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zeep

Proned turning unrealistic!?

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Since they've released it. How you do ?

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All I can say is I can't wait for ACE2 :D

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Since they've released it. How you do ?

Evasive left or evasive right and during the animation you have quick mouse control.

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I must say i'm suprised to see the diversity of opinions here on a subject such as this. Somehow i expected ARMA2 forum goers to agree that in-game prone turning should not ridicule it's real life counterpart. :P But i'm biased, coming from a very realistic infantry gaming background.

Yea everyone has their own ideas on what's realistic and how realistic the game should be. If you browse the forums you can see some very long and in-depth debates over all kinds of details.

Some even consider themselves to be the authority on how it should be and anyone who disagrees should go play CS or Call of Duty :rolleyes:

In the end, it's still a game :)

Personally I was against the ACE implementation at the start, but at this point I'm indifferent to it. Don't care either way, they both have valid reasons for being that way.

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Why prone turn if you don't have to? That's what the free look key and float zone are for.

Noticed in the video it looks like you're prone turning to search etc. No wonder the AI can pick you off , especially when you open fire lying exposed out in the middle of a field.

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Brings back memories...

The following issue has been CLOSED 
====================================================================== 
http://bugs.armed-assault.net/view.php?id=2272 
====================================================================== 
Reported By:                ACF
Assigned To:                
====================================================================== 
Project:                    Armed Assault
Issue ID:                   2272
Category:                   Units/Vehicles
Reproducibility:            always
Severity:                   minor
Priority:                   normal
Status:                     closed
Metabug?:                   no 
Resolution:                 open
Fixed in Version:           
====================================================================== 
Date Submitted:             03-19-2007 00:14 CET
Last Modified:              03-19-2007 10:41 CET
====================================================================== 
Summary:                    Infantry turning anims not used in ironsight/optics mode
Description: 
In 3rd person view, infantry turn using appropriate animations in standing,
kneeling & prone positions. When this is done with the crosshair on, the
point of aim can be seen to move relative to the point of view. In 1st
person - whether head-up, ironsights or optics - the point of aim is
practically locked to the point of view. Can the turning anims be
implemented in 1st person so the unit has to 'shuffle' round (maybe as an
uber-realism difficulty option)?
====================================================================== 

---------------------------------------------------------------------- 
ACF - 03-19-07 09:35  
---------------------------------------------------------------------- 
Re-post of 002248 which has 'disappeared'! 

---------------------------------------------------------------------- 
boecko - 03-19-07 10:41  
---------------------------------------------------------------------- 
open your eyes and search ... nothing dissapeared
http://bugs.armed-assault.net/my_view_page.php

it's in the Features project ... 

Issue History 
Date Modified   Username       Field                    Change               
====================================================================== 
03-19-07 00:14  ACF            New Issue                                    
03-19-07 09:35  ACF            Note Added: 0001617                          
03-19-07 10:41  boecko         Status                   new => closed       
03-19-07 10:41  boecko         Note Added: 0001619                          
======================================================================

The most important point, IMHO, is that if AI are forced to turn realistically, it breaks their aim. Nothing worse than running round a corner behind a prone AI only to have him spin round and get you.

Building on Murphe's line of thought, surely the spin rate should be the same as the shuffle round rate?

Collision detection is also important, AI laying hard up agains the wall shouldn't be able to trun anywhere.

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