This is a video i just made with my teammate in our clan server ;
http://media.putfile.com/bf2-13-crouch-proning
Key Points -
He has a standard keyboard and mouse (and is therefore not using macros eg. Logitech G15 Keyboard or Razer Mouse - which means any player can perform these manoeuvres)
He can perform this with skill, but relative ease and continuity.
In the open road, he is just tapping prone/crouch/prone/crouch -repeatedly in fast sequence
His body does not appear to go through the animation motions and as such his hitbox(mesh) is moving with him, which makes him a harder target.
During this time, as he moves across the road, he is able to aim accurately (with skill) and his bullet deviation is minimally effected and his bullet deviation is therefore similar to that of a non moving proned player.
Behind objects (walls,staircase,plantpot) he is tapping prone/crouch/release to stand/prone/crouch/release to stand - repeatedly in fast sequence.
During this time his body does not appear to go through animation motions, instead you only see him proned, occasionaly moving into crouch, and as a target is extremely hard to hit
On his screen he can see for 50% of the time as if he was standing upright - and his deviation is as if he is proned/crouched - therefore more acccurate
FINAL POINT ;
EA/DICE promised to remove the Dolphin Diving, which they fulfilled, but in replacement of this, the "better" players and even whole "clans/teams" have adpoted this new style of movement exploit which is pretty similar to the original, just without the jump involvement.
So having watched the video, my question to EA/DICE is this... when will this issue be addressed?
ps. the solution is blatantly obvious - simply adding a fixed delay from crouch to stand // and from crouch to prone - will resolve this exploitative movement, and bring back some balance to the "infantry game".
http://media.putfile.com/bf2-13-crouch-proning
Key Points -
He has a standard keyboard and mouse (and is therefore not using macros eg. Logitech G15 Keyboard or Razer Mouse - which means any player can perform these manoeuvres)
He can perform this with skill, but relative ease and continuity.
In the open road, he is just tapping prone/crouch/prone/crouch -repeatedly in fast sequence
His body does not appear to go through the animation motions and as such his hitbox(mesh) is moving with him, which makes him a harder target.
During this time, as he moves across the road, he is able to aim accurately (with skill) and his bullet deviation is minimally effected and his bullet deviation is therefore similar to that of a non moving proned player.
Behind objects (walls,staircase,plantpot) he is tapping prone/crouch/release to stand/prone/crouch/release to stand - repeatedly in fast sequence.
During this time his body does not appear to go through animation motions, instead you only see him proned, occasionaly moving into crouch, and as a target is extremely hard to hit
On his screen he can see for 50% of the time as if he was standing upright - and his deviation is as if he is proned/crouched - therefore more acccurate
FINAL POINT ;
EA/DICE promised to remove the Dolphin Diving, which they fulfilled, but in replacement of this, the "better" players and even whole "clans/teams" have adpoted this new style of movement exploit which is pretty similar to the original, just without the jump involvement.
So having watched the video, my question to EA/DICE is this... when will this issue be addressed?
ps. the solution is blatantly obvious - simply adding a fixed delay from crouch to stand // and from crouch to prone - will resolve this exploitative movement, and bring back some balance to the "infantry game".