ehh calm down you two. as Ive said before we are not sure if the video being released is from 'relaxed' or normal mode. The whole gamey loud heartbeat could be WIP, or just relaxed mode.
I think its important to remember the game is still under contruciton. If you want a better game then make a constructive remark. TWI devs have stated before that the first thing they look for in a forum post they will pay attention too is a good attitude, and someones being respectfull. You may both have valid points, but dredging up the asshole in yourself to state those ideas is a surefire way to make sure they wont be heard.
The development/community relation has in the past turned out lots of good results and will continue to do so, but it takes a wee bit of effort from both sides...
It's stuff like this that makes me slowly, and much to my dismay, agree with John Gibsons decision that the beta would be postponed because too many people make final decisions from alpha and beta quality artwork when the point is to determine ballance.
Back on topic as I've got some keyboard time to kill.
I'd like to see the difference between the cumulative surpression and immediate surpression more drawn out. When munitions land or explode near you there should be an immediate spike of say 3 units of surpression, this would quickly dissapate away, at the same time adding one unit of surpression to the cumulative surpression which lasts much longer. Say the dissapation times would be one unit of immediate surpression every five seconds, and one unit of cumulative surpression every 20 seconds. As a player gains in levels and experience their immediate surpression would decrease a bit, but the cumulative and long lasting effects would only change marginally or not at all.
With the immediate surpression scale going from zero to one hundred, cumulative being zero to five hundred.
The more surpressed a player is, the less extra surpression effects them ( IF a MG 42 is firing 3 inches above your head, you dont care about the guy with the mp40 ) making it harder to max out a players surpression values.
Also certain actions can reduce surpression at an excelerated rate. Heroes in the vicinity, other teammates in the vicinity, firing back on your attackers, killing attackers who have dealt large ammounts of surpression to your group ( shooting a sniper / machinegunner ), or just shotting back and dealing surpression to the enemy. Note that many of these actions that decrease surpression should act in an opposite way to the idea of immediate surpression. They should take out a larger chunk, call it immediate un-surpression, which should then decay into a smaller decrease in the cumulative surpression. So the players could take out the machinegun / riflemen shooting at them, have their "aww yeah" moment, and later realize "wow sh*t that was close, almost died back there"
The effects of immediate surpression at 100 would be roughly two to three times worse then the effects of cumulative surpression at 500.
Immediate at 100 is the player having trouble moving, somewhat blurred visison, representative of multiple close grenade explosions, mortar or artiellery fire. cumulative surpression at 500 is the player breathing heavily, having reduced aim, perhaps lower stamina.
I will also add ( although this is more ballance related ) that the timing of the surpression from the current videos seems very short, as if you can be ****ting your pants at one moment, and be calm and collected thirty seconds later.