Prone


(scre4m.) #41

Prone gives you some more options for sure.

BUT: If you look at ETQW, proning was mainly used to hide behind an objective and build/hack/bomb it.I think it is a question of map design to give enough cover, where you are supposed to have cover, to make prone useless.
If you are covered quite well while doing objectives, we can live without prone imo.


(tokamak) #42

I mostly used it to lock down corridors.

And I don’t like the way cover is handled in this game right now. Again, it’s being a camera on a skateboard here. I can’t navigate myself enough to take advantage of cover and that limits the difference between being behind something and being out in the open which is just a shame.

DB is a close confinement game but it has the mechanics meant for much wider spaced geometry. I simply want more tools to be able to use the dense geometry to my advantage. There’s just too many situations where either me or my opponent should have won a fight had either of us better ways to put emphasis on being in a better position.


(scre4m.) #43

I only meant cover when doing an objective, not cover in firefights.

Using cover in firefights is really strange atm.
It is different with objectives. There are objectives which should be covered ( -> like the containers on Waterloo last stage) and others that should not be ( like the hack objective on waterloo before).
I think echo should provide some nice data to balance this as well.

So I think prone does not need to be implemented if map design is right.


(RasteRayzeR) #44

Well, there is no corridor where you can really go into prone to block it in the current maps, and the next maps will follow the same rules of construction. Therefore I believe the prone would be a bad idea in DB. However the slide would be nice, and it feels natural as i tried to do a slide many times without even thinking if it existed or not in DB !

I still would like to see bigger maps, with more space to battle and navigate, a few more open spaces with critical confrontation points.


(scre4m.) #45

I would like to test the slide as well.
I am not sure if this movement style works well with Unreal 3 engine and how much work it is, as it would be quite bad if a lot of time is “wasted” to implement sliding and decide its bad after some testing.

But it is worth a try I think.


(RasteRayzeR) #46

It is possible with the UT3 engine, because it was done for many games based on it. I remember because I played some where it was done :

BulletStorm sure has a few good ideas DB could benefit from … this was pure madness and hard boiled humor


(tokamak) #47

Good then it won´t slow down the game as you say.


(Mustang) #48

Anything is possible… it’s just a matter of time.


(RasteRayzeR) #49

It will because ppl will soon start to prone everywhere and get killed before they can shoot, so yeah, it will be faster for the ones not proning … this is a fast game, and everything you do to make players remain idle in one place will turn this game into a pathetic CS with campers everywhere. Think for the casual player, not the pro player…


(tokamak) #50

You can’t prone in CS and prone didn’t slow down W:ET in any way.

That would only seem to speed things up.


(RasteRayzeR) #51

you miss my point : there will be players from all levels playing DB, and if they all prone somewhere, waiting for someone to pass here, it will slow down like hell the game’s pace.

And again, maps are not built for prone, and most of all : it will make people focus more on their kill ratio than the objectives, and this is really bad.


(Patriotqube) #52
  • 1 for prone

i never seen prone used to lay down and wait for others to pass so they can shot them
i see it quite alot used in close combats as a way to dodge bullets.


(Rex) #53

It’s like saying if beginners don’t know how to move as fast as the experienced ones, it will slow the game down. :rolleyes:
ET was a fast paced-game, QW was a fast paced-game and they both had prone. Did they force you to use it? No. I know even players (one of my mates) who hadn’t even a keybind for prone in QW.
And as for the casual part, maybe you should watch some ET matches/movies…

[QUOTE=Patriotqube;431033]+ 1 for prone

i never seen prone used to lay down and wait for others to pass so they can shot them
i see it quite alot used in close combats as a way to dodge bullets.[/QUOTE]

Yep right, that’s just a joke. Who would use prone to camp? Lol…


(tokamak) #54

In a TDM you would be correct but in a game with objectives it really doesn’t matter what players do. The clock is ticking and defenders are either effective or they’re not.


(RasteRayzeR) #55

prone remains a bad idea, the maps are too small, and there is no reason to go prone when you have to move all the time. And remember : newbies become pro by watching the pro play. If we go prone all the time they will do so, if we play dynamically (no stops or camping), they will never use prone.

It’s just an aberration to make a prone in DB … make it if you want as a toggable option, because all the pro will want to use the ‘y’ binding for anything else …


(Rex) #56

For me there is no reason to move all the time, I rather lay on the ground, so it remains as a very good idea, because the maps are smaller.

Assuming we are pros :smiley: But yeah if I were a pro I would prone all time so beginners can learn from me to do so, too.


(RasteRayzeR) #57

anyway, prone will mean free kills for other players, so go ahead … :cool:

Eventually only tests and ECHO will give us the real stats on whether prone is a good idea of not.


(Rex) #58

You see how good it is for he prone haters. :wink:


(tokamak) #59

That’s exactly my problem. DB shouldn’t be a game where you need to constantly move all the time. DB is a game where you need to move MOST of the time sure, but not all the time, that is stale and repetitive. Prone (as well as lean and even slide) would add to the diversity of the game. By keeping them out you give players only a limited number of tools to deal with situations.

Right now you only encounter players who are standing, crouching, running or sprinting (let’s forget about jumping and sliding because those two are temporary modes). Four modes of engagement that greatly limits the number of possibilities in a scenario. If players can prone and lean then you greatly add to the possible scenarios in which a game plays out.

Note, this is only an increase in the absolute number of possible scenarios. The average scenarios will still revolve around standing and moving players, the core game remains the same but the essential difference is that the possibilities greatly increase. With a higher range of possibilities players can’t keep on comfortably relying on their opponents constantly doing the same and that’s what I find important in a game.

Not being able to do this doesn’t only make me feel more inhibited, it also means that I’m constantly aware that I know my opponents know that I’m not able to do this. It means that I’m playing without my capacity to be less predictable and that is just downright frustrating because it pretty much is my only edge in multiplayer games.

More elaborate movement and higher fidelity to engage with the surroundings greatly increases the diversity in scenarios in a game and therefore greatly decreases the predictability of the game. This in turn means that matches will be less similar from each other and it keeps the players on edge, and once that happens their brain will keep daydreaming about new tactics even when they’re not playing and once that has happened you’ve got a player hooked.

This is the process that makes tactical shooters so addictive and this is what sucks gamers into its world.


(RasteRayzeR) #60

I will switch the ‘y’ binding to knife insta-kill :

They won’t see me stabbing, they will hate proning !