Kezza Wozza
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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.
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