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Suppressing/Covering Fire
Posted: 2008-07-17 00:24
by Celestial1
I've recently picked up v0.75 again, after taking a month or two break, and have come back to some things I missed about old gameplay. I've come up with a bunch of ideas (not only for this thread; I'm just going to keep them organized).
One of the BIGGEST things I miss in this version, is that covering/suppressing fire is almost NEVER used. And that has made many firefights less about who has the better position and tactics, and more about who can aim the quickest and most accurate. I hope I'm not the only one who detests this.
Currently, when a bullet hits near you, you get a hard blur. The only problem with this, is that when your enemy is on a hill, you cannot hit close enough to them to simulate this effect, while you are on the low ground taking fire and being blinded by the blur while Mr. High and Mighty continues firing.
To counteract this action, here are some suggestions:
-The area in which a bullet may land is increased in different intervals. The current area should be a "damn close" indicator, while a hit 10m away should cause a slight blur and indicate that you should get under some cover, quick.
-Shots that fly past your body should also affect you. Extremely close bullets should produce the current "bullet hitting ground near you" effect, but extremely shortened. If possible, ranges should be implemented as well.
-Bring back the tinnitus effect for shots that pass/land very near to you (could use a bit of toning down, don't want to break eardrums now). That sound alone makes you want to hide.
-Size of round affects the intensity of the effect? I don't know if that would be hardcoded or not, but say a pistol causes the smallest amount of blur/tinnitus (or, more likely, almost none at all) but a tank barrel a few meters away would nearly incapacitate you for a moment.
-Devastating shots near you would cause a short "reposition" time in which you would be unable to fire your weapon for a few seconds until the blur wore off.
Hopefully this long post will give a nudge for some improvements for supporting fire and make it a necessary thing in larger firefights.
Re: Suppressing/Covering Fire
Posted: 2008-07-17 01:01
by vilhelm123
I like your suggestions mate and it'll be interesting to hear what the other more experienced lads think of them.
I'll add though that the main reason i don't use cover fire all that often is because deviation has made my covering fire shoot the back of the head of my attacking team mates more than once... (and yes i know i suck at shooting)
Re: Suppressing/Covering Fire
Posted: 2008-07-17 01:06
by Celestial1
vilhelm123 wrote:I like your suggestions mate and it'll be interesting to hear what the other more experienced lads think of them.
I'll add though that the main reason i don't use cover fire all that often is because deviation has made my covering fire shoot the back of the head of my attacking team mates more than once... (and yes i know i suck at shooting)
And this is why proper line formations are good to have (You can either have "Mama duck" leading all of her little ducks into a death trap, or you can have a "Rake" clearing out the field evenly and effectively)... And yes, I do really call those line formations "Mama Duck" and "Rake".
Hopefully this will somehow encourage this proper squad-form, as well.
Thanks for the support!
Re: Suppressing/Covering Fire
Posted: 2008-07-17 09:56
by arjan
isnt it always so, that the people on the hill have a advantage?
Re: Suppressing/Covering Fire
Posted: 2008-07-17 10:01
by Gore
I like them as well. It's boring to see the enemy you supress for your squad just keep standing up, and trying to get his kill at all costs. If you could put a chip into peoples heads, then maybe it could be fixed

Re: Suppressing/Covering Fire
Posted: 2008-07-17 10:04
by LtSoucy
Suppression effects I think are being changed for 0.8 to be more realistic. And when you get blinded keep going, last time I played you could run when blinded, MR.Hil cant do anything but waste rounds if you move. (And guys on hills always lose in PR due to there bodies showing out)
Re: Suppressing/Covering Fire
Posted: 2008-07-17 10:20
by bigwookie
wanders in....
...not realistic...
...wanders out
Re: Suppressing/Covering Fire
Posted: 2008-07-17 10:31
by PrivateJson
bigwookie wrote:wanders in....
...not realistic...
...wanders out
Well, that was constructive!
Nothing about the suppression effect is realistic, but it's in the game to make the gameplay realistic!
Re: Suppressing/Covering Fire
Posted: 2008-07-17 10:42
by @bsurd
i like the idea! Hope we get a big fix in the next release for the s effect. Now it isnt good.
Time based plz, not fps based. And hope there is then no more way to switch it off. I see so many guys who have no effect @ all. Dont know how they do it, but it seemed that they have no effect.
If i get under heavy maschine gun fire i cant see a shit for 5-10 sec. But if i have the heavy toy and shot the guy only stands up and give me a headshot.
Hope this all get fixed. Then s effect is the coolest thing in the game!
Re: Suppressing/Covering Fire
Posted: 2008-07-17 11:07
by M.Warren
As much as I like the ideas provided by countless individuals about aspects of infantry combat, I don't think it's going to help the game much.
From what I heard and spoken about in other threads, there cannot be multiple types of "suppression effects". The "suppression effect" is a single type of effect that remains the same reguardless if anything lands near you like a bullet, grenade, shells, bomb, etc.
A developer commented about having the "suppression effect" trigger while bullets fly overhead as you've already asked. I find this ironic as Project Reality doesn't have that distinctive "whizzing" sound while bullets pass overhead to begin with.
In all honesty, I think a majority of players find the cons of the "suppression effect" more annoying than the benefits of the pro's. Partly because of this is the fact that people still run and gun, people still do the same'ol same while getting shot at, and it doesn't promote better teamwork through force of gameplay. The largest reason being is that in accordance to the limitations of the BF2 engine, it cannot be refined enough to have it work the way it theoretically should.
One of my suggestions long ago was to have the "suppression effect" trigger based upon how many shots land near you in a certain timeframe. Such as 3 shots that land 4 meters near you within 1 second. If 3 shots are landing near you within 1 second, chances are is that you're taking serious concentrated fire from multiple sources or someone is firing deliberately to suppress you. Of course vehicle munitions are of such a high caliber should instantly suppress you.
Of course a developer suggested he would investigate this possibility, however I highly doubt this can occur at this point. What can I say? The "suppression effect" remains in game still. A majority of people still dislike it, as it seems like we've truely reached an impass where there are no possible means to refine it.
It simply comes down to what you want to do with it... Do you want leave it as the botchy mess that it is? Or do we finally turn down the road to remove it and accept the realization that it may not be possible to get it to work as intended?
Personally I hope it is removed one day. Because right now I love shooting at bunched up groups of infantry spraying silly at thier feet so they have no chance to see in order to fire back. This usually results in enabling myself to drop all 3 of them. And you know what? I must admit, It's not fair to them at all. So unless it can finally be fixed, do it. If not... Just trash it. Let's move on, shall we?
Re: Suppressing/Covering Fire
Posted: 2008-07-17 11:12
by Scot
If I get shot at, i run like a madman till i can find cover, i personally feel the suppression effect is good.
Re: Suppressing/Covering Fire
Posted: 2008-07-17 11:20
by Proff3ssorXman
@bsurd wrote:i like the idea! Hope we get a big fix in the next release for the s effect. Now it isnt good.
Time based plz, not fps based. And hope there is then no more way to switch it off. I see so many guys who have no effect @ all. Dont know how they do it, but it seemed that they have no effect.
If i get under heavy maschine gun fire i cant see a shit for 5-10 sec. But if i have the heavy toy and shot the guy only stands up and give me a headshot.
Hope this all get fixed. Then s effect is the coolest thing in the game!
I would like to point out that I played a game a few days ago and found out that on maps like Kashan, which are very bright, it is easier to shoot back when you are suppressed. Take this scenario - I was laying near some bunker thing, and a guy runs around to my right side. He see's me first and fires as soon as he sees me, letting no time for deviation to subside etc. Whilst I was suppressed I could make a player sized blur against the sand and managed to line up well enough and 'prayed and sprayed' so to speak. He went down with me getting slightly wounded.
I have had moments as the attacker being shot when they should've been suppressed, but not all the time it is the person changing files or whatever they do to stop suppression.
Cheers
Xavo
Re: Suppressing/Covering Fire
Posted: 2008-07-17 11:44
by bigwookie
PrivateJson wrote:Well, that was constructive!
Nothing about the suppression effect is realistic, but it's in the game to make the gameplay realistic!
its a widely know fact on these forums that i think the effect is wank and that i think its unrealistic and doesn't make people react in a realistic fashion it only may seem that way to people doing the suppressing and not to the people been suppressed.
in real life you do look out from cover and do fire back, the only time you don't is when you cant see who's shooting at you because they're hidden not because your blinded.
but as far as the effect I've a high end PC so I'm effected less then most others and I fire through it meaning I kill more often then not the person trying to suppress me
Re: Suppressing/Covering Fire
Posted: 2008-07-17 12:01
by PrivateJson
bigwookie wrote:
in real life you do look out from cover and do fire back, the only time you don't is when you cant see who's shooting at you because they're hidden not because your blinded.
If the bullets are flying around your head, you're not going to stick your head out and take the time to aim, that's the gameplay we would like (well, I would!). You'll shoot in the general direction, yes, but you're not going to make a headshot!
As this is a couch game, you're willing to take the risk and stick your head out, so to simulate RL, it should be almost impossible to hit anything, so you'll be more interested in moving out of harms way and get to a place where the bullets are not kicking up dust all around you!
Re: Suppressing/Covering Fire
Posted: 2008-07-17 13:28
by gazzthompson
wanders in....
.... the suppression effect rocks and it works...
wanders out...
M.Warren wrote:
One of my suggestions long ago was to have the "suppression effect" trigger based upon how many shots land near you in a certain timeframe. Such as 3 shots that land 4 meters near you within 1 second. If 3 shots are landing near you within 1 second, chances are is that you're taking serious concentrated fire from multiple sources or someone is firing deliberately to suppress you. Of course vehicle munitions are of such a high caliber should instantly suppress you.
after 3 shots ive normally killed some 1 , remember, we have uber 1337 accuracy even with deviation , i can see 90% of ppl getting killed before suppression takes act
Of course a developer suggested he would investigate this possibility, however I highly doubt this can occur at this point. What can I say? The "suppression effect" remains in game still. A majority of people still dislike it, as it seems like we've truely reached an impass where there are no possible means to refine it.
https://www.realitymod.com/forum/f225-m ... s-wip.html
Re: Suppressing/Covering Fire
Posted: 2008-07-17 13:48
by Scot
its good, what ive learnt to do, is if someone supresses me either pretty close or from afar, is to shoot in their general direction, i mean it can't hurt and is quite effective as then they can get suppressed,and they go to hide!
Re: Suppressing/Covering Fire
Posted: 2008-07-17 14:27
by chudley
I can understand why people want it. In real life you do not go blind unless its an explosion next to you, you do poke your head up / out to have a look and you definately do not stay put while the enemy flank / move into better killing position, unless your cover is brilliant and you have support engaging the enemy.
In short: small arms fire get rid as you will move if you know you are being shot at , explosions keep for a limited time about 2-5 secs but this should infact be a dust cloud and a deafening sound so you cant hear.
another possible idea is the sound of incoming shells, this also makes you dive for cover.
My thoughts only - after experiencing both first hand.
Re: Suppressing/Covering Fire
Posted: 2008-07-17 15:06
by bigwookie
^^ what he said, much better and more realistic from a man that knows...
not sure what the quote you posted gazz is meant to mean but it seems to prove my point more then yours
"A majority of people still dislike it, as it seems like we've truely reached an impass where there are no possible means to refine it."
and the linked thread just means its now going to be a tweaked pants effect, as the saying goes "you cant polish a turd"
Re: Suppressing/Covering Fire
Posted: 2008-07-17 16:06
by gazzthompson
bigwookie wrote:^^ what he said, much better and more realistic from a man that knows...
not sure what the quote you posted gazz is meant to mean but it seems to prove my point more then yours
"A majority of people still dislike it, as it seems like we've truely reached an impass where there are no possible means to refine it."
and the linked thread just means its now going to be a tweaked pants effect, as the saying goes "you cant polish a turd"
i quoted it to answer it, my answers were in the quote , as i posted a link about how they devs are refining it, also i made a poll to see what the community thinks about it in .7 feedback.
I can understand why people want it. In real life you do not go blind unless its an explosion next to you, you do poke your head up / out to have a look and you definately do not stay put while the enemy flank / move into better killing position, unless your cover is brilliant and you have support engaging the enemy.
In short: small arms fire get rid as you will move if you know you are being shot at , explosions keep for a limited time about 2-5 secs but this should infact be a dust cloud and a deafening sound so you cant hear.
i appreciate that you have experienced this and i have not, but i would like to point out.
1. the effect is massively miss understood, the devs are NOT saying you go blind IRL after taking fire.
2. you said , "you moved into a better killing position" pre .7 , there was no need to move, why move when u can tap crouch lots of times and pop up and down and kill the guy ? not being able to return fire because of the effects forces people to move, again from what i understand, a realistic response to fire caused by the effect.
3. also the top of the screen is relatively un effected so popping ur head up is still able to be done.
Re: Suppressing/Covering Fire
Posted: 2008-07-17 16:11
by cyberzomby
Today I was squad leader and used it. I had an AR guy spray up the enemy position. Helped some ! So I really gotta learn to use it some more.
But! I also had times where it didnt help at all. I shot at a guy who didnt saw me yet. So his vision had to be blurred up as my bullets landed next to him. Still he kills me!
Ontopic though: I like your suggestions but i doubt they will be implemented.