Shorten drunk effect, add to bullet impacts

Suggestions from our community members for PR:BF2. Read the stickies before posting.
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Everytime you are hit in PR, its recorded as a hit to the Armored Vest, unless its a headshot. Anyone shot in the vest is going to be ganked up a little bit, not full sprint capacity (speculation), and sure as hell not supremely accurate.

Small Arms issues:

Proning - possible fix
Hit Effect- hopeful
Weapon MOA(RL deviation) - possible
Scope Wobble - doubtful
Suppression Effect - hopeful
Insta-Aim - hopeful
Severloh
Posts: 26
Joined: 2007-01-21 23:20

Post by Severloh »

Agreed, some LSD effects after being shot would greatly improve this mod

70% of the time, when i'm playing as MEC, i get shot, keep running, tur around and shoot our m16 armed fellow in the head

I really feel uncomfortable after doing this :-P

So, DEVS, please, think about it :)
nidpants
Posts: 41
Joined: 2007-07-28 00:56

Post by nidpants »

VipersGhost wrote:Everytime you are hit in PR, its recorded as a hit to the Armored Vest, unless its a headshot. Anyone shot in the vest is going to be ganked up a little bit, not full sprint capacity (speculation), and sure as hell not supremely accurate.

Small Arms issues:

Proning - possible fix
Hit Effect- hopeful
Weapon MOA(RL deviation) - possible
Scope Wobble - doubtful
Suppression Effect - hopeful
Insta-Aim - hopeful
If you get hit in the chest with a vest, it might still break a rib and will knock the wind out of you. I'm fully in favor of the "no stamina" thing. Bottom line is that the first person to get a hit in CQB should have a huge advantage, and if you're hit in long-ranged engagements, you should be meta-suppressed, i.e. make it a VERY bad idea to pop your head back out to try to spot the enemy again.
Epim3theus
Posts: 1110
Joined: 2007-01-03 13:23

Post by Epim3theus »

If somebody is running don t lead the target (depending on distance) because his hit box is lingering somewhat behind him. There is a video on Youtube conserning hit box detection in BF2 wich will explain it. I ve shot people when i wasn t even on target with my gun, or so i thought.
A LCD effect would be nice, or maybe just a really loud bang/explosion kind of sound on your speakers/headset that will scare the shit out of you when you get hit, so you won t react as fast as you normally would. Or an irritating beep something like that.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

Epim3theus wrote:If somebody is running don t lead the target (depending on distance) because his hit box is lingering somewhat behind him. There is a video on Youtube conserning hit box detection in BF2 wich will explain it. I ve shot people when i wasn t even on target with my gun, or so i thought.
A LCD effect would be nice, or maybe just a really loud bang/explosion kind of sound on your speakers/headset that will scare the shit out of you when you get hit, so you won t react as fast as you normally would. Or an irritating beep something like that.
With the new sprint speeds the hitboxes have tightened up a bit more. I find at long range you still need to lead, just not as much as you would think based on sprint speed.
Kruder
Posts: 803
Joined: 2007-04-05 10:26

Post by Kruder »

milobr wrote: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
Agreed
Zaknafein
Posts: 9
Joined: 2007-02-11 21:01

Post by Zaknafein »

A LCD effect would be nice, or maybe just a really loud bang/explosion kind of sound on your speakers/headset that will scare the shit out of you when you get hit, so you won t react as fast as you normally would.
I like that idea. More emphasis on the bullet impact would be good, like a scary crack when it hits you, aswell as the shout from your soldier.
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Post by Bonsai »

I like the idea and I would love to see different effects depending on where and how often you get hit, but ...

I think we all know the hit-detection of the engine isn`t the best?
So it`s not possible to detect where you have been hit?!? Only chest or head?

And if we get a blurry/LSD whatever effect for every hit it encourages people to spray whenever they see someone. Because if he hits, the enemy gets blurry and they have all the time to aim properly?
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
milobr
Posts: 398
Joined: 2007-06-10 23:06

Post by milobr »

Zaknafein wrote:I like that idea. More emphasis on the bullet impact would be good, like a scary crack when it hits you, aswell as the shout from your soldier.
I was thinking here and really thought about the idea of soldiers screaming if they get shot. Like the soldier being shot and screaming "o fock" and similars. Would be cool for immersion :lol: And fun to hear.
Ecko
Posts: 925
Joined: 2006-11-28 22:49

Post by Ecko »

how about when you get hit, the player is forced to look at the ground and rotate left/right 90 degrees to simulate the impact. This will also delay the ability to instantly refire.
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AKA Ecko1987
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Soulis6
Posts: 452
Joined: 2007-02-17 12:31

Post by Soulis6 »

Agree with all points 100%. Great revival of a topic that needs to be dealt with.
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Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

Would any Dev's out there care to comment? No details are necessary, I'm just curious if the Dev's feel that this issue is something that needs to be addressed (several different options for this, no need to tell us) or if the Dev team feels that the current situation is acceptable and will not be dedicating any time to this?

Note that was said in the most, mushy, sucky little cutsie voice I could muster to make you feel a certain obligation and pity towards me and hence give an answer. However if you're more the submisive type Dev I can always change it to a more husky, masculine, authorotative tone to suit your needs.
Wellink
Posts: 158
Joined: 2007-05-10 14:08

Post by Wellink »

I love all the suggestions here (shameless bump)
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Thanks Dennis for making this sig!
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Long Bow wrote:Would any Dev's out there care to comment? No details are necessary, I'm just curious if the Dev's feel that this issue is something that needs to be addressed (several different options for this, no need to tell us) or if the Dev team feels that the current situation is acceptable and will not be dedicating any time to this?
I'm also interested in hearing an updated Dev opinion on this, if possible.

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

Post by CAS_117 »

VipersGhost wrote:I'm also interested in hearing an updated Dev opinion on this, if possible.

Thanks.
Me too actually.
Surround
Posts: 609
Joined: 2006-12-10 23:49

Post by Surround »

caboose wrote:Me too actually.
Hell yeah! Me too. I have been hoping for this for a year.

If there would be blur effect, you would seek for cover insted of turning and shooting back.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

The lack of Dev comments in this thread leads to speculation on my part. Speculation that they are aware of this problem but are having a difficult time coming up with a suitable solution i.e. fits with PR but is not a huge ammount of work to impliment.

I would guess that they have tried a few solutions only to have an overdone effect that cripples the fire fights or have found that to get a working solution is going to require a monumental amount of work?

Just my random thoughts on this and a shamless attempt to bump this thread without typing "bump". Ah **** I ended up typing bump... ****! I did it again :-P
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

I seem to remember that Eggman or another Dev mentioned that when they tried this before it meant that it affected everyone equally. So you could be in a tank and some fool could be plinking you with a pistol and the tanker would be helpless from the hit effects.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

$kelet0r wrote:I seem to remember that Eggman or another Dev mentioned that when they tried this before it meant that it affected everyone equally. So you could be in a tank and some fool could be plinking you with a pistol and the tanker would be helpless from the hit effects.
Thanks for the input, that is exactly the type of thing I figured was the hold up. An effect that worked but was not a viable solution. I will let this go then since if what Skeletor said is true, then the Devs are at least considering fixing it if possible, which is good enough for me :)
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

$kelet0r wrote:I seem to remember that Eggman or another Dev mentioned that when they tried this before it meant that it affected everyone equally. So you could be in a tank and some fool could be plinking you with a pistol and the tanker would be helpless from the hit effects.
You are referring to the "Knockback" effect. They looked at implementing that into the game but then noticed that an assault rifle could knock tanks around...pretty funny stuff.
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