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Abjust blood effect (its a little strong)
Posted: 2011-10-30 18:18
by tankninja1
Ive noticed that bleeding out is the biggest pain in the A## ever. First you cant see your hand infront of your face, really unrealistic if you got shot in the foot. Second if your getting that much blood in your eyes that you cant see your hand infront of your face you were probably shot in your forehead, in which case you are probably already dead

I know that the engine probably registers a hit as a hit no matter where a bullet hits, unless its your face or body armor but, leave like a 1in x 1in square or circle at the center of the screen so you can atleast see a little bit.
Please give feed back
Re: Abjust blood effect (its a little strong)
Posted: 2011-10-30 18:46
by AquaticPenguin
I thought the idea was that you can't see since it's a good incentive to not get shot in the first place. It's not the best way of it being represented I agree, but I think the overall effect it has is quite a useful one.
Re: Abjust blood effect (its a little strong)
Posted: 2011-10-30 19:04
by Conman51
tankninja1 wrote:Ive noticed that bleeding out is the biggest pain in the A## ever. First you cant see your hand infront of your face, really unrealistic if you got shot in the foot.
Please give feed back
Thats the main reason it is there. If you get shot, no matter where, your not going to be able to shoot back effectively.
Plus the engine cant detect getting shot in the foot to disable walking for example. (Engine cant do realistic damage)
Honestly its just fine, maybe even make it more intense. Make it as hard as possible to do anything when wounded.
If you wanted real realism, they could make it like aRMA PR and just have you on the floor when the first round hits you.
Re: Abjust blood effect (its a little strong)
Posted: 2011-10-30 19:43
by Spec
Locking, as this is a (re)suggestion outside the appropriate forum.
As Conman said, the reason for the blood effect is not that soldiers who are wounded would automatically have blood all over their face in real life. The reason for this change is that the Devs want the player to be affected by non-lethal injuries in a way that goes beyond having less hit points. Since lowered accuracy, inability to perform certain actions and such neat things can't be done with the BF2 code, we have a bloody screen instead that limits vision and thus reduces the ability to fight back after an inury - with the desired result being that players will, once hit, seek cover rather than shooting back as their first instinct, as would relatively likely be the case in real life. Both in real life as well as in game you're free to try and shoot back, but you'll be of limited use to your squad with that effect.