Devs- CQB Supression

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Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Devs- CQB Supression

Post by Antonious_Bloc »

The new suppression effect kicks major arse in medium to long range firefights. I'm lovin' it. :grin:

The bad thing is, as has been pointed out, that in close quarters it seems a bit severe, especially since you can suppress yourself, a point which I don't fully understand. Keeping a squad pinned with a 50cal is sweet, however, sneaking up on someone and letting it rip only to be blinded by your own shots doesn't.

SO I suggest that the blurriness effect from 0.7 be used instead of the current effect for close quarters. I've seen the post saying that they want the effect to only work on bullets that travel 20m, however, the blurry effect would still allow you to know how close shots are to hitting you during close range and would you to make some someone still keeps their head down to a limited extent, but would also allow you to see what is going on and fight back up close.

I think it's a great idea.
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$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

Agreed although you'll find that the Devs are way ahead of you in suggesting it. What remains to be seen is if they will fix it quickly (preferable for obvious reasons) or wait until 0.8 or other major release.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

We'd all love a hotfix for these things but hosting them and distributing them is a problem :(
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Antonious_Bloc
Posts: 348
Joined: 2007-11-20 05:57

Post by Antonious_Bloc »

See, I knew they wanted to remove the blindness effect from close up fights, but I never saw anything about adding a different effect for it. Either way will be sweet, I just think that the 0.7 blurries will be sweeter.
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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Post by Spearhead »

Don't think we can have two different range-depending effects. But we could probably get rid of suppression for bullets that traveled only a short distance. Need to have a programmer look into that for the future.
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Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

[R-DEV]Spearhead wrote:Don't think we can have two different range-depending effects. But we could probably get rid of suppression for bullets that traveled only a short distance. Need to have a programmer look into that for the future.
Could it be coded that suppression effects will exist only if the projectile has existed long enough(ie, traveled over 15m)?
That way, there would be no suppression effects until the round has got a bit of distance away from the play, as such.

Im no coder though.

...mongol...
Military lawyers engaged in fierce legal action.

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Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

[R-DEV]Spearhead wrote:Don't think we can have two different range-depending effects. But we could probably get rid of suppression for bullets that traveled only a short distance. Need to have a programmer look into that for the future.
That would be uber sweet.
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