[Effect] Suppression effect tweaks [WIP]

101 bassdrive
Posts: 514
Joined: 2007-02-20 15:04

Post by 101 bassdrive »

DeadboyUSMC wrote:"fear of annoyance".
haha good one xD
Id like that, itd be hardcore unzunz but wth as it is right now you got 20percent of your team fullfrontalcharging and wasting tickets like they had the right to spend those whilst infact the rest of the team pays till theyre broke.

again, itd be extreme, but it could work out.
atm: 1 life to reckon and maybe take 1-2 out. die. respawn and know the enemy squad location. pick em all out. equals 5-7 kills to 1-2 deaths.
so theres often no need to advance tactical. because if you move slowly and cautious, meanwhile some noobanzai you just picked out is eagerly awaiting to respawn and get back on you.
might be offtopic but I feel I cant stress this issue enough
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Post by M.Warren »

'[R-DEV wrote:Jaymz;635770']Currently working on tweaking the suppression effect so,

1. Only happens with 5.56 and higher calibre weapons

So you can all stop bitching about pistols/smg's giving off the effect ;)

Confirmed for 0.8

2. Only "activates" after the round has travelled 10-20m

Confirmed for 0.8

So you can all stop bitching about CQB being a little bit frustrating ;)

3. Is triggered when bullets go overhead

Only one I'm not too sure about. With a bit of luck perhaps :)

WIP
My main opinion:

To save myself some excessive typing I will simply take an exerpt from Wikipedia:

"Suppressive fire differs from lethal fire (i.e. shoot-to-kill) in that its primary objective is to get the enemy to "keep their heads down" and thus reduce their ability to move, shoot, or observe their surroundings. While soldiers may be injured or killed by suppressive fire, this is not its main purpose.

To be effective, suppressive fire must be continuous enough to keep the enemy suppressed - that is, always thinking of staying safe behind cover. As long as the enemy can be kept fearful of the next round coming in, they will not be thinking of moving or shooting back. If there is so much incoming fire that the enemy can not move or shoot, the enemy is pinned.

Suppressive fire may be either aimed specifically (at an individual enemy soldier, group of soldiers, or vehicle) or generally (for example, at a building or treeline where enemy soldiers are suspected to be hiding.)"

The true idea of "Suppression" is to converge fire on an area or specific target to keep them pinned down from multiple sources of incoming fire. However currently in game (and by an abstract method) all it takes is just 1 soldier to make this occur, indeed abit silly and very unrealistic. (Unless he's point blank and firing full auto, then that makes sense.)

However to truely correct the issue should be based upon several factors:
1. How close the incoming enemy fire lands near to you.
<Note: Within 2-4 meters.>

2. How often the rounds from incoming enemy fire land near you.
<Note: More than 3 rounds landing near you within 1-2 seconds.>

By using these guidelines it should be quite easy to aquire the proper "Suppression effect" we've been looking for all along in the Project Reality experience.

But why should this work? Because if more than 3 rounds are landing near you within 2 seconds chances are the guy shooting at you is firing in rapid succession (firing for effect) and/or you are being engaged by multiple sources to keep you from firing back. Let's keep in mind, most people who fire for accuracy fire roughly 1 round per second. If there is more than 2-3 rounds in 1-2 seconds landing near you it's obvious your taking fire and you should theoretically be "suppressed".

My main point is it should take a team effort by a well coordinated infantry squad and their Squad Leader ordering people to fire at a specific target and stating "Suppressing Fire!" and following it up with both automatic fire and rapid succession fire. However currently Project Reality plays out like this: "You find yourself going completely blind because 1 guy took a lame pot-shot at you 100 yards away and completely hit the dirt 7 feet to your right." That's not the real idea of "Suppression" and if anyone tells you otherwise they're a nut.

Now my alternate opinion:
(If my main opinion wasn't made logical and simple enough.)

1A. Heavy suppression effect (as of v0.75) occurs when taking fire from an Infantry Support Weapon (Automatic Rifleman), all munitions fired from armor and aicraft (Main Cannons, Missles, Bombs, Coaxial etc.), mounted .50 caliber machineguns (HMMWV, Vodnik, Land Rover and Nanjing) and explosives (Hand grenades, C4 and M2 Slams.)
<Note: Heavy suppression effect as in complete blurryness and blackened outer peripherals as seen in the latest patch of v0.75.)

1B. Light suppression effect (from patches v0.6 and v0.7) occurs when taking fire from all standard infantry weapons including Pistols, Assault Rifles, Sniper Rifles, Marksman, Carbines and Submachine guns.
<Note: Light suppression effect as in partial blurryness (outer peripheals are not blacked-out) as last seen in the lats two patches v0.6 and v0.7.)

When being fired upon by munitons of mixed calibers such as infantry and tank/apc fire the greater effect takes place. That being the Heavy supression effect.

2. Only "activates" after the round has travelled 10-20m.
<Note: Good idea seeing we'll no longer blind ourselves when accidently striking the ground infront of us while behind cover in the prone position.>

3. Is not triggered when bullets go overhead.
<Note: Considering the fact that bullets don't make a "whizzing" sound going overhead. I feel if we actually could hear bullets "whizzing" over our heads then we may naturally seek cover anyways rather than forcing it with yet another suppression effect.>

Of course, I am unable to confirm if having 2 different sets of suppression effects can even occur or developed. Reason why I suggest this is that very few people had complained about the v0.6 and v0.7 suppression effects as they generally slightly blurred your vision. Not to the point where you've lost your sight so bad that you wanted to pull the Hubble Space Telescope from orbit and use it as a monocle in hopes to actually see again while under fire.

Anyways... I hope we get this suppression effect sorted out. It's been impacting infantry combat in a negative fashion for quite awhile now... I'm very open minded on certain things but some things just don't make sense to me. The suppression effect has been introduced into Project Reality with good intentions and I am very appreciative of this as it adds a whole new spectrum to combat, but it has been implemented in a completely wrong fashion. Completely wrong.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Post by arjan »

i agree with you
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Post by Jaymz »

@ Warren : Unforuntately we can only have one type of suppression effect. As for needing multiple rounds to trigger it, I guess I can see if it's possible. It's definitely possible to decrease the radius at which the effect is triggered so we might lower that a bit.

Other than that, I disagree with you that saying that it's implemented in the wrong fashion. It's been implemented correctly but it just needs to be refined, which is what this thread is all about. I knew we couldn't get this working the way we wanted it in one release so hopefully come 0.8, it will be a lot closer to how you said it should be.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Post by M.Warren »

To [R-DEV]Jaymz,

Thank you for the swift follow-up on my post, good to know that it's been acknowledged. However there is another possible method to get the "Suppression Effect" to work if the "multiple round trigger" method cannot be devised.

How to explain? Humm... Well, you know what happens when taking multiple hits from sustained fire? You know, the red "pain" effect, like when the outer peripherals of the screen change from opaque red to solid red? If we can copy that effect and alter it so that it appears black instead of red and give it a slight blurr effect, then when rounds are landing near you the "suppression effect" would become progressively worse as more rounds come in and strike the adjacent areas around you. Rather than becoming instantly blurry from a single shot as of the latest patch.

So basically:
1. Copy the red "pain" effect and alter it so it's appears black instead.
2. Add a light vision blurr while this effect is occuring.

So if everything works out right, theoretically if 1-2 rounds land near you within 2 seconds you will endure a "light suppression effect" (Or none if capable of being altered as such as chances are your being fired at by a single soldier anyways.). As shot number and density increases if 3-4 rounds land near you in 2 seconds you will endure a "moderate supression effect". And if 5-6 rounds land near you within 2 seconds you will endure a "heavy suppression effect".

On another note, I agree with your remark in regards to it's implementation. It was a poor selection of wording on my behalf and if I could have thought to explain it differently I would have.

Just simply trying to state that the implementation of the suppression effect as of v0.75 currently has a greater effect on infantry combat than previously in v0.6 and v0.7 and currently proves to be alot a more difficult to work with than before. The usefulness of the suppression effect is indeed a good idea and is still in the process of being refined without a doubt.

Thanks again for putting your time and effort into the mod, i'm sure we'll see a significant improvement in the future.
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