Where are we on the Wounded Effect situation.
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Aquilaspqr
- Posts: 3
- Joined: 2011-06-25 01:08
Re: Where are we on the Wounded Effect situation.
And I can say that I am after my first 30 minutes of playing, so it is rather obvious that I have very limited knowledge about PR. Besides, not being formally in a team does not mean that I am not "helpful". In recent game I had a good score by just accompanying other players. But I got your point.
Second - blood effect still need improvement IMO.
Second - blood effect still need improvement IMO.
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Where are we on the Wounded Effect situation.
I apologize for my previous post thenAquilaspqr wrote:And I can say that I am after my first 30 minutes of playing, so it is rather obvious that I have very limited knowledge about PR. Besides, not being formally in a team does not mean that I am not "helpful". In recent game I had a good score by just accompanying other players. But I got your point.
Second - blood effect still need improvement IMO.
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Aquilaspqr
- Posts: 3
- Joined: 2011-06-25 01:08
Re: Where are we on the Wounded Effect situation.
Yeah, I joined the team, they wanted me to do something, I did not know how, and they kicked me
Great job.
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Where are we on the Wounded Effect situation.
What I'd like to see implemented is if someone gets headshotted they become dead-dead. It would be a nice compromise between realism and gameplay, perhaps.
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Valleyforge3946
- Posts: 210
- Joined: 2009-12-09 18:53
Re: Where are we on the Wounded Effect situation.
I swear that i've seen a few of these threads like this before. i've been playing since .7 and the blood effect does its job effectively.. if sometimes too effectively. TBH, i miss the old effect. i recall a thread using the expression dont fix it if its not broken. Is it annoying? hell yes. Deal with it. 
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Where are we on the Wounded Effect situation.
?t was already ingame, then they removed it.Stealthgato wrote:What I'd like to see implemented is if someone gets headshotted they become dead-dead. It would be a nice compromise between realism and gameplay, perhaps.
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Where are we on the Wounded Effect situation.
Nooo! The effect is perfect as it is! It's annoying, thus making people complain, but that's the whole point of it![R-DEV]Chuc wrote:The bleeding and hit effect (which are one in the same because that's how the engine has configured it) have been tweaked for next release, and should be much more bearable to play with. You'll still definitely know when you've been hit, and hopefully it's intended effect on player performance doesn't change.
Please don't lessen the effect in any way. Getting shot should hurt.

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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Where are we on the Wounded Effect situation.
But it shouldn't make people blind.Spec_Operator wrote:Nooo! The effect is perfect as it is! It's annoying, thus making people complain, but that's the whole point of it!
Please don't lessen the effect in any way. Getting shot should hurt.
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maniac1031
- Posts: 257
- Joined: 2010-03-16 20:12
Re: Where are we on the Wounded Effect situation.
The thing is when you get shot in pr but you are not down this is the point irl where you would still be somewhat combat effective due to adrenaline or the bullets location. When you go down and are "dead" in pr you are at the point where you are writhing around in pain unable to do anything and will soon die if the bleeding isn't stopped "5 min dead timer".
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jerkzilla
- Posts: 1615
- Joined: 2007-03-07 12:04
Re: Where are we on the Wounded Effect situation.
One aspect that I think is missing from this discussion is the effect this new bleed effect has on the medic. As stated, for most classes, taking one hit becomes a massive pain, except for the medic with his self healing ability, making him the best medium range class in the game. I don't know, I could be wrong, but for me the medic is the best class I could have in CQC and medium range.
I don't really know how to fix this, maybe there should be a delay before the effect kicks in fully, like 30 seconds or so. Or self healing should take more
I don't really know how to fix this, maybe there should be a delay before the effect kicks in fully, like 30 seconds or so. Or self healing should take more
This signature is here due to lack of imagination.
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Mikemonster
- Posts: 1384
- Joined: 2011-03-21 17:43
Re: Where are we on the Wounded Effect situation.
Lets be honest, if you shoot someone they should not be able to fire back as well - It's hard enough to hit people in PR and unfair for them to headshot you after you've already popped them one.
In my opinion, whilst annoying, the system is effective in that it makes you less likely to pursue your target, and instead means you will concentrate on getting to your medic.
To be honest i'd be happy to see it accentuated - If it was harder to see when you are shot it would possibly help with the vBF2 problem of 'I hit him twice but he didnt flinch and then he shot me in the head'.
As to the actual method of forcing the player to withdraw (bloody screen, audial cues, annoying lack of vision), whilst it is a PIA so would being shot. There's a vid on YouTube of a Royal Marine being shot through his arse-cheek (buttock), and him and his mates drive out of the firefight to asses his injuries. In a life/death struggle (close quarters) he would probably have taken a deep breath and defended where he fell, but as it was he was in a lot of pain and they got him out of there.
The medic system is by far generous enough in PR, use it. If you are lonewolfing (and we all do sometimes) then you just have to accept that you are fighting against the odds.
Edit: Although I am intrigued to see how it's been updated. What I don't want is a vBF2 'oh im still on 75% k I'll keep firing' attitude.. But the strawberry jam was not exactly ideal, as you mentioned gents
In my opinion, whilst annoying, the system is effective in that it makes you less likely to pursue your target, and instead means you will concentrate on getting to your medic.
To be honest i'd be happy to see it accentuated - If it was harder to see when you are shot it would possibly help with the vBF2 problem of 'I hit him twice but he didnt flinch and then he shot me in the head'.
As to the actual method of forcing the player to withdraw (bloody screen, audial cues, annoying lack of vision), whilst it is a PIA so would being shot. There's a vid on YouTube of a Royal Marine being shot through his arse-cheek (buttock), and him and his mates drive out of the firefight to asses his injuries. In a life/death struggle (close quarters) he would probably have taken a deep breath and defended where he fell, but as it was he was in a lot of pain and they got him out of there.
The medic system is by far generous enough in PR, use it. If you are lonewolfing (and we all do sometimes) then you just have to accept that you are fighting against the odds.
Edit: Although I am intrigued to see how it's been updated. What I don't want is a vBF2 'oh im still on 75% k I'll keep firing' attitude.. But the strawberry jam was not exactly ideal, as you mentioned gents
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Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Where are we on the Wounded Effect situation.
I remember that when the new injured effect came with v.95, at first, and still sometimes when I haven't played pr for a while, I had trouble seeing where I should run to for cover.
because of blocked screen you really have to rely on your instincts and situational awareness(in this case knowing where shots came from, where you can find cover) to survive. to see better you've got to wait a little, precious time you don't have because every second moving to the wrong direction or standing still could mean death. injury truly can be intimidating in pr.
personally, I liked the older effect better, I don't know how much less muck on your screen that actually was, but still. perhaps it's just a another case of the "good ole days syndrome".
because of blocked screen you really have to rely on your instincts and situational awareness(in this case knowing where shots came from, where you can find cover) to survive. to see better you've got to wait a little, precious time you don't have because every second moving to the wrong direction or standing still could mean death. injury truly can be intimidating in pr.
personally, I liked the older effect better, I don't know how much less muck on your screen that actually was, but still. perhaps it's just a another case of the "good ole days syndrome".
