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Old 06-25-2007, 06:28 PM   #41

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Are you like this around people when not hiding behind your monitor, too?
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Old 06-25-2007, 06:35 PM   #42
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Quote:
Originally Posted by Strategist
I am not sure if the BF2 engine allows for different speeds in different directions
Nope.

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Old 06-25-2007, 06:48 PM   #43

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Quote:
Originally Posted by Strategist
Are you like this around people when not hiding behind your monitor, too?

It would be well advised that if you wish anyone to continue to take you seriously, to stick to the discussion and not be drawn into petty, pointless bickering.

It sounds like you may have some knowledge of the subject matter, but even within the military there are different schools of training.

I have some urban tactical training as well and in such settings where there are possible non-combatants, you better be damned sure of what you're shooting at and when you do, you'd better be able to do so accurately. Therefore, in my training, when we breached a room, it was done at a smooth and quick walk. It was no where near a run or even a jog. The reason being that when you run, your natural movement will throw off your aim and the faster you "run/jog" the more inaccurate your shots will be if you encounter a hostile and need to shoot.

As far as the movement in the game is concerned, I think that there are many things that may or may not be possible in real life, but keep in mind that the "players" represented in PR are trained soldiers (yes, even the insurgents, though not as highly trained or equipt.) Therefore, they are taught to move and fire in a way that is most tactically efficient and effective. This will exclude much of the BS you see in vBF and the speed with which people do it. With this in mind, the movement in PR needs to reflect this "training". To some, it will naturally seem restrictive, but welcome to PR. If one keeps an open mind, they may actually learn something about the militarys they are pretending to be a part of. This isn't BF2 ReDeux. "Reality" is in the name for a reason.

Anyway.....right or wrong, that's my two cents.



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Old 06-25-2007, 07:08 PM   #44
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Are you like this around people when not hiding behind your monitor, too?
Luckily for me I don't run into self important pompous know-it-alls very often but to answer your question when I do meet them I treat them the very same way.
Although they tend to be people who either hide behind a monitor or more often hide in a position of power where they cannot be questioned.
Since you can be questioned, you will be.
Since you are insufferably arrogant you will treated that way.

Almost every post of your's I read you tell others that they are wrong and you are right.
You resent the DEVs not taking your "suggestions" as Gospel and implementing them right away.

Did I miss anything ?
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Old 06-25-2007, 07:39 PM   #45
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I think they are neat.. haven't had enough time to myself to do some intensive testing... but from what i saw they look great!

I can only hope that implementing new movement speeds means we may see a fix for the insta prone shooting... YES!

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Old 06-25-2007, 07:46 PM   #46
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Quote:
Originally Posted by M.J.Patterson
I can only hope that implementing new movement speeds means we may see a fix for the insta prone shooting... YES!
no.

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Old 06-25-2007, 07:54 PM   #47

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Well you did it Strategist...hell the guys name is ArmedDrunkandAngry. Eitherway man, chill out...things are working great in the game and lots of people really like the change. No game is perfect so we have to make choices. Sure guys can run forward quickly to breach a house...but with increases in movement speed come reductions in accuracy. We can't have 6 different walking speeds so we pick one that matches up with the current accuracy of guns and it works fine. Sure we could have increased the forward speed but then we'd also have to model less accurate gun fire with it for realism purposes. We have currently a great mix of speed vs accuracy...I'd rather be more accurate and slower personally. Eitherway you are barking up the wrong tree with your attitude and general slobbering of the forums with this nonsense, we all have suggestions that just dont workout...not that yours is all bad by any means but its just not being welcomed. Plus everything is going great, if it aint broke then dont fix it.
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Old 06-25-2007, 07:55 PM   #48
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Way to be optimistic about it.

I still can't believe nobody has found a fix around that junk yet. Few things are as annoying as when a guy appears to take five hits but due to sloppy hit detection and other junk he dives prone, turns around, and kills you.
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Old 06-25-2007, 08:04 PM   #49

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Lampshade...the hitboxes are insanely better now...at least from what I've seen. With the update and movement speeds, if you get the drop on someone...you definitely have an advantage.
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Old 06-25-2007, 08:11 PM   #50
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between less gimpy movement speeds and some hit detection tweaks we've done on the server side the movement and accuracy of firearms are, imo, better than they have ever been in PR.

wrt prone spamming, different issue and we're looking at working on it through different means than just movement speed adjustments.

@ strategist: I dislike the idea you've presented, no need to try and flog it in a different thread, not one we'd pursue.

Cheers!
egg

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