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Thread: Stair glitching | Forums

  1. #11
    Member LiquidX74's Avatar
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    In this same vein, I've noticed people are starting to drop to the floor prone mid firefight a lot more again as well.

    I was under the impression that this would apply some kind of "not ready" to fire buff while they transitioned - but there seems to be very little, if any delay in their fire. Of course this is only a problem because the person who has not gone prone has to do more aim adjustment than the person who just dropped 6 feet to the ground, hard on their belly, while firing a fully automatic rifle.

    silliness.

  2. #12
    Member suprhero's Avatar
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    this glitch has been in every 3rd person shooter i have ever played its just the angle mix between First person and 3rd it might never get a fix cuss that's just how the game is built. pick another rout. unless your dumb they should only kill you 1 time in a match. i don't see a big deal.


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  3. #13
    Recently, I stopped using my Assault (lvl 23), and started to use/learn the Recon (now lvl 16). Every game bigger than 6v6 usually ends up with someone trying the stair glitch. Definitely more common now than a few weeks ago. I don't see the prone thing as much of an issue, though. The player still has to expose his shoulder and maybe 1/2 his head to get enough exposure to get a shot. The greater issue is how the corner or piece of cover is designed because some pieces of cover are curved or otherwise oddly shaped, and won't interfere with a player's field of view. I definitely agree that sight lines, exposure, and shots need some tweaking to match up.

    I think the diving to prone delay is mostly appropriate. The ready delay is based on the weapon equipped. I tend to dive to prone when I'm trying to clear a corner with my pistol; there's no delay, but if I tried the same thing with an LMG or shotgun, I'd have almost a second to wait. I also don't find the tactic silly. I'm former US military. Going back to basic training (Army or Marine), you get the phrase "I'm up, he sees me, I'm down" drilled into your head. It echoes in the back of my mind still when I'm playing shooters or paintball/airsoft. I'm not going to advocate dolphin diving because its completely ******ed, but a quick dive and shooting from prone is a valid, real-world, immediate action.
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  4. #14
    it would be nice if they could just take away your ability to shoot like when you are to close to a railing or try to shoot over a wall etc.. This way you go prone on certain parts of an incline you cant do anything. This is not just a problem with stairs rooftops ramp glitching among other places railings walls. I've seen snipers crawl into metal corners etc to make themselves harder to hit. This is old news and is in any shooter people trying to glitch objects for advantage.

    Last night on rooftops guy was glitched in stairs and railings in the staircase going to C. 3 of us snipers could not hit the guy while he killed numerous people on our team. We tried several different angles so this problem exists.

    Also results of some of the maps not being finished off as well i guess.

  5. #15
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    this glitch has been in every 3rd person shooter i have ever played its just the angle mix between First person and 3rd it might never get a fix cuss that's just how the game is built. pick another rout. unless your dumb they should only kill you 1 time in a match. i don't see a big deal.
    Never had this problem in Metal Gear Online. They have similar 3rd person and first person play style and cover system. Ubi has had the ramp/ stair glitch since the original GR and it was only first person.

  6. #16
    Member LiquidX74's Avatar
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    Quote Originally Posted by iaredavid View Post

    I think the diving to prone delay is mostly appropriate. The ready delay is based on the weapon equipped. I tend to dive to prone when I'm trying to clear a corner with my pistol; there's no delay, but if I tried the same thing with an LMG or shotgun, I'd have almost a second to wait. I also don't find the tactic silly. I'm former US military. Going back to basic training (Army or Marine), you get the phrase "I'm up, he sees me, I'm down" drilled into your head. It echoes in the back of my mind still when I'm playing shooters or paintball/airsoft. I'm not going to advocate dolphin diving because its completely ******ed, but a quick dive and shooting from prone is a valid, real-world, immediate action.
    The tactic is not silly, the fact that the guy diving has to do less adjusting (he's the one moving after all) than the guy who doesn't dive is what's silly. The diver has barely any break in fire (if any as you say), and doesn't have to adjust aim - so he can just run around flopping on the ground whenever he sees someone.

    Is that what you want in this game? having some guy flop 10 feet away from you and kill you with ease while you're trying to adjust to his body going from standing to prone (while he has no adjustment to make).

    Personally I think the shots should go completely wild and have next to zero chance of any accuracy unless the player has been prone for at least a full second (preferably more like 1.5-2 seconds due to lag/netcode/etc), regardless of gun.

    It may or may not be more realistic - but this is a game, where exploitation of game mechanics wins - and I'd rather not have every second encounter resort to falling on the floor.

  7. #17
    Quote Originally Posted by LiquidX74 View Post
    Personally I think the shots should go completely wild and have next to zero chance of any accuracy unless the player has been prone for at least a full second (preferably more like 1.5-2 seconds due to lag/netcode/etc), regardless of gun.

    It may or may not be more realistic - but this is a game, where exploitation of game mechanics wins - and I'd rather not have every second encounter resort to falling on the floor.
    I agree that there should be a greater penalty. Your suggestion is a bit extreme, however a significant accuracy penalty is warranted. And it's not necessarily about what I want; gameplay should be fun, *somewhat realistic*, and balanced. The fun aspect is relative and debatable. The somewhat realistic aspect is in regard to weapons, movement, and tactics (not devices/squad abilities). As far as balance is concerned, all players have the ability to drop to prone. The player has a ready delay respective of their equipped weapon. It's only a small tweak from there. I'm glad that the devs decided to have prone in this game. That's one course of action they could take- getting rid of prone.

    Along these lines, do you consider dropshots from Recons realistic? or an exploitation of game mechanics? I consider the idea of dropshots completely unrealistic, but they are a staple of sniper gameplay in GRO. It's a symptom of having a cover system, as well as an exploitation of the game's mechanic.
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  8. #18
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    This is simply why I want the handling stat to affect more things in game. Readying a weapon out of cover, delay after dropping to prone, etc. should all be affected by handling. A cap stock short-barrel assault rifle that is maximized for CQC should have a small delay when dropping into prone. This is both balanced and realistic. Meanwhile, the Specialist with his 30kg LMG is not going to insta-spray you in the face, as it will take him a cool second to regain control of his weapon.

    The only time diving bothers me is when someone with a handling of 60-70 and a bipod insta-blicks me when that gun should have a pretty sizable ready time. It's also the same frustration with snap-shooting snipers. Having handling affect more aspects of, well, weapon handling not only makes sense, it fixes a lot of problems.

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  9. #19
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    Back to the topic about stair/ramp glitching...

  10. #20
    Personally, I stair glitch every chance I get while on recon. If people don't use and abuse the in-game mechanics, there will be absolutely zero reason for devs to fix it. You can't cling to this weird out-dated bushido code that shooters have had since forever "That's a cheap tactic, that's a cheap weapon, don't use that because... I don't like getting killed, I guess." Anything that gets a kill, gets a kill. If it's not supposed to be in the game, then complain to devs constantly just like this, and they will fix it. If it IS supposed to be in the game, then whine all you want, it's your right to voice your opinion, but don't get all upset when others don't feel like arbitrarily handicapping themselves so they can be on "your level."

    Officially, I think the collision between our hitboxes and the ramp collision needs to be tweaked. Alternatively, you could simply make it so that players are incapable of proning on ramps and stairs. Not the best fix, but it might be the easiest, and it's a good compromise between whiners and people that absolutely refuse to fight fair.

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