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Re: Suppressive effects

Posted: 2010-03-22 02:05
by Chuc
Red Orchestra mod Darkest Hour has a fantastic system where your aim got forcibly thrown off by suppression, making it nigh impossible to take proper shots.

Re: Suppressive effects

Posted: 2010-03-22 04:09
by BloodBane611
[R-DEV]Chuc wrote:Red Orchestra mod Darkest Hour has a fantastic system where your aim got forcibly thrown off by suppression, making it nigh impossible to take proper shots.
Fuzzymonkeys that would be awesome.

Re: Suppressive effects

Posted: 2010-03-22 04:48
by Dev1200
Like down below said, if your getting suppressed maybe your aim should get thrown off? That way you can't snipe through suppressive fire.

Re: Suppressive effects

Posted: 2010-03-22 05:57
by Qaiex
Could be fixed by making it so deviation changes even less when moving slightly, that way you could walk and fire at the same time so even if the other guy sighted in before he became suppressed, you're moving out of his crosshairs so it doesn't matter.

Re: Suppressive effects

Posted: 2010-03-22 06:01
by Rudd
qaiex wrote:Could be fixed by making it so deviation changes even less when moving slightly, that way you could walk and fire at the same time so even if the other guy sighted in before he became suppressed, you're moving out of his crosshairs so it doesn't matter.
I can imagine some kind of strange battle dance evolving....

Re: Suppressive effects

Posted: 2010-03-22 08:35
by Qaiex
[R-CON]Rudd wrote:I can imagine some kind of strange battle dance evolving....
Indeed XD
Put a limit on it?

Code: Select all

First time moving
1-----2-----3-----4-----5-----6   Seconds (of movement)
.1    .25    .5       1     2.5     5   Deviation (Cone of Fire radius in cm)

2nd time moving within x sec after moving more than 3 sec
1-----2-----3-----4-----5-----6   Seconds
.5    .75     1     2.5     5      7.5 Deviation

3rd time moving within x sec after moving more than 3 sec
1-----2-----3-----4-----5-----6    Seconds
1     2.5     5     7.5     10    15   Deviation

Could something like that work?
The numbers aren't right, I don't know the actual deviation, it's just the concept that's important.
For every time you stop and start moving again within say, the same amount of time you have moved since you last stopped, your deviation increases x times.

So if you stop, sight in and strafe left for 3 seconds and keep firing, you'll end up with .5 deviation + whatever you might add by not pacing your shots.
If you wait 3 seconds now, you'll be back to minimum deviation and it's reset.

But if you start moving again sooner than that the game will start from the 2nd set of deviation and if you stop after moving 3 seconds with this, you'll be at 1.0 deviation + whatever you might add by not pacing your shots.

Now if you keep moving for 3 more seconds you're on the third set of deviation, and you'll end up with 5.0 deviation, which will mean you won't hit anything.


If it was like that you could move out of the scope-wars zone while you're suppressing the enemy, while still maintaining the stationary position as a necessity for accurate shooting.