Kezza Wozza
New Member
My primary issue with the borderline necessity of proning to avoid gunfire is that it does not fit in aesthetically with the sprites of barricades and the overall image of making a stand in a fortified holdout. I understand though that the game is balanced around the hundreds of enemies being the primary threat, so making friendly fire unavoidable would upset that balance.
Instead, I propose a WALK mode be added that accomplishes everything that the current prone mode does, preventing friendly fire but also significantly slowing movement speed.
This was a feature that tested in CM13, but was ultimately scrapped since that game is balanced in a way such that obligatory friendly fire does not upset the overall balance of the game.
The only tangible difference between a walk intent and the current prone intent is that player sprites would remain vertical, which I think would go a long way to improve the overall immersion.
Instead, I propose a WALK mode be added that accomplishes everything that the current prone mode does, preventing friendly fire but also significantly slowing movement speed.
This was a feature that tested in CM13, but was ultimately scrapped since that game is balanced in a way such that obligatory friendly fire does not upset the overall balance of the game.
The only tangible difference between a walk intent and the current prone intent is that player sprites would remain vertical, which I think would go a long way to improve the overall immersion.