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Bullet Impact vs Visual
Posted: 2007-12-12 01:50
by danthemanbuddy
First of all I know this isn't a complete mod its only in its what 6th release? (.2 .31 .32 .4 .5 .6) And this has been suggested before, but not with what i want to add to it.
The reason I post this is that the main reason I quit PR is because of the gun situation. I know g3 vs m16 is an old story and I feel bad when i shoot people with the g3.
The thing is where your guys logic comes in. A 5.56 round hitting an armored or unarmored individual is not modelled or shown in game. What I mean is that a g3 guy is prone, and a ironsight m16 medic is prone, The medic obviously being me. I hit the guy 2 times with m16 when hes looking the other way in his center mass. He turns within a milisecond and headshoots me. I would be able to do this as mec aswell.
However the thing is he was shot with a 5.56 projectile twice....... No matter if it didn't penetrate your body armor or not, your going to be knocked down, jarred , dizzy, or shocked... I heard deviation is coming back as your address to this, but I think that a bullet impact should as a python induced thing inability to fire for 1 second.
This is reasonable because if your shot the first thing you are going to do is notice you are shot, I know that guys get shot and keep on fighting, but they don't shoot accurately as soon as they are shot.
You guys can add python delay to tanks when switching positions, what about firing 1 second after being shot.
Posted: 2007-12-12 02:14
by Gyberg
Agree.... getting hit should definetly make it very hard to return effective fire, increased blurryness is a good solution imo!
Posted: 2007-12-12 02:31
by DarthDisco
Gyberg wrote:Agree.... getting hit should definetly make it very hard to return effective fire, increased blurryness is a good solution imo!
I'll second that motion; I think you should get a few seconds of blur regardless of where you are shot or to what degree of health it takes you.
Currently you blur if you are shot to (I believe) 30% of health or lower. And at that point you start to bleed out as well. I would simply have it that you get a blur effect regardless of how much damage you take. If it leaves you with more than 30% health the blur dissipates in a few seconds and you can continue fighting. If not, then you continue to bleed out as per the current setup.
Posted: 2007-12-12 02:55
by danthemanbuddy
bump for views...
Posted: 2007-12-12 03:00
by BloodBane611
I like darkdisco's take. I too have hit an enemy soldier several times, only to have them twist and headshot me. Takes all the fun out of being realistic.
Posted: 2007-12-12 03:05
by npsxbox
DarthDisco wrote: I think you should get a few seconds of blur regardless of where you are shot or to what degree of health it takes you.
excellent idea.
Posted: 2007-12-12 03:28
by mammikoura
DarthDisco's idea seems like something that could work really well.
Posted: 2007-12-12 03:52
by spartan117gw
just make em go down after one shot without body armor. two with. and add the blury ness.
Posted: 2007-12-12 04:18
by Sadist_Cain
more blurriness!!! and a sorta breathing/heartbeat effect or something. real sluggish/scrambled movements would be good also.
Is it possible to code staggering and falling? sorta if youre stood your knocked to a knee, maybe kncked all the way down, getting up dizzy and confused you stager left and right, fall back to crouch every now and then etc.
Im not talking about this for a long time I mean the effect of:
Hit by bullet, knocked to floor, firing delay as you reach back for youre weapon, weapon deviation as your aim improves, stumbling and falling for a few seconds as you scramble away from where you were shot
Posted: 2007-12-12 04:54
by mammikoura
Sadist_Cain wrote:more blurriness!!! and a sorta breathing/heartbeat effect or something. real sluggish/scrambled movements would be good also.
Is it possible to code staggering and falling? sorta if youre stood your knocked to a knee, maybe kncked all the way down, getting up dizzy and confused you stager left and right, fall back to crouch every now and then etc.
Im not talking about this for a long time I mean the effect of:
Hit by bullet, knocked to floor, firing delay as you reach back for youre weapon, weapon deviation as your aim improves, stumbling and falling for a few seconds as you scramble away from where you were shot
WHOA!
Dude, put some limits on your imagination.

Even if that is possible it would require a new animation.. a long animation. And as we all know animations take a very very long time to make and the dev team is a little short on animators atm.
Posted: 2007-12-12 05:19
by 1rankman
you could forse crouching but that would mean if your running for your life and get shot in the shoulder you couldn't walk or stand.
yes crouching or prone if you were shot in leg
Posted: 2007-12-12 06:06
by pasfreak
"I feel bad when i shoot people with the g3. "
lol
Posted: 2007-12-12 06:59
by nedlands1
G3 isn't too overpowering now. Stats as follows:
M16/G3
Damage: 36/48
RoF (rpm): 900/600
Damage per second (theoretical): 540/480
Upwards Recoil (min): 0.65/0.85
Upwards Recoil (max): 1.55/1.95
Left Recoil: 0.5/0.6
Right recoil: 0.5/0.6
In a CQC scenario, the G3 can fire 2 shots in the time it takes the M16 to fire a three round burst. The G3 would do 96 damage vs the M16's 108. If all rounds hit, both parties would be dead. The G3 has greater recoil than the M16 but I'm not sure if the range of recoil for 2 rounds of automatic fire from the G3 is less than that of the three rounds of the M16. This is the deciding factor for which weapon is better in CQC.
The M16 has less recoil, along with more rounds to play with, making it ideal for follow-up headshots. This IMO makes it better than the G3 at range. You can survive a single shot from a G3 and use that time to carefully line up a headshot.
Posted: 2007-12-12 09:29
by MadTommy
'Life's not fair'
1st and most important rule in life.
Sounds like people need to learn to shoot with the m16 ironsights.
Moan moan moan. Don't you relish a challenge? Go US engineer, no scope, no armour.. now go get those MEC riflemen.. u pussies.
EDIT: TBH if someone has there back to you and you fire first.. there is NO reason, except for poor marksmanship for not makng the kill.
Posted: 2007-12-12 10:39
by Jay
MadTommy wrote:
TBH if someone has there back to you and you fire first.. there is NO reason, except for poor marksmanship for not makng the kill.
What about 3 unregistered hits in a row?

??:
Posted: 2007-12-12 11:05
by MadTommy
Hitboxes!!! But if the target is not moving and you are a good shoot.. this wont happen.
Posted: 2007-12-12 11:41
by markonymous
MadTommy wrote:Hitboxes!!! But if the target is not moving and you are a good shoot.. this wont happen.
sometimes it doesnt rregister even if they are standing completely still and your like 10 m away.
Posted: 2007-12-12 15:03
by Wellink
nedlans i think the g3 does more damage than that, 2 shots and you are dead without bleeding. and 1 shot makes you bleed feels like the g3 does around 60 damage or something.
Posted: 2007-12-12 16:42
by jerkzilla
First off, everyone so keen on saying that the M16 is in fact good, the OP's point actually applies to all weapons as it merely suggests a delay inbetween getting hit and firing back, which I support.
But while we're on the subject...
@nedlands1
...That's if you put them face to face aiming at each others bodies, however if one round of the M16 burst misses, you have no kill 'till you fire another burst which may come a bit late as the G3 can keep firing even if it too misses a first or second shot. And missing a shot with any weapon in CQB can happen fairly often due to the dodgy hitboxes.
In any case, what is being discussed in this thread (related to the current version) is mostly speculative but I for one seem to have a good KDR as MEC much more often than with the USMC.
And MadTommy, May God forgive those poor US players when YOU get to choose a G3. Same as Jabal Al Burj and Muttrah v.1 "requiring more teamwork from the US to win". Unless it's a competition to see which side wins with most tickets, which PR isn't even though some servers run the same map twice with side switch but even then, nobody really cares to look at the ratios due to long rounds.