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03-20-2008, 06:19 PM #31
Re: New Shader Effects
This is exactly why I like the suppression effect.
If they could add some exeption to this for the Medic, when they are not actually holding their weapon, but have their paddles or tampax or medic bag in their hands.Originally Posted by (R-DEV)Jaymz
I think with some minor improvements it will be perfect. Still great as it is though
1. Only happens with 5.56 and higher calibre weapons (FH2 did this so we know it can be done)
2. Only "activates" after the round has travelled 10-20m (I think we can do this)
3. Is triggered when bullets go overhead (I think we can do this also)
The role of Medic has been put through the ringer alot by changes of late. The days of the medic being a self healing rifleman are long gone.. but I think with a small change to the supression, they role can be revived and reveered.
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03-20-2008, 06:23 PM #32
Re: New Shader Effects
Personally, I felt pretty suppressed in the last patch with the simple knowledge that if I died, it was a five to ten minute hike to get back to the action. That said, I like the idea of a suppression effect, but it could stand to be turned down a little. Specifically, I agree that being shot at may spook you a little, but it should not impair your ability to return fire in the general direction of the enemy while you beat feet towards cover.
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03-20-2008, 06:55 PM #33
Re: New Shader Effects
Actually it doesn't impair your ability to return fire. You can still shoot and aim your weapon, you just can't do it with any certainty of hitting anything, but if you know where the enemy is, and can re-acquire that general location, you can return fire and try to suppress them in turn. I've killed several enemies while suppressed by just firing where I was aiming before the effect took place. And before anyone says it, yes, this will lead to drawn out firefights where you are suppressing each other, but honestly, combat is like that sometimes.
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03-20-2008, 07:27 PM #34
Re: New Shader Effects
I'm sorry, but thats no better than running rambo through the woods with a SAW going full auto and racking up lucky kills. We used to have a term for it back in my CS days: spray and pray. It involves no real player skill, which is not what this game is supposed to be about.
|TG-6th|Ferris Bueller
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03-20-2008, 07:47 PM #35
Re: New Shader Effects
What is this 'skill' word you mention?
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03-20-2008, 08:03 PM #36
Re: New Shader Effects
A couple of times Ive shot at people and had shots returned with the suppression effect blurring my view, I didnt alter my aim and just kept firing single shot and I win the fight because I got my aim lined up before my view got screwed then I just have to hope the accuracy thing kicks in and one of my shots hits right.
Blind faith?
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03-20-2008, 10:37 PM #37
Re: New Shader Effects
All the argument here look to me to be focuing on how the effect functions, to me the change in player behavior because of the effect is the big issue.
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03-21-2008, 01:14 AM #38
Re: New Shader Effects
In my opinion, the addition of the suppression effect has considerably changed the game for the better, for many of the reasons mentioned above. And as other people have already said, it is important to note that the suppression effect is not intended to simulate a real-life blur, but rather to force players to consider self-preservation and enable suppressive fire to actually work.
I do not feel that the change to one-on-one firefights is significant enough to warrant any change to the suppression effect overall, and I hope that the effect will not be strengthened or weakened in any way. It is very good where it is, and I sincerely believe it has considerably improved Project Reality.
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