Shorten drunk effect, add to bullet impacts

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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Shorten drunk effect, add to bullet impacts

Post by CAS_117 »

When I get shot I don't want to be able to return fire. I want to be dead, or running away. If possible, could you make the drunken sailor effect last about 2 seconds after being hit? Just add some sticky damage effect or something idk, but I am just sick of people just shooting me after having 3 rounds splurt out their spine. And I think everybody feels the same way. From what I understood when I first downloaded PR, I thought that the blurry vision always happened after being hit. After I discovered that it didn't do that, I was a little peeved because this was one of my major griefs from vanilla; soldiers being able to deliver accurate fire after having a bullet ravage their arm or tear away a tendon.

The main issue I have is that a wounded soldier can fight and sprint as well as a healthy one. Thats just what I want to eliminate. For that matter, since tanks and APCs and helicopters to some extent lose certain functions after sustaining battle damage, why not add it to troops? I get shot in the leg, I can't run (suggested a million times before I'm sure).But I digress, the wobbly vision after getting hit is plenty enough to simulate loss of capabilities. I have been meaning to make this suggestion for quite some time... which is why I expect this to be hard coded.
OldSchoolSoldier
Posts: 170
Joined: 2006-11-11 17:22

Post by OldSchoolSoldier »

Play as a medic and heal yourself. Medics always benefit the squad.
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

I know we've talked about this before but caboose is right, though 2 secs of LSD vision seems a bit much...but its not about WHAT effect gets put in place, just as long as one is. I hope this issue gets the attention it deserves. IMO this is one of the top 5 biggest issues in PR, it seems small but if an effect was added in...you would see a big change in the core gameplay. Not having this leads to gamey gameplay. Firing on a moving target should be a risk-reward. Risk - give your position away. Reward - you get a chance or two to make the first hit, thus giving you a great advantage for a bit....yet this advantage is not present. I'm 100% for putting in some effect here...it'd also help with suppressing fire, making it more effective.
Snowno
Posts: 154
Joined: 2007-08-10 14:32

Post by Snowno »

I'm not sure if this would be good to do...
It's still a game you know.
Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

I agree completely.
3 round burst to chest is not at all fatal in all cases right now (probably because of BF2 hit "detection" system) and I really hate to shoot someone numerous times only to make him turnaround, headshooting me and running away.
If you are hit you should really "feel it" - blurry vision, shaking screen, blood colored screen for a moment.

And yes this is a game so no one is proposing that you should fall dawn immediately after shot with 7.62, being able to heal only in main base in meditents or being unable to spawn for the whole round after being killed - which is realistic but not fun.

Drunken sailor?
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Waaah_Wah
Posts: 3167
Joined: 2007-07-26 13:55

Post by Waaah_Wah »

IMO a soldier should get the LSD vision thing after getting hit for like 1 or 2 sec. And his stamina should go down to 0 after getting hit. Coz when you get it IRL you wont just bunnyhop or spring away after eating a 7.62 bullet. And dont tell me that adrenaline takes away the pain...
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

I agree, this has been an issue from the very beginning. It has been discussed before but I still don't know what direction the Devs are going with this or what the potential problems are. I would also agree that this is a major problem, especially with the new view distances, the first shot should give you the upper hand for a few seconds at least. There are different solutions to this but I think a beta is going to be needed to iron out a few things. I personally think you should drop out of "sights up" if you get hit as well have a slight distortion effect to your vision for a second or two.

Yes this is a game and there will still be game aspects needed (more then one life, spawning on a backpack etc.) however I think the issue of taking a hit should impact your abilities. It has the potential to change fire fights and tactics for all players.
Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

Dropping of aiming mode after being hit would be fantastic.
Truth needs no law to enforce it
Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Greenie Beanie
Posts: 312
Joined: 2004-07-23 06:23

Post by Greenie Beanie »

Agree with topic starter, u cant be hit by a bullet n not be affected
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Bah, I always return fire, when fired at, even if the screen is blurry from supression.

I sure wont go down that easy....
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Eyre
Posts: 47
Joined: 2007-02-27 21:02

Post by Eyre »

Outlawz wrote:Bah, I always return fire, when fired at, even if the screen is blurry from supression.

I sure wont go down that easy....
Agreed. You might get lucky. Tripping on LSD vision does not make it impossible to return fire, just difficult to return accurate fire. The thing I find hardest, really, is that it takes the minimap away and I get paranoid that I might accidentally gun down a friendly since the blur lets you see soldier shapes, but not really their uniform or equipment. Forcing a player to drop out of iron sights/scope would be great if it can be done, although I'm certain the devs are aware of the general feeling about the current effectiveness of getting the drop on an enemy and scoring the first hit.
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El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Yep, its supposed to take 2-4 bullets to kill you, yet in Bf2 because of the hitbox it takes a bit more.
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Wasteland
Posts: 4611
Joined: 2006-11-07 04:44

Post by Wasteland »

People are turning around and shooting you after taking a burst to the chest because of lag/hitbox issues. I almost never fire on reasonably fast moving targets, and when I do I spray a lot more than one burst at them.

They can't make it so that you can't run after being shot in the leg or can't aim after being shot in the arm. That kind of thing is hardcoded, unfortunately.

I'm not sure if wounded people wouldn't be able to sprint IRL. It seems to me that you'd have a LOT of adrenaline helping you along at that point.
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milobr
Posts: 398
Joined: 2007-06-10 23:06

Post by milobr »

I agree with this idea completely and think this should have been implemented in game a long time ago.

Blurry vision + sights down upon being shot = wild threesome
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Post by Celestial1 »

Perhaps even the "recoil" effect pushing your aim up so that a soldier who was very close to aiming can't just shoot without moving his aim cause he was spot on before being shot.
danthemanbuddy
Posts: 842
Joined: 2006-11-12 19:07

Post by danthemanbuddy »

I agree too, Biggest peave of PR right now is the 5.56 round, shoot someone and it hits, but they prone and shoot you with autosniper g3 and headshot you.

If the blur of 1 second was in place, you would want to get out of that situation.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

This isn't just about the type of round you're hit with, its about simulating the stun effect that bullets have on people. I mean you're still getting shot with one of the fastest man made objects. Don't really care about what round you use, you're still going to have broken ribs and a bad sense of direction after being hit. I think that this is currently the NO.1 PR issue right now. And I repeat; I already thought that this WAS in PR and was enormously put off when I had to repeat a lot of my VBF2 experiences.

*Edit: to my embarrassment, the king of run and gun Halo even has a system that knocks players out of scoped mode after being hit.
Last edited by CAS_117 on 2007-08-21 19:04, edited 1 time in total.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

This has been discussed before. Though once again I agree with the topic idea. Hell, I'd make it so that even when a bullet lands next to you, that your HUD makes a blur or shaking effect (Basically, it'd be replacing the shell shock effect with something more effective). Bringing the sights down to the hip would also help decrease the player's accuracy upon being fired upon.

I point this out every time this subject goes up, but if anyone plays or played America's Army, there's a similar effect that occurs when the player is under fire. It rocks your HUD enough so that it disorientes you, forcing you to take cover.

Something like that would help PR alot. Making suppression fire alot more effective, and creating much more interesting engagements between infantry. As it is, all we see are shootouts between two opponents. It's basically spot and shoot, almost Counter-Strike like gameplay. If players were forced to take cover, you might actually start to see alot more flanking tactics, suppression fire, falling back, moving from cover to cover etc. Players will actually experience scenarios where they do infact become pinned down by enemy fire, where as now players simply choose to pop their heads up, under fire and with steady hands return fire with deadly accuracy. Something like this could really benefit PR alot IMO.
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

A blurr effect would be nice. If that cant happen, atleast make them lose their sights everytime they get hit.
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