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There's literally no reason to not add this, aside from fear of changing the status quo.
Wouldn't the prone cancel vial looking back be affected by this move?
I'm sorry, you seem to have taken this personal, but I didn't intend to dismiss your suggestion. I know that it feels bad if you think about a nice addon to the game and it is not being supported.You need to allow others to post their opinion, though. If you create a suggestion post you can expect people to express their opinion about it, even if they're not responsible about deciding. That's the point of a forum. In this case, I wasn't even posting my own opinion on whether it suited the game or not. I just felt that this sentence of you was a little short-sighted:Quote from: %%%%%%% on November 22, 2015, 07:15:35 pmThere's literally no reason to not add this, aside from fear of changing the status quo.and wanted to point out that there was more to be considered than whether it's a nice thing to have or not. Many people who are not experienced in programming (or specifically in soldat code) underestimate/misjudge the effort necessary to implement certain things. To bring that point into discussion, I told how I judge the effort needed to implement this, and how I perceive the current attitude of the developers (I might be wrong there and feel free to correct me), and combined them to what I think would be the expectable decision.Maybe the way I wrote it was not very friendly. It must have sounded discouraging.
With infinite ressources you might be right. However, developer number and time is limited, so priorities need to be set.
Adding this feature isn't as easy as you might think, it would surely take the devs several weeks to implement the new position including controls, network code, possibly scriptcore support, testing, and probably 2-3 alpha versions to fix the bugs.
I especially find it hypocritical, and almost laughable, of you that you complain in other threads that newer maps aren't added as defaults to the game, when you're so against newer movements.
I don't think it's logical to add a supine animation. Prone in air is just a side effect of the prone feature in it self, which has other uses like crawling on ground and sliding on ice. Would supine also be used same way (would it look good?) or would it just be an airborne movement? On the ground, it would be used the same way, except, aesthetically, your sprite would be on its back and looking/aiming towards its toes. The effective and unique change to the game would be in airborne movement.Also, what determines which position you go to - which direction key you press or which direction you're moving to? This has been mentioned; the default key of 'c' would make you supine, just like 'x' makes you prone.Can you turn from supine to prone and vice versa via switching sides with mouse or are they treated as separate features so the prone cancel technique won't get canned? You should be able to simply press 'c' to directly go to supine position from a prone, and looking backwards would cancel it just like it does for prone.It's a very hazy suggestion and it's not just a matter of being a low priority feature, it's also a low value feature. It sounds like it gives less than what it takes. If majority of people "lack the imagination" to see it's good sides as a feature, it's likely that it genuinely doesn't have any. It's not a hazy suggestion at all; what part of "it works just like prone does" is so confusing for you? The only difference is that you're on your back looking up, and, if you have momentum or are jetting, moving the other direction.I feel like you didn't really understand the concept at first glance, smiluu; hopefully, my explanation was clear and you'll give a more comprehensive opinion after giving it some thought, realizing it's not a low-priority, low-value feature.
and looking backwards would cancel it just like it does for prone.
how are you able to shoot backwards while retreating then? i thought it was one of the main points here.
"looking backwards would cancel it"if that's not looking backwards then i don't know what is but i'm just going to assume you made a mistake in your wording.
In mid-air firefight, retreating player already have vast advantage over the persuing attacker as it is, even with the mid-air proning. This, I hope, I don't have to explains why that is... Giving the ability for retreating player to stick his feet out in the line of fire to cover the more vulnerable head and body while simultaneously gaining speed and return fire as well? ...
Another thing: In the case of mid-air prone it make sense. But how would you shoot DOWNWARD on people below you in mid-air while doing this move anyway? You can't even look down at them properly with this posture, let alone shooting them with anything but a pistol!
No, please do explain how, currently, a player retreating has a vast advantage over his pursuer (even though it's a red herring)
Easy, you can have the sprite lean/look and hold the weapon to the side; either side works
Quote from: %%%%%%% on January 04, 2016, 03:13:48 amEasy, you can have the sprite lean/look and hold the weapon to the side; either side worksThis would involve turning parts of your body/weapon toward or away from the screen; this seem like something that can't be done without it being look incredibly weird since everything is limited to 2d.
Never mind that, it's not even necessary; we can just use the current graphic for aiming down when you're standing/crouching. The only difference would be that the sprite would be in a crunch position.