Suppressive effects

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Titan
Posts: 294
Joined: 2008-09-13 15:55

Suppressive effects

Post by Titan »

... oh allready ingame? nvm... j/k

1. You get the effect when a bullet hits something near you .. but if you get hit, you see "just" the blood effect... (you are more scared if the enemy missed you than if he actually hits you?)
I suggest to add the suppressive effect on being hit.

2.If you are suppressed but have aimed already you can still wait to achive highest accuracy... well its much easyer to stay cool behind a monitor (especially if you know that there is an medic who can revive you even with a hole between your eyes :shock: ).
I suggest adding deviation on being suppressed.

hope its readable/understandable
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Suppressive effects

Post by Tannhauser »

Titan wrote: I suggest adding deviation on being suppressed.
That.

This would make the ''scope wars'' problem end VERY easily and will favor the use of suppressin fire and SAWs very efficiently. :-)

Devs, can thou shed a light on the hardcodedness of this amazing idea? ;)
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Suppressive effects

Post by Solid Knight »

Suppression effects are kind of extreme though. Sometimes I get them even though I'm like 10m away from the area being shot or around a corner, or on the other side of a building.
Jaymz
Retired PR Developer
Posts: 9138
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Re: Suppressive effects

Post by Jaymz »

Can't tie in deviation to the suppression effect unfortunately.
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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Suppressive effects

Post by charliegrs »

but doesnt the suppression effect make it damn near impossible to aim anyway?
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DankE_SPB
Retired PR Developer
Posts: 3678
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Re: Suppressive effects

Post by DankE_SPB »

charliegrs wrote:but doesnt the suppression effect make it damn near impossible to aim anyway?
while suppressed you still aiming at same point, only sights blurred, so if you aimed before suppression, just dont move
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Suppressive effects

Post by McBumLuv »

That's right. I once sighted in on an enemy as a sniper in the 0.8 days, he looked back and started shooting. I was still suppressed, but since my last aim was on his head, I waited for the deviation to minimize, then I took the shot, killing him.
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Conman51
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Joined: 2008-05-03 00:27

Re: Suppressive effects

Post by Conman51 »

i wish it could happen...suppressive fire does almost nothing..people still pop their heads over walls and shoot back accurately
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Solid Knight
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Re: Suppressive effects

Post by Solid Knight »

I'll tell you how I do it. Even though the screen is blurry as hell you're still in the same spot on the screen. So I center the crosshairs on your last visible location and start shooting back. If the suppression effect goes away I either killed you or you stopped shooting back.

Same principal as shooting people through smoke. If you gun somebody down and they smoke up his body it's not like you don't know exactly where he will be when he gets revived so you keep putting rounds into the body.

Or if somebody is behind cover and they throw smoke you still know where they have to exit their cover so you just keep pouring rounds on it.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Suppressive effects

Post by Vege »

And sometimes people just cheat and remove the effects.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Suppressive effects

Post by cyberzomby »

yea that is the bad part of surpression. Many times the squad opens up to surpress and still guys get killed. The killer must be all blurred out :P

But since its hard-coded nothing to do. I do love the effect currently in game!
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Suppressive effects

Post by Arnoldio »

I've had a suppression effect bug, where the suppression didn't last long but i've had totally black screen foe a fracture..so every time he shot at me, i "blinked"...I couldnt do jack shite except walk backwards and hope that there isnt somethink behind me to get me stuck... I was confused as hell totally handicaped from doing anything... That's what I call suppresion effect... It was normal again when I restarted PR tho.
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craetech
Posts: 17
Joined: 2007-03-01 16:37

Re: Suppressive effects

Post by craetech »

ChizNizzle wrote:I've had a suppression effect bug, where the suppression didn't last long but i've had totally black screen foe a fracture..so every time he shot at me, i "blinked"...
Ive also had something similar with my older gfx card, but it doesnt occur with my newer one. So Im guessing its your vid card.

Relating to suppression effects and the reality theme, blurred vision doesnt seem quite right to me (and a friend of mine who dislikes PR purely due to this "unreality"). Would it be better if when suppressed, your hands/ironsights/scope shook and your bullets land where you're aimed instead of visual blur? The player will have a hard time aiming and soon realise he cant retaliate when being suppressed, or he could try to get "lucky". The shaking should gradually subside when suppression stops to simulate deviation/conefire.

On a related matter, deviation should also have visual indication. Its quite wierd that my shots are hitting elsewhere from my aim, and I have to wait for an "invisible" timer before my aim is accurate. Would it also be better if there is hand/ironsights/scope swaying, and stabilises as accuracy increases? The shots should also land where your sights are aimed. It should be implemented in a way that simulates current deviation/conefire.

Feedback?

P/s: Expanding on this idea, should the hands/ironsights/scope swaying severity be based on your current stamina level? Eg: Full stamina will stabilise quickly, half will stabilise slower and sways more/faster, and depleted stamina will not stabilise and sways most/fastest.
Last edited by craetech on 2009-03-02 10:17, edited 1 time in total.
Reason: Added stamina based deviation suggestion
SqnLdr
Posts: 180
Joined: 2008-08-01 15:40

Re: Suppressive effects

Post by SqnLdr »

The game engine can't support this I'm afraid, so invisibleness is put in to simulate it as the intended gameplay is more important than how it looks.
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craetech
Posts: 17
Joined: 2007-03-01 16:37

Re: Suppressive effects

Post by craetech »

Agreed on the gameplay part.

Though this is somewhat causing a steep learning curve in the aiming department as it is not officially documented. New players will definitely have problems here. There were many features and effects that were deemed undoable due to "engine limitations" in past that're now in-game, like view sway when switching weapons and reloading. So hopefully we'll get there soon.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Suppressive effects

Post by gazzthompson »

craetech wrote: Though this is somewhat causing a steep learning curve in the aiming department as it is not officially documented
FYI the DEVs are writing up a official deviation guide for all weapons ect
Titan
Posts: 294
Joined: 2008-09-13 15:55

Re: Suppressive effects

Post by Titan »

*bump*

a year later...

... i just want to know if the stamp of hardcodedness still stands... seeing that the kits are staying vor 5 mins now and that the deviation isnt resettet at the slightest movement, both formerly known as hardcoded.

i am a big fan of suppressive fire, but unfortunately it seems still not to be to gainfully...
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Suppressive effects

Post by Rudd »

what would be fantastic if if a headbob animation could be triggered by supression, but I doubt that can happen
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