesn't suit their playstyle, doesn't mean it shouldn't be included. |
[Veteran_Orion-ji Tor]
0
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Posted - 2012.05.24 05:17:00 -
[47] - Quote
yes to prone plz, and while you're at it, add the ability to dodge roll too |
[Veteran_Ubertino Maximus]
0
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Posted - 2012.05.24 05:31:00 -
[48] - Quote
Prone is like a standard feature in FPSs these days. Plus blasting crouching snipers in the back with a shotgun is hilarious already, it'll only be funnier when they're flat on their stomach eating buckshot. |
[Veteran_PUT-PROTOMAN-IN GAME]
0
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Posted - 2012.05.24 05:55:00 -
[49] - Quote
KZ2 was a "tactical shooter" and it was PERFECTLY FINE without prone, but crouch needs to be more responsive, because as the game currently crouch is almost pointless or will get you killed. |
[Veteran_Nome of Legend]
0
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Posted - 2012.05.24 07:23:00 -
[50] - Quote
I honestly do not understand the people making the no-prone argument - I'm not being hyperbolic; I'm having a hard time comprehending the arguments against it.
Why wouldn't you want to include the option of any realistic kind of mobility? Why would you want to limit yourself? To me, the benefits of prone seem obvious, and I can't glean a single negative of it from your arguments, except for an appeal to what kind of "style" the game should be.
Someone make it simple for me? |
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[Veteran_Nome of Legend]
0
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Posted - 2012.05.24 07:35:00 -
[51] - Quote
Quote:1) smaller profile: Get behind some cover, there is crouch high and full height cover aplenty on all of the maps, along with ducking in and out from behind walls
2) steadier aim: Crouch already improves it, and gives you a better view of the surrounding area.
3) Stealth: Cloaking fields are going to be added for people who want to sneak around, imo going prone to hide has always just exploited foliage and debris that was added to make the game look good.
4) Imersion: War has changed, your fighting on a distant planet as an immortal soldier, why haven't the war tactics?
1) And when I'm on top of the pipe-connected building on biomass, and want to do overwatch without being spotted? The point of reducing your profile is to do so fitting the area and situation at hand - I do not snipe in Dust, and I have REPEATEDLY found myself longing for a prone in this or that location, because I was sticking out too much.
2) Yes, it does. Prone improves it further. This is standard in games and the real world - the sliding scale of balanced mobility versus stability.
3) Going prone to hide is a low-tech solution; I come from a Marine family, who generally favor those. If you can do a thing two ways, one with the equipment god gave you, and one with a bulky, expensive, easy-to-break peice of equipment... I'm always going to pick the former. Going prone doesn't make you invisible, it makes you harder to see - and harder to hit.
The two are not equivalent. One is mobile perfect concealment, the other is near-stationary near-perfect cover, and near-perfect concealment. These are completely different things.
4) War tactics survive which are useful. I mentioned earlier that certain things have survived the ENTIRE HISTORY of gunpowder militaries, firing from prone being one of them. So long as weapons require some degree of stabilization, and so long as they are fired by men who are worried about getting shot in return, this is going to be a basic part of combat.
---
You argue that prone could be replaced by other mechanics - I disagree, as I've gone through above, but let's for a moment assume that is the case. Let's assume that prone's job can be entirely taken over by other mechanics already present.
Let me ask you this - why have more than one gun?
Why not limit the game to assault rifles? They work at long and short range, and with the different variants, they can replace any other gun. Why should we have SMGs if they do almost the same thing, only weaker and faster?
The answer is that the different guns are useful for different styles of play. I have never used the scrambler pistol - I prefer my breach SMG on principle - but I've been killed by it a few times, and I recognize the place it has, even if it doesn't fit in my style.
Instead of limiting other peoples' styles, we must learn to adapt to defeat them. The best tactics will be passed down by the survivors. I say, include as many options as possible - the effective ones will work themselves out.
Edit: Just after I finished this, I found this tidbit in one of the other threads.
Quote:knifing in game is bad in general. thank god in dust it doesn't 1 hit ( at least not yet) remove the knife all together we don't need it. We can all agree, I think, that this guy isn't in the right - I'd go so far as to call him wrong. Gasp.
Removing prone, as far as I'm concerned, is exactly the same. |
[Veteran_Melak Veppers]
0
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Posted - 2012.06.14 19:12:00 -
[52] - Quote
The ability to go prone would be great |
[Veteran_Nova Knife]
0
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Posted - 2012.06.14 19:21:00 -
[53] - Quote
Nova Knife wrote:I am an avid fan of sniping, but I was very glad prone was not implemented. Prone like you just said, promotes hiding and forcing enemies to seek you out. The problem in dust that the enemies generally don't care to seek out a hiding sniper as there is plenty of cover and snipers are generally off outside of the fight, and it's generally more useful to let them stay there and get like 3 kills a round without really helping their team much.
I see it already in skirmish, whenever the attacking team takes the first two objectives, there is a ton of snipers just sitting on the hillls near the clone reserves, not actually helping guard their teammates from people attempting to take back the control points. Snipers in dust still have not gotten used to the playstyle and pace, and thus are taking themselves too far out of the fight when they should be much much closer. Think midrange urban sniping as opposed to longrange warfare!
Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :)
For those who don't want to read the thread.
Prone = hiding. People hiding makes shooters boring and ruins the fun! |
[Veteran_Melak Veppers]
0
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Posted - 2012.06.14 19:50:00 -
[54] - Quote
Nova Knife wrote:Nova Knife wrote:I am an avid fan of sniping, but I was very glad prone was not implemented. Prone like you just said, promotes hiding and forcing enemies to seek you out. The problem in dust that the enemies generally don't care to seek out a hiding sniper as there is plenty of cover and snipers are generally off outside of the fight, and it's generally more useful to let them stay there and get like 3 kills a round without really helping their team much.
I see it already in skirmish, whenever the attacking team takes the first two objectives, there is a ton of snipers just sitting on the hillls near the clone reserves, not actually helping guard their teammates from people attempting to take back the control points. Snipers in dust still have not gotten used to the playstyle and pace, and thus are taking themselves too far out of the fight when they should be much much closer. Think midrange urban sniping as opposed to longrange warfare!
Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :) For those who don't want to read the thread. Prone = hiding. People hiding makes shooters boring and ruins the fun!
I guess it's personal preference, like most things it's about striking a balance. In most games going prone has it's disadvantages as well as its advantages.
I don't think it promotes long range sniping, certainly no more than handing you a sniper rifle. In an urban situation, for example, being able to get down behind that low wall for some respite from the crossfire really helps. :) |
[Veteran_Tuurn Wolfe]
0
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Posted - 2012.06.15 14:31:00 -
[55] - Quote
Nova Knife wrote:Nova Knife wrote:I am an avid fan of sniping, but I was very glad prone was not implemented. Prone like you just said, promotes hiding and forcing enemies to seek you out. The problem in dust that the enemies generally don't care to seek out a hiding sniper as there is plenty of cover and snipers are generally off outside of the fight, and it's generally more useful to let them stay there and get like 3 kills a round without really helping their team much.
I see it already in skirmish, whenever the attacking team takes the first two objectives, there is a ton of snipers just sitting on the hillls near the clone reserves, not actually helping guard their teammates from people attempting to take back the control points. Snipers in dust still have not gotten used to the playstyle and pace, and thus are taking themselves too far out of the fight when they should be much much closer. Think midrange urban sniping as opposed to longrange warfare!
Hiding is bad in shooter games, almost without exceptions. It's both boring and generally unhelpful, a game like dust is about fast paced, hectic battles. Midrange, highly mobile snipers are in their prime for this. The snipers don't really look or feel like they were meant for longrange at all. I've seen a lot of snipers who don't even move when they are taking damage, standing in the same spots every round, etc. These are the main reasons snipers get more deaths than kills in most games I have seen!
Dust is a game meant for moving :) For those who don't want to read the thread. Prone = hiding. People hiding makes shooters boring and ruins the fun!
I'm not sure where you learned your equations, but prone certainly does not = hiding, and moreover, slowing down the pace of the battle certainly does not make it boring.
In my opinion, there is nothing fun about a fustercluck of idiots running and jumping around, shooting in every direction. Most EVE players would agree with this. EVE is all about planning and using tactics, so why should DUST be any different?
But all in all, I don't think that Prone would actually change gameplay by itself. I'd like to see it implemented. I'd also like for it to have the drawback of not being able to turn left and right very quickly, as that is my biggest issue with going prone while shooting in real life. Also, if you aim up too high, you can't sight your weapon. That's just logical. Get a rifle and try it some time ;) |
[Veteran_Kushmir]
0
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Posted - 2012.06.15 14:37:00 -
[56] - Quote
support prone 100%. has relevant uses in getting behind short cover, and lowering your target profile in addition to trying to stay undetected. |
[Veteran_yaok888]
0
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Posted - 2012.06.15 17:06:00 -
[57] - Quote
gotta agree with Nova Knife on this one,
voting NO on prone.
especially if cloaking tech is implemented as a later option. |
[Veteran_Templar Two]
0
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Posted - 2012.06.15 17:15:00 -
[58] - Quote
Why do you keep hanging onto this "prone = hiding" argument Nova Knife. Prone = prone. |
vermacht Doe
93
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Posted - 2012.07.12 11:32:00 -
[59] - Quote
Prone is a terrible idea. Especially since cloak will be in the game too. Finding a cloaked sniper will be hard enough but one with the profile of a small animal seems near impossible |
Garrett Blacknova
Codex Troopers
1849
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Posted - 2012.07.12 12:44:00 -
[60] - Quote
There are times where prone doesn't translate into hiding in FPS games.
Those times are when it instead translates into "dophin diving" and other cheap exploits of the hitbox system.
Basically, you have 3 options:
1. Add glitchy annoying exploits that break the game once a few people start taking advantage. 2. Slow the game down, which isn't always a bad thing, but which I don't think is the point behind DUST. 3. Don't add prone.
I'm voting for option 3, and for not adding prone. |
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Saucy ButtLove
3
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Posted - 2012.07.12 15:52:00 -
[61] - Quote
Wilst prone is actually very hard to programme without you glitching or getting stuck.. I'd like to see this yes.. Just the simple ability of having prone in a game makes it more tactical. Expsialy with the way this game plays anyway it would make it have that long assault combat and close quarters combate that only the best games have. |
Herpn Derpidus
17
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Posted - 2012.07.12 16:28:00 -
[62] - Quote
i didnt want prone at first but now that i think about it, prone would only be bad in games like halo or unreal tournament, more tactical and hardcore games like dust SHOULD have it |
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