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#1
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So practically, what's the difference between the two?
In BC2 (never played COD MP) after getting shot it takes some time for the health regen to kick in and only then heal you up, in BF3 if ur supressed it wont even start healing. Say RO had this system, would you feel a difference in gameplay when most rounds 1 hit kill anyway? Or better even, say it was like in RO1, you get shot and if its not lethal you simply stay with low health+get limb penalties, would you miss that silly & pointless bandage thing we have now? (hell no) When you bandaged and got killed a minute later, did you EVER EVER EVER think "it was because I had low health/was wounded" or never notice it because the outcome would be the same regardless? (nope) Do you ever change your tactix and following actions after you get wounded considering how lethal&accurate the weps are? (nope) Even health regen + bloody screen make a better job at keeping people hang back/hug the dirt for some good 30 seconds before they rush onward, here I cross open space, get leg shot, 4 seconds (prone/unprone included) and im rushing forward again. tl;dr My point is that the current bandage system is just health regen with a different name, one of those "make it more forgiving" features that contribute nothing to the game other than making it possible for newbs to shrug off rifle rounds in the speed of a sneeze. Personally i'd just be happy if we had doubled bandage&bleed out times + limb damage/penalties, but it starts to feel it would be easier to ask and get tank unlocks like coaxial and HE rounds than this.
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The difference is that bandaging does not regain health in RO2. It only prevents you from loosing more health by bleeding out.
There is no health regeneration for infantry in RO2. There is however a tank repair functionality in the tank resupplies.
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Tripwire Interactive |
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#3
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Thanks for coming on the forums and answering questions btw. |
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#4
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You die if you get shot in the same area again I believe, no other effects other than your guy whimpering a bit every now and then (I think?).
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#5
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I know(!!!!) and the difference in gameplay between this and health regen is almost null.
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#6
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A LOT of people complain about the bandage system. I personally LOVE it.
There's a balance of realism to gameplay. If there wasn't, we'd all be playing characters laying in holes freezing and starving to death. Bandaging is limited. Health regen is unlimited. Bandaging makes you venerable to enemy attack and immobile. Health regen lets you keep moving or even camp. A quick field dressing (though much slower in RL) is something people actually do. Health regen is 100%magical or a physical mutation (i.e. Wolverine. I wouldnt have a problem with bandaging taking 2-3 times as long on realism, but the way it is now is just...more fun. You're injured and you need to tend to yourself. Even if just to make sure you're still alive. |
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#7
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Nothing kills immersion more than shooting a guy in the leg, then in the arm and having him run up the stairs and drive his bayo up your neck. Still, mods will fix it. Last edited by vyyye; 09-20-2011 at 03:04 PM. |
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#8
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What? In BC2 you never regenerated health. Unless that's some feature in normal mode I'm not aware of. Never played normal, only Hardcore. There's never been any health regeneration in RO2, and bandaging is not the same. Say you get shot 3 times and somehow live and bandage yourself, one more shot no matter where it is, you're dead.
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~I don't think I'll ever get these faces out of my mind~ Last edited by Criticalt3; 09-20-2011 at 03:06 PM. |
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#9
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There is an increase in rifle sway, about a 2x increase which is noticeable... but come on, 2 times a number really close to 0 is still a number really close to zero...
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#10
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You are BLEEDING slowly. You have three seconds to live.
Apparently soldiers during the battle of Stalingrad had about a pint of blood total in their bodies. Bleeding out should take much longer as should bandaging. As it stands, people actually have a decent chance of bandaging in the open while still under fire.
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Red Orchestra since 3.3 |
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#11
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Bleeding slowly it literally takes me about half a minute to die. Still not like real life, but much longer than you stated.
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~I don't think I'll ever get these faces out of my mind~ |
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So no, currently, due to experience, permanent damage systems are not in infantry combat, only in tanks. That is probably why we have a repair system for tanks as well. My best guess would be that if we would have a permanent damage system for infantry, we would be 1 small step away from health packs for infantry as well to prevent people from just commiting suicide. Just my 2 cts.
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Tripwire Interactive |
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#13
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Here are just a couple reasons the bandaging system is better than nothing at all.
#1. It forces the enemy to take a moment to stop returning fire and bandage themselves, allowing you to get into a better position if they decide to try and return fire again, or it will force them to retreat. #2. People who do not bandage will bleed out. Yellow wounds are a slow bleed, meaning they have 5 or so seconds to bandage yourself, If you dont, you bleed out. a Red wound is serious bleeding and requires immediate bandaging or a second or 2 later, you bleed out. The bleeding system is great for when people are crossing a field, and you wing them. No bleeding system means he can keep running. A bleeding system could force him to bandage before he can make it to cover, or risk bleeding out. If he bandages while in the open, you have an easy shot. When assaulting or defending, forcing a bleeding wound on the enemy can give you those momentary seconds needed to get into position, or to go on the offensive, because the guy hides to bandage. I give it my approval 100%. |
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#14
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Would be cool if bandaging were a server-side game-browser-filterable option, or a component of the "realism" setting. Actually, it would be nice if a lot of the features people complain about were options.
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#15
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I understand the purpose of the bandaging system, it allows for wounds to have some effect (though minimal) and allows for the combat to continue without halt. However I too believe that wounding has too little of an effect on game play.
In RO1 when you got shot in the hand you dropped your weapon, or if you got shot in the leg/foot you slowed down. These were things that stopped you dead in your tracks and made you have to recover before continuing the fight. I understand that in RO2 the developers wanted combat to be much more fluid and intense. That is why they added systems like the movement/vaulting system which makes movement much more natural. The bandage system is another attempt by them to make combat constant and intense. Unfortunately in this case the trade off is that being shot and wounded is simply not as life threatening as it should be, it is easily shrugged off and the person is usually able to continue to charge despite their injuries. Now one could make the case that Adrenaline would dampen the effects of wounds to the point where they are accurately portrayed in game. But I don't believe the effects of Adrenaline are so great that this would happen every time no matter the soldier. I think that a hybrid between the old system (from RO1) and the system would be the best option. I believe that foot/leg wounds should slow the characters down, and that hand/forearm shots should cause the players to drop their weapon in hand. I also think that the wounds should bleed and should have to be bandaged to stop bleeding. This would offer a good mix of realism and game play. I personally think that the bandage times should be longer, but I can understand not implementing them for the sake of more casual or "smooth" game play. Edit- To reply to Sasquatches last comment. I believe that the -2 team penalty for suicides is enough of a deterrent to keep wounded people from suiciding in droves. Last edited by Alois Himmel; 09-20-2011 at 03:19 PM. |
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#16
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You guys could at least increase the time it takes to bleed out and bandage to make it somewhat more meaningful, currently people often get behind a corner in under 10m firefights and bandage before the other guy can come close and finish you off while vulnerable. |
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#17
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I'm not exactly buying that... I suspect it was one of many business decisions to make the game more appealing to a larger market and not a technical issue. |
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#18
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No, they're entirely different. For starters there's no health points in RO2. No one has xx amount of health, that's not how the damage system is based.
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#19
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As for the suicide, I don't believe it would be much of a problem in RO:II, what with the super awesome ranking honour system we have now.
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#20
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How about a longer bleed time and a longer bandage time, but when you're injured (bleeding) you get the crippling effects? I'm just... Sayin.
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Most Honourable, Krobar Yea, I'd be that guy, with an obrez and an ice cream cart. |
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