Hit handicap, is this possible?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Rico11b
Posts: 900
Joined: 2006-05-23 20:36

Post by Rico11b »

dunehunter wrote:Ehm, start the bleeding effect when you're hit? Not the bleeding (unless you got sniped or something), just the effect, if that's possible. Good luck hitting something in that.
No, I think that would be a bit over the top. also it would depend on where you were hit, and I think the location damage topic has been beat to death :) I'd say go for a white out phase that last about a 1 and a half or 2 at most. Kinda like a weak flashbang, also block the ability to zoom in while that effect is happening. For about 2 sec max is all that would be needed. You still want the player to have a chance to get to cover, you just don't want them instaproning and one shotting you in the head even after you to the drop on them. They at least need a small chance to escape. Not return fire just escape. If they choose to try to return fire instead of seeking cover, then that's their ***, and game over :)

Besides if they were "lucky" enough to hit you then it should be just that LUCK, and NOT something that is repeatable time and time again.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Ah... I didn't see this post. I like the idea of bringing the accuracy down to the hip when taking fire. The same conditions that trigger the "shell shock" effect should also force the player down to firing from the hip. The blur/jerk/shake/bouncing of the screen would be an excellent visual reference for the player. It would force him or her to take cover or displace (as someone mentioned earilier). Making tactics such as suppressive fire and fire & manuver extremely useful as both sides try to gain a better firing position.

I like to look at America's Army as a good example. I believe the game has both the accuarcy decrease as well as the camera jerk whilst under fire. It definately kept alot of players behind cover.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

From the very first time I played BF2 and managed to engage the enemy first and then saw them return accurate fire I have wanted this fixed. I hate, hate, hate getting in a good position, lining up on a possible enemy corridore, have a guy pop up and I hit him centre mass he then returns a head shot :-x Or worse in CQC you manage to hit the guy first and he just sprays you dead.


Ok now that I have that off my chest... I don't think that we need to go to crazy in implementing this. I would say simply dropping you out of iron sights, even if only for a second, would be a good start and could be all that is needed. It would be great if there was more dissorientation if you hit a guy on the run so he can't just continue on his way like nothing happened but still reach cover with a bit of effort.
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Heh, I know longbow...I'm an ex-rainbow6 guy where putting in that first round gives you an advantage. I'm used to that and common sense expects that shooting a guy would in fact effect his ability to return fire accurately. Without this we see a lot of weird gameplay spawn from it. Firefights turn into "race for the headshot" regardless of how many times you are getting shot..favoring the bigger bullet. CQB turns into the bullet-trade race...again favoring the larger round. If this were the case IRL, spec-ops teams and anti-terrorist CQB teams would be using big rounds.
Tumppu4321
Posts: 100
Joined: 2007-06-17 11:12

Post by Tumppu4321 »

Very nice suggestion.

I agree that this + blurry vision would be a good thing.
I only hope it isn't hardcoded.
pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

Agreed.
*ANNOUNCEMENT*
HIT HANDICAP WILL BE IN 0.7
Ahem...
sry, got a little out of control there...
milobr
Posts: 398
Joined: 2007-06-10 23:06

Post by milobr »

Shit! That was one of the greatest ideas I've ever seen.
Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

Tumppu4321 wrote:Very nice suggestion.

I agree that this + blurry vision would be a good thing.
I only hope it isn't hardcoded.
Agreed :)
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

I'm sure most of the devs are interested in implementing something like this. A lot of these things are probably outside of BF2 abilities but i'm SURE there is something that can be worked out. I just dont think that this is low-priority...to me its one of the top issues I'd like to see worked on. Hope it doesn't get lost in the cracks.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

VipersGhost wrote: Firefights turn into "race for the headshot" regardless of how many times you are getting shot..favoring the bigger bullet.
Bingo!! I know I'm guilty of doing this, I will let the guy shoot first just to that extra second to go for the head because I know the first hit to the chest is not enough. If first shots mattered there would be less run and gun in the urban areas for fear of being hit and loosing that headshot time or full auto blast to win the engagement.

Your also probably correct that the Devs want to make a change but have to jump through the BF2 engine hoops to make things happen, no easy task wich could result in a poor effect.
Kruder
Posts: 803
Joined: 2007-04-05 10:26

Post by Kruder »

Good idea signed...
Post Reply

Return to “PR:BF2 Suggestions”