Page 1 of 2

Near misses should be even less pleasant

Posted: 2007-07-26 12:33
by DrMcCleod
Dear devs, for the next release beta stages (after you have had a well earned holiday) would it be possible to try adding that unpleasant wobbly effect that you get when bleeding to death whenever you are the victim of a near miss?

Make it last only a couple of seconds and I think it would really improve the effectiveness of suppressive fire. Or it might be annoying, hence an experiment in Beta.

Ta.

Posted: 2007-07-26 12:43
by =UKHC=Neoteknix
DrMcCleod wrote:Dear devs, for the next release beta stages (after you have had a well earned holiday) would it be possible to try adding that unpleasant wobbly effect that you get when bleeding to death whenever you are the victim of a near miss?

Make it last only a couple of seconds and I think it would really improve the effectiveness of suppressive fire. Or it might be annoying, hence an experiment in Beta.

Ta.
I dont think it would affect your Vision IRL ... so i kinda disagree on this, I think the way it is now - with the Sonic Pops and Heartbeat sounds are perfect ! :D

Maybe if its .50 cal fire then make it a bit more like the Flash Bang effect without the white Screen, Total lack of hearing for a moment or two ......

Posted: 2007-07-26 12:48
by robbo
I get total loss of hearing when i fire the G3 on Auto :-P

Posted: 2007-07-26 12:56
by $kelet0r
Ideally the sudden and loud noises exploding in your ear would make steady aim impossible. But guess what. That's hardcoded :|

Posted: 2007-07-26 12:59
by DrMcCleod
=UKHC=Neoteknix wrote:I dont think it would affect your Vision IRL ... so i kinda disagree on this, I think the way it is now - with the Sonic Pops and Heartbeat sounds are perfect ! :D

Maybe if its .50 cal fire then make it a bit more like the Flash Bang effect without the white Screen, Total lack of hearing for a moment or two ......

Obviously it isn't perfect yet. Suppressive fire is largely ineffective and too often to you lay into someone with a machine gun at long range, only to have them pop up and headshot you instantly. It just isn't right, my friend.

Posted: 2007-07-26 13:08
by Burning Mustache
DrMcCleod wrote:Obviously it isn't perfect yet. Suppressive fire is largely ineffective and too often to you lay into someone with a machine gun at long range, only to have them pop up and headshot you instantly. It just isn't right, my friend.
To be fair, if you are already pinning an enemy down and he has the time to pop his head out and shoot at you, before you can direct the fire right into his face, you kinda deserve to die :)

EDIT:
To clarify;
The effectiveness of suppressive fire in real life is not due to magical effects which will blur your vision or magically make your muscles unable to perform the actions required for effective aiming.
It's effective because -- guess what -- in real life, you don't want to die, hence you're not gonna pop your head out of cover if a SAW is pounding at the wall you're hiding behind.
If, in real life, you have the balls to pop your head out and shoot back at the machine gunner, kudos to you, but this action makes you an easy target and chances are you're just gonna get your brain splattered all over your squad mates.
It's not that different in PR actually. I think they got it done pretty accurately.
If you're being pinned down by machine gun fire, it's up to you to stay in cover (which most people will do in this situation, giving the machine gunner's squad a chance to flashbang / flank the pinned down enemies), or to take your chances and pop your head out and return fire. The only difference is that, unlike in real life, if you do happen to die from this action, you can just respawn 30 seconds later, so people will be more likely to take this chance, unlike in real life, where respawning is not an option. This is why suppressive fire in real life is more effective. But then again, this can be applied to almost any situation in PR, and we should keep in mind that, at the end of the day, this is just a game after all.

Personally, I think they got suppressive fire pretty right, and again, if you're the machine gunner pinning enemies down and can't manage to blow up an enemy head popping out and shooting at you, you should give credit to the brave motherfucker who actually dared to engage you, instead of complaining about realism (no offence intended).

Posted: 2007-07-26 13:12
by Outlawz7
Flashbang effects when something explodes near you! I want some light vision and loss of hearing for a moment, when an armoured vehicle blows up ;) ;)

Posted: 2007-07-26 13:17
by Greenie Beanie
The issue definately needs to be addressed... it would be nice if when someone came under a certain amount of fire they would lose ability to use weapon and could only smoke/fall back/flank

Posted: 2007-07-26 13:28
by DrMcCleod
Burning Mustache wrote:To be fair, if you are already pinning an enemy down and he has the time to pop his head out and shoot at you, before you can direct the fire right into his face, you kinda deserve to die :)


Personally, I think they got suppressive fire pretty right, and again, if you're the machine gunner pinning enemies down and can't manage to blow up an enemy head popping out and shooting at you, you should give credit to the brave motherfucker who actually dared to engage you, instead of complaining about realism (no offence intended).

The problem is two-fold, firstly people are not particularly bothered about dieing in PR, secondly the rifles are very, very accurate. They are modelled to an accuracy suitable for a range, but if bullets are flying all around then I would guess (I am not a soldier) that accuracy tends to suffer. This is not moddable apparently, other than reducing accuracy across the board which the Devs are reticent to do for a number of good reasons. As a result, any half-decent player with a scoped rifle (ie everyone) will be able to shoot a machinegunner at every range other than point blank due to the recoil of the MG. He will be able to do this with the cool aplomb of Bubba Redneck plinking tin cans off the trailer park fence.

Since, shooting gives away your presence and position, it is rarely a good idea to use anything other than aimed shots, hence you hardly ever see suppressive fire.

My suggestion would make getting shot at unpleasant, and it would make accurate return fire difficult. You would have to rely on your squad mates suppressing the enemy shooting at you so you could withdraw and manouvre.

Posted: 2007-07-26 13:48
by Burning Mustache
You do have a point about the stress factor involved when under suppressive fire.
While I'm no soldier either, I can imagine that most people in such a situation probably wouldn't hit nearly as good as under controlled circumstances on a shooting range. The problem really is how to simulate this. Again, in real life, your vision would not blur from the suppressive fire, and, theoretically, if you've got balls of steel and are some kind of psycho who isn't bothered by dying or the stressful situation around him at all, you might actually be able to effectively shoot back and kill the machine gunner -- theoretically.
Also, PR is a FPS game where all of the players have equal conditions and limits, and it's each player's individual skill (reaction time, hand-eye coordination, ability to locate sources of sounds, experience, etc.) which gives him an advantage over other players, much like in real life.
The problem really is how you could simulate the stress factor experienced by real soldiers. Furthermore, the problem is that every soldier, in real life, would handle such a stressful situation differently, which is why "crippling" all players across the board when being fired upon is kind of stupid, but then again, I can't really think of a better way to really simulate the danger of suppressive either.

Again, I can just say that personally (I don't use the support class that often), whenever I'm laying down suppressive fire, it seemed to do a pretty good job at keeping the enemies down while I managed to kill all the daredevils who tried to shoot back at me before they could kill me, so it has been working pretty well for me personally so far, maybe I've just been lucky though :)

Posted: 2007-07-26 14:10
by Waaah_Wah
I think that you should get the "flashbang effect" when you get shot, coz i seriously boubt that you can shoot strait away with pinpoint accuracy after getting shot. Maybe you guys should add the dizzy vision thing you get when your about to bleed to death to the bullet damage, so when you eget shot you wont able to shoot back right away.

Great mod btw

Posted: 2007-07-26 14:36
by Tartantyco
-I think just a split second blur when bullets hit next to you would be great, not because that happens in real life but because this is a game and so you sometimes have to simulate things. The adrenaline is pouring through your veins and when that bullet zips past you or hits right next to you your muscles tense up for a split second, that's what it would simulate. A minor shake of the screen would probably be best but I don't know if that's possible. It should also not be cumulative as you don't get the same reaction to the other bullet zipping past you a fraction of a second later. Half a second of blur/shake, followed by at least half a second of normal view after that before it can happen again. But it's probably impossible to make happen...

Posted: 2007-07-26 14:38
by DrMcCleod
Tartantyco wrote:-I think just a split second blur when bullets hit next to you would be great, not because that happens in real life but because this is a game and so you sometimes have to simulate things. The adrenaline is pouring through your veins and when that bullet zips past you or hits right next to you your muscles tense up for a split second, that's what it would simulate. A minor shake of the screen would probably be best but I don't know if that's possible. It should also not be cumulative as you don't get the same reaction to the other bullet zipping past you a fraction of a second later. Half a second of blur/shake, followed by at least half a second of normal view after that before it can happen again. But it's probably impossible to make happen...

I agree that it would be spiffing, but sadly there just are not that many shaders available to the Dev team.

Posted: 2007-07-26 14:54
by El_Vikingo
Area that the "Supression" is detected be increased even more.

The effects are there, it's just that they aren't very noticable.

Posted: 2007-07-26 15:42
by Leo
I only notice them when I go right up to a wall and shoot it, maybe increasing the Area of Effect to something like 5 meters?

Posted: 2007-07-26 15:52
by Long Bow
5m = 16.5 feet, thats a bit of a stretch. I do think that an increase in the effect radius is needed though.

I have stated this before but supressive fire is not as effective sometimes because of the lack of effect in game. Not the blurry screen but the lack of dust and debris. If there was more dirt, sand, brick and dust kicked up upon bullet impact it could reduce your vision. Reduced vision through environmental effects would make it harder to spot the exact location of the enemy firing on your position. This would still give you full functionality of your vision and movement but limit you from insta-shooting over an obsticale under fire. How easy this is to impliment or the fps increase could make this a non-viable option though.

Posted: 2007-07-26 15:59
by El_Vikingo
You mean FSP decrease.

Posted: 2007-07-26 16:38
by Dr. Litch
I really like the dark 'tunnel-vision' effect around the edges of the screen you get when shot (sometimes) and also when you're in fire. To me its really alarming and sends a "you're #@*$ed" message more than a LSD/blur/flashbang does

Posted: 2007-07-26 17:13
by UncleRob199
In my opinion I think the idea of slightly increasing the area affect size, combined with increasing the decals/dust/mud effects would be the best way to make it more difficult to regain your senses and return fire.

Posted: 2007-07-26 17:23
by Burning Mustache
UncleRob199 wrote:In my opinion I think the idea of slightly increasing the area affect size, combined with increasing the decals/dust/mud effects would be the best way to make it more difficult to regain your senses and return fire.
I can agree with that. I'd love to see more distracting mud and debris fly around. I suppose this is a more feasible idea than utilizing something similar to the flashbang effect or temporarily decreasing gun accuracy (which I doubt would be possible to do anyway).