When I've played PR, I've noticed that enemies can receive large amounts of suppressive fire and still be able to use his weapon effectively. IE, high suppression effect doesn't actually scare any body into hitting the deck and hiding during a firefight. My proposed solution is to have high suppression effects reset your deviation back to as if you just stopped walking. This wouldn't apply to low effects in one on one firefights, only firefights where many people are shooting at you.
Imagine this, you are walking around behind some sandbags and you and another squad make contact. The squad opens up on you with it's rifles and when several of their bullets land near you or speed past you in rapid succession, your firing deviation cone resets to maximum deviation or slowly goes back down until the enemy squad stops firing or you are no longer in that suppression area. This would further frustrate those people who are trying to fire their weapons while being attacked by Automatic riflemen or several riflemen at once.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-23 14:53
by Rudd
I personally wouldn't like this atm.
Maybe when Jaymz has implemented his system that makes small movements not so hugely affecting deviation. But this would probably make the deviation feel alot worse without any visual cue, which would be frustrating.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-23 14:56
by USA-Forever932
There would be a visual cue, maxed out or near maxed out black screen from suppression effect would be a visual cue. Your screen is already black from suppression, you just lose your settled deviation on top of that. Your deviation would only go back up or reset when your suppression is really high, from either several riflemen or an AR. Personally, I think it would only work if it goes back up slowly, maybe at either half the rate that it goes down or at the rate that it goes down.
This video explains how deviation settles, this new effect would be the opposite, with the ring expanding back as the fire intensifies and stays on a player.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-23 15:01
by Rudd
I mean a cue of how bad your deviation is.
Also ther will be situations where this won't work well.
e.g. imagine yourself on the castle on Archer. You are safe behind one of the stone walls.
The enemy are coming up from the main enterance, and there are enemies firing at the wall above you to suppress your mates. But the bullets are hitting close enough on the wall to give you the same effect.
You know you are safe from the bullets, but you now cannot hit the guys coming up the enterance since the bullets hitting the wall behind you magically are making you inaccurate.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-23 15:07
by USA-Forever932
I see what you mean, actually implementing this would require some tweaks of the suppression effect and deviation effect. Probably too much to do. Maybe if the actual effect radius for the suppression was smaller, or could somehow be tweaked to a specific player or what is actually between the player and his opponent(s). It could possibly work then.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-23 15:16
by Smegburt_funkledink
What I've heard from BF2 coding monkeys is that you can't affect deviation with things such as supression.
Damned monkeys.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-24 04:02
by Spinkyone
<.D.F.E.>
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-24 10:12
by Jigsaw
Sgt.Smeg wrote:What I've heard from BF2 coding monkeys is that you can't affect deviation with things such as supression.
Yeah this is actually both a re-suggestion and hardcoded unfortunately. It is something i'd like to see in-game but I don't think its gonna happen.
Re: High Suppression Resets Deviation Effects
Posted: 2009-10-24 18:03
by TristanYockell
Spinkyone wrote:Here's a little hint the duration of the suppression effect depends on your framerate so by unlocking your frame rate (game.lockFps 0) and you don't suffer from suppression half as much with modern graphics cards. This is in incredible issue when comparing scopes to iron sights and the frame rate through an ACOG which can reach 200-300 fps without any issues compared to say 60-80 with iron sights on a bad scene with an average graphics card (say an 8800 GT) and thus clear the effect a damn sight faster (in fact for the most part you will hardly register a single shot other than the audio cue at 300 fps).
It should just be removed entirely and killed with fire; in fact people have been campaigning on this front ever since it came out with .7-.75ish. But now with even more scopes and asymmetric warfare it is fundamentally flawed in it's mechanism, puts a lot of players to a disadvantage and is anything but realistic. Bullet whip cracks and an audio effect was where it was at.
I kind of have to agree here, I mean if the bullets are flying over your head, if you get up. Chances are your heads getting cut off anyway, so realistically your going to keep your head down anyway.
I suppose it is one of those things that alot of us will never agree on.