new suppresion effect

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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

new suppresion effect

Post by Conman51 »

ok right now when you get suppressed you can still make out an object on a hill or next to a building still and put your cross hairs on it and shoot and supress him back.

my idea to eliminate this was when you get suppressed you still get the same effect as now, but now your head slowly wobbles around like a bobble head, not fast becasue you still need to be able to see where you are going. The head movment should only be very short, like only for a second after the bullet hits near you,and same for the blur.

i rember that the BF2 engne cant force your center of aim to move, but at least with my suggestion it will be harder, probably impposible to even hit near your enemy who shot at you first.

please discuss
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: new suppresion effect

Post by Bringerof_D »

how about the camera jumps to look at the ground then pans back up?, when something flies past your head or lands near your head, it's a common reaction top tuck your head into your shoulders and look down.

not like -90 degrees down but like -30 to -50 ish degrees
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: new suppresion effect

Post by Conman51 »

Bringerof_D wrote:how about the camera jumps to look at the ground then pans back up?, when something flies past your head or lands near your head, it's a common reaction top tuck your head into your shoulders and look down.

not like -90 degrees down but like -30 to -50 ish degrees
yea that sounds good too
but it will have to be progrmamed so as long as you are suppressed yourhead STAYS down, not like it just keeps poping up and down every second, that would be annoying

but it also has to be made so you can still look where you are going to get out of fire
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: new suppresion effect

Post by ReadMenace »

Well.. Currently the suppression effects are shader driven -- and head-camera movements are tied to weapon animations.. A shot in the dark.. Hardcoded.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: new suppresion effect

Post by Conman51 »

hmmmm your probably righ there


what about the head bobbling thingy?
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: new suppresion effect

Post by Cheditor »

I agree many times ive seen an MG supress a marksman only for him to snipe the guy. Maybe just giving you the inability to look down your sights while surpressed?
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Jack.DK
Posts: 26
Joined: 2007-02-14 16:27

Re: new suppresion effect

Post by Jack.DK »

Cheditor wrote:I agree many times ive seen an MG supress a marksman only for him to snipe the guy. Maybe just giving you the inability to look down your sights while surpressed?
Yes i like that. but maybe just make you shake alot, if you try to aim and hear your heartbeat very high.
Because you are scared for your life
Last edited by Jack.DK on 2009-06-28 09:22, edited 1 time in total.

(GoM)Jack7.dk :D (not me on the picture) Danish soldiers on patrol
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: new suppresion effect

Post by AquaticPenguin »

Hmm, I think that suppressing shouldn't be forced upon players - they should be allowed to be idiots if they want to be. But I think something needs to be done to force their aim to move around otherwise they can still fire accurately back - you can't change the deviation because that's hardcoded and head movements probably are too.

Maybe increasing how erratic and random the recoil is would make it more difficult to aim when suppressed. Or make an idle animation when scoped in sway very slightly to move the ironsights around a little (have a feeling that's hardcoded). Also adjust the suppression effect to last longer on a bullet hitting near, currently you use up a lot of ammo just keeping people's heads down because half the bullets fired at them don't seem to suppress them.
Jack.DK
Posts: 26
Joined: 2007-02-14 16:27

Re: new suppresion effect

Post by Jack.DK »

You dont chose to get suppresed in RL, whenn you are fired on "close incomming", you get freaking scared!! :shock:

(GoM)Jack7.dk :D (not me on the picture) Danish soldiers on patrol
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: new suppresion effect

Post by AquaticPenguin »

well that is an alternative... remove the effect and make bullets more lethal, then hopefully people would react to getting shot at
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: new suppresion effect

Post by RedAlertSF »

I agree with AquaticPenguin for a bit..


If a bullet hits ground near you, your vision doesn't blur. This forces you to retreat for cover and get shot in the back. It doesn't work. I suggest removing the animation (keep it for explosions).
FoxShadowHound
Posts: 27
Joined: 2008-06-10 06:51

Re: new suppresion effect

Post by FoxShadowHound »

Bringerof_D wrote:how about the camera jumps to look at the ground then pans back up?, when something flies past your head or lands near your head, it's a common reaction top tuck your head into your shoulders and look down.

not like -90 degrees down but like -30 to -50 ish degrees
thats what i thought of when i read the first post.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: new suppresion effect

Post by Bringerof_D »

how about while supressed sights will still work however the cross heir in scopes will disappear. irons sights will remain the same since it's allready near impossible to see through them with the suppression.

or for scopes so no one complains about the laws of physics being defied, make it give you double vision so the blurred cross heir is floating around the edge of your screen
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: new suppresion effect

Post by Arnoldio »

[R-CON]ReadMenace wrote:Well.. Currently the suppression effects are shader driven -- and head-camera movements are tied to weapon animations.. A shot in the dark.. Hardcoded.

I wont be surprised if i see something made in CA over the next month...
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