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| View Poll Results: What style of suppression? | |||
| Current RO2 Suppression |
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17 | 22.97% |
| Exaggerated RO2 Suppression |
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6 | 8.11% |
| Darkest Hour Suppression |
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40 | 54.05% |
| Project Reality Suppression |
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6 | 8.11% |
| Other |
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5 | 6.76% |
| Voters: 74. You may not vote on this poll | |||
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#21
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The flinch effect can be caused by friendly fire OR enemy fire, as well as explosions from grenades, satchels, tank shells, and artillery. It occurs whether a bullet flies past you OR when bullets impact cover around you. Suppression (without the flinch) also occurs when a teammate is killed in close proximity to you. Obviously, no map in RO2 has ranges even close to 15 miles. Artillery has a suppressive impact MAYBE if a round hits within 30 meters--which is perfectly realistic, given the concussive blast and pressure wave from a high-explosive shell.
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Classic forever. Last edited by Nikita; 04-09-2012 at 07:39 PM. |
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#22
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I haven't experienced flinching in beta.
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#23
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As to the broader discussion of gameplay design, in my view, the suppression system in RO is done properly. I've always felt that it -ought- to be an atmospheric effect rather than a gameplay effect. To have consistent results, gameplay effects need to be both predictable and appropriate to the situation, and an arbitrary measurement of how scared the game thinks you should be will never be either of those. In the oft-mentioned case of someone trying to pop out to hit a MG, you won't get conservative play by making slight degradations to their combat effectiveness - humans are gambling creatures and will always go for an opportunity that presents a greater reward than risk. Tuning the reward part of the equation down far enough to have an effect by itself requires going so far that any pretense of realistic combat gets thrown out the window because you're creating new interaction mechanics out of nowhere, e.g., throwing random single bullets wherever just because they might just pass by someone and throw them into the arbitrary crippled state. Not exactly a believable scenario, unless we're supposed to believe every soldier is a shell-shocked coward. A person should be suppressed because they know they'll get hit when they pop out, and because dying sucks. Fixing the network model and increasing the death penalty would have far more impact on the "pop-up under fire" scenario than any monkeying with suppression. It also bears noting that two different systems are being talked about in this thread. Suppression is completely independent of the "flinch" bullet reactions. You still get flinches even when rendered immune to suppression, and you (obviously) get suppression from several events besides being fired at. |
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#24
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I like the bullet snaps in that DH clip, but I think the current RO2 blurring/desaturation is good. It lets me know someone is inches away from blowing my head apart, and shakes my sights enough to make return fire a little more difficult. If you just add the louder cracks of the bullets to the RO2 system I think it would be just right. Getting shot at in a video game shouldn't cripple my ability to shoot back, but I like the extra effects to make it a little more difficult (advantage of the other guy shooting first) and adds to the immersion.
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#25
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Not saying that there are no changes, but if there are they're so miniscule that i havent noticed. Also my 15miles comment was an obvious hyperbole. I get arty. Suppressed when im a good 200-300m away. |
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#26
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Speaking of suppression, can someone explain to me why sometimes I get stuck being like half suppressed (desaturated colors, heartbeat sound) for minutes at a time without being shot at or even near anyone else shooting or being shot at? Sometimes I get suppressed, then I try to retreat until it goes away but there is nothing I can do. It just lingers on and on. Sometimes it magically goes away, sometimes I commit suicide by bayo charge into an MG position.
Is this by design, or is it a bug that is being fixed? I have found older threads about this, but no real explanation in any of them. |
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#27
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If I get suppressed by artillery a good 200 meters away, then it's so miniscule that I haven't noticed.
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Classic forever. |
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#28
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As for if it's being fixed, probably not. Tripwire's QA is rather lacking and they're probably not even aware the bug exists. |
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#29
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the purpose of surpression is that the surpressed player should be unable to return fire. The current system only blocks a persons inability to return fire while there are bullets actively passing by them ( causing the jerks ).
Suppression should really start some excessive sway or some blurring of the screen such that a surpressed player could relocate but could not wait 1 second then lean out and start shooting back.
__________________
"We must stand up men! Stand up and vow to continue to never play RO:HOS like never before! " - HockeyWarrior, From the original RO:HOS is dying thread circa 2009. |
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#30
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RO1 style suppression. Having a friendly shoot his M1911 five feet in front of me causing my M1 Garrand to jump around 5-6 inches is not my idea of a good suppression system. It is far too exaggerated. A few bullets flying past you makes your gun point to the sky and destroys all vision you have.
In RO1 when shots went by it made it difficult to return fire, so I would often duck and wait until the shooting stopped or move elsewhere. In DH, since I essentially loose control of my player, I move out and start shooting wildly as it will likely cause the same affect on the enemy. Seems counter productive to the original goal. An overdone suppression affect simply becomes a gimmick that ruins gameplay. I have no idea why they added a desaturation affect in RO2. It looks awkward... can someone explain how bullets/explosions going by desaturate your vision? Likewise, seeing someone die (even if I personally did not notice it) and then having my vision desaturate and increase my sway and whatnot is a poorly implemented mechanic. Seeing someone die can have different affects on each individual person, depending on who they are, who just died in front of them, and what kind of a situation it was. Though I will assume this feature will remain in the game regardless. Which is one of the reasons why I don't play (aside from the fact that the server browser is still broken). One of the biggest wastes of money I've spend in a while. Last edited by Flogger23m; 04-11-2012 at 02:02 AM. |
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#31
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Here is my reasoning: half the time I get the suppression effects it is because my squad leader or another teammate near me got zapped. I don't think that should mostly take away my ability to function. Suppression should impair your ability to function, but I think there should be varying degrees since there are different causes for the suppression effects to happen in this game. The highest degree being when you are directly being targeted and the bullets are very close to taking you out, which is when you should be unable to return fire, imo. |
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#32
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the issue isnt that i dont get suppressed enough (im probably suppressed 3/4 of the game), the issue is that being suppressed doesnt do anything. i'm still able to effectively return fire and kill that poor machine gunner. |
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#33
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And I sincerely doubt that you're actually picking off machine gunners with ease when suppressed and under fire in the beta. Playing as a machine gunner in the beta, I can't recall a single time I've been killed by someone I'm actively suppressing and trying to shoot at. Usually I'm picked off by someone I didn't notice, or someone I'm not firing at. Could you post some screenshots of you killing MGs while fully suppressed at 100+ meters? Apparently it happens often enough for you that that shouldn't be a problem. Quote:
And in reality, there really is no physical impediment to shooting back at someone suppressing you besides the adrenaline, frantic breathing, and nervousness brought about by your body's reaction to mortal danger. The flinch reaction, really, is the most powerful part of suppression. By preventing you from accurately returning fire, you are forced to take cover. Once you are forced to take cover, you have to expose yourself, relocate your target, and reaquire him, while your enemy presumably has his sights aimed at where you were seen last. So in a way, you are prvented from just popping up again after a second to shoot back--because it will likely take you far more time to squeeze off a deadly shot. The faster breathing, screen desaturation, and distorted hearing in-game are just icing on the cake that insures that it takes you more time to fire back accurately than it will take your opponent.
__________________
Classic forever. Last edited by Nikita; 04-12-2012 at 10:54 PM. |
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#34
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If you are supposedly suppressed 3/4 of the game, do you really want to be forced to go prone every time a bullet whizzes through the air because the suppression effects are so harsh? I don't. Seems to me the problem if anything is that it is too easy to experience suppression effects. |
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#35
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I wouldn't mid a blast suppression (from non-deadly explosions such as nearby nades, satchels and HE rounds from tanks) that forced your player prone, or to crouch if there wasn't room to go prone.
That would cause a short delay in being able to respond and would "reset" your aim for sure. |
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#36
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__________________
aka Wakke |
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