RCMoonPie wrote:Then dont.
My post was made to show how pointless the "blurred vision" idea was.
No it's just shown how pointless your posts are on here.
RCMoonPie wrote:
We could also add a dust trail behind the runner as well, so that they mimic the road-runner too.
There already is a dust trail

have a look *pisses all over your Flamethrower*
Go sprinting at full speed through some woodland right now. Nevermind blurred vision or anything I give you a couple of minutes till you've impaled yourself on a treebranch you can't see.
Are we all catwalk models in PR? Can you run at full sprint and keep your head perfectly level as you move? I doubt it and this is meant to try to get as close to reality as possible.
any questions of feeling "seasick" is down to the type of motion PR would settle on
Sprinting is supposed to be a burst of energy where you'll be pinned and need to bolt for cover whereas right now is used as a way of running anywhere you need to be on the map.
Getting sick of having to tell a squad EVERY time to stop sprinting and form up together to move for the flag as they all try to just charge into enemy fire, fearless because of their crystal clear vision.
Tis really frustrating in that it's meant to be that if you all move together slowly then you're ready for contact and all highly aware. If you run then you can move where you need to be fast but you're unlikely to know what's going on on the other side of the battleground.
Insta proning is yet another reason this NEEDS to be implemented. right now a slow moving soldier with his weapon ready has no advantage over linford christie pelting towards him with an M249
What should happen is I should be concealed away as the dork sprints foolishly through the woods and gets shot because he can't see. What does happen is he sees me at the same time and it's who can dolphin dive and wait for deviation to settle first
I find the "seasick" arguement absolutly pathetic to be honest. FH2 has head bob that works fine without any grogginess (though screwing up EVERY other mods controls :roll
Blurred vision when sprinting along with a very slight headbob at all times should be a good combination
I'm also thinking about when in combat. There's little encouragement to stay still behind cover and take shots at your enemy, Seriously why bother? you can see exactly the same while you run up into move cover closer in and all you'll need to do is dive as soon as you see the slight glimmer of an enemy.
Sorry but
ANY claims saying this thread is pointless and useless is complete and total BS in a reality mod... If I ever go to war in reality and I am Behind a dirt mound taking shots at the enemy, there is no way in hell I could run across the no mans land with grenades going off and shots being fired at me and STILL see the PLA soldiers head just pop over the wall 50metres away on my right.. No F*^&ing way in hell
In a warzone you're going to be focused on keeping your head down so that bullets don't go through it, not keeping it perfectly still with Robot head
Helmet Camera videos...
Defending a roof
Just general walking (better one)
You even get to see some running in that one

^^^
Point is your head isn't perfectly stable at the best of times in a firefight why should it be perfectly still if we're sprinting?
I like the idea of blackouts for fighter pilots too, good idea
Are there any plans to remove the sprint meter? Maybe replace it with some more audible warnings (out of breathe etc) It is a bit unrealistic, Knowing exaclty how far I can go with each "recharge"
Perhaps remove the sprint meter and make the sprint recharge a lil longer/random. Just make sprinting more about how tired you are rather than how much you have left of the "Power Bar"
The right level of tweaking should see soldiers hiding behind cover and only going for it when they truly feel "ready" more experiance will better help you feel when this is without the sprint meter
Edit: There isn't a lot of peripheral vision on a 17" monitor (hence why god made Widescreen) but if you don't sprint it can be simulated with strafing. the problem is that between these two adversaries the sprinter is bound to see the enemy quicker and react quicker because he's covering more ground visually and can respond as soon as he sees something 100M away.
'DrKniSh[DK wrote:;602983']Try to watch some Battlerecorders and notice how often two enemies will cross each others paths,not noticing eachother were IRL that would certainly not happen..
http://query.nytimes.com/mem/archive-free/pdf?_r=1&res=9C0DE6D81438E633A25757C2A9649D946596D6CF&oref=slogin
Who says these chaps didnt walk past each other at some point?
Point is you can't watch a battlerecorder of a real war so you don't have the ability to look and see things you didn't pick up in battle. You could still miss a hostile running around you in the heat of the fight, it's about who sees who first in an engagement. In PR the latter is almost always the sprinters = Unreal