deviation & Suppression effect

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R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

deviation & Suppression effect

Post by R.J.Travis »

I Looked in the search forum under deviation found nothing about this.

I would like to know if the bf2 engine could play be add the deviation to player's triggered by the Suppression effect.

This would make Suppression a very much feared and would stop people from pop there heads up and sniping the player laying down Suppression on them.

if you could do this you could not be able to return accurate fire when under the Suppression effect you could add deviation per time you go under the Suppression effect if you are under Suppression for to long you will be at full deviation in till you get to a safer spot and wait for your deviation to go back down.

I'm not sure if this could be added ): sounds like something that would be hardcoded but I thought I'd ask.
Twisted Helix: Yep you were the one tester that was of ultimate value.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: deviation & Suppression effect

Post by bloodthirsty_viking »

it might be possible.. i mean they added a sound affect to a visual....

i kinda like this idea, it encureges teamwork, but on the otherhads, it seams to want to stop battles, due to thee fact that everytime you get shot at, you got ot find cover and run...

idk, this would atleast be an interesting idea to test=P (:idea :)
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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: deviation & Suppression effect

Post by RHYS4190 »

R.J.Travis wrote:I Looked in the search forum under deviation found nothing about this.

I would like to know if the bf2 engine could play be add the deviation to player's triggered by the Suppression effect.

This would make Suppression a very much feared and would stop people from pop there heads up and sniping the player laying down Suppression on them.

if you could do this you could not be able to return accurate fire when under the Suppression effect you could add deviation per time you go under the Suppression effect if you are under Suppression for to long you will be at full deviation in till you get to a safer spot and wait for your deviation to go back down.

I'm not sure if this could be added ): sounds like something that would be hardcoded but I thought I'd ask.
Dude that just pure evil i love it,
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: deviation & Suppression effect

Post by R.J.Travis »

RHYS4190 wrote:Dude that just pure evil i love it,
Thank you for being so nice I thought I would be flamed :twisted:

I really hope they can code this in they seem to be able to code deviation in everything ells.


Oh **** I better watch my post count 607 don't want to hit 666 :evil:
Twisted Helix: Yep you were the one tester that was of ultimate value.
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: deviation & Suppression effect

Post by AquaticPenguin »

I'd be suprised if this hadn't been mentioned all ready but I really hope it's possible regardless. I have a bad hardcoded feeling though :/
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: deviation & Suppression effect

Post by Jigsaw »

I think this has probably already been suggested, it is a very good idea and I would love to see it in-game but its got that hardcoded feeling...
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: deviation & Suppression effect

Post by R.J.Travis »

Well seeing no one knows if it is why don't you get in here [R-DEV] coder and tell us if you could do it!.
Twisted Helix: Yep you were the one tester that was of ultimate value.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: deviation & Suppression effect

Post by R.J.Travis »

Th3Exiled wrote:Indeed, it has been suggested several times, would be nice, but not possible with the current engine (unless we had source code/dice added in a new parameter, both unlikely).

Exiled.
can you find a link to the first suggestion as I don't see one ):
Twisted Helix: Yep you were the one tester that was of ultimate value.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: deviation & Suppression effect

Post by Tirak »

First page of "Suppression Deviation".

https://www.realitymod.com/forum/f18-pr ... fects.html
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: deviation & Suppression effect

Post by R.J.Travis »

Tirak wrote:First page of "Suppression Deviation".

https://www.realitymod.com/forum/f18-pr ... fects.html
Ah what would people do with out you and your re suggestion finding self (:

I looking at the first to 34 page and its not there ): I'm not looking throw all of them.

Mod Please lock ty.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Titan
Posts: 294
Joined: 2008-09-13 15:55

Re: deviation & Suppression effect

Post by Titan »

I like this suggestion ;) ....

... does the deviation go up if you are moved or only if you move yourself via wasd? when yes you can maybe add an "explosion"without damage, that moves you 0.1mm (or something like that) to every bullet?

or a script that presses "a" and let move you 0.1mm to the left everytime it is triggered by suppression?
Carlez_1
Posts: 33
Joined: 2008-09-03 16:56

Re: deviation & Suppression effect

Post by Carlez_1 »

that's odd, i'm sure i've been told this was already in the game... gotta rethink my gameplay then
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: deviation & Suppression effect

Post by Saobh »

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The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

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