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#1
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When Russians get surpressed. Everything goes black and white. all of a sudden those guys in the distance become grey.
-fires- Holy crap those guys are allies. Herpaderpderp Now I'm one for being very cautious with my friendly firing. I look at where the person is going, how he is acting, where he is facing and all the good stuff. But I don't think it's fair anyway. So I think Germans when surpressed should have everything go white and yellow. --- But on a more serious note. I think I'm very much done with suppression effects in all games after playing Battlefield 3. It doesn't give me a sense of danger at all. Bullets and sound give me a sense of danger. Battlefield 3 has some amazing cracking sounds and whizzing noises go past you which make me duck for cover and not want to poke around. Having a blurry black and white screen just makes me go "What the **** is happening why can't I see? Is that blob in front of me something I should fire at? What is that? Why can't I see 20 meters in front of me?" Last edited by Inuki; 10-31-2011 at 07:07 PM. |
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#2
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Quote:
Cops who were interviewed after having been in a shoot-out say something similar to, "I couldn't feel anything below my neck, and my gun was coming up automatically. I couldn't hear anything, and I can't tell you what the people around me were doing, because all I could see was the gun being raised towards me, and the guy's head."
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#3
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Suppression in a fps has an important job to do, and that is to modify the suppressed player's behavior to that of an actual soldier that is actually being suppressed. If it has to do that by making it so you can't see then so be it, though IMO you could do the same thing by just temporarily introducing increased sway or better yet having the sights actually shake & throw off aim that way, simulating the soldier's extreme nervousness. That being said the main problem with suppression, again IMO, is it doesn't last long enough. I think maybe something like this:
A bullet passing close to you starts your suppression timer at, lets say, 3 seconds. OK, lets say that 2 seconds later another bullet whizzes by--since the timer still had 1 second on it it now goes to 4 seconds. In other words, it's cumulative. 2 seconds later something traumatic happens, like another soldier being killed close to you, I would think about 6 seconds would be added, so 2+6=8 seconds now & so on. Of course there should probably be a max value the timer can reach, IMO about 12 seconds would be about right. Note that if things like this keep happening it's entirely possible to keep someone suppressed indefinitely, but if enemy fire stops or they leave the suppressed area then 12 seconds later they're fine again. Then you have nearby artillery max the timer to 12 seconds automatically & you have it. |
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#4
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The game does this already. Sometimes it's noticeable and sometimes it's not.
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#5
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Quote:
RO2 whizz and impacts sounds are.... so quiet.
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#6
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Nice loud crack sounds when a bullet passes by, and more impact effects (dust, stone chips, brief blanking our splatter across the screen to simulate blinking) would be great.
For more extreme suppression, peripheral vision decrease and shaking hands would do the trick. |
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#7
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Red Orchestra 2's sound design needs some work. Distant MGs and SMGs are hardly audible and I have yet to hear any bullet whizzes or nearby bullet impacts. Most of the time I don't know what is suppressing my character because I cant hear any MG sounds.
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Call Of Red Orchestra - YouTube |
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#8
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Actually, RO2 has generally underwhelming sound effects.
I'm not saying TWI didn't put effort in it, oh yes they did, makign them as accurate to real life as possible. But the problem is as a user, I hear what I hear, and the sounds are pretty bland. Gunshots are rather quiet, and bullets zooming by only give light "swizz" sounds. Sometimes I thought they were bullets aiming at elsewhere but in fact they are closer to my head than I think. I don't have a sense of danger when bullets zoom by. I understand in reality, most guns have nigh non-visable muzzle flash in daylight, doesn't have beefy gunshot sounds in an open field, etc, but this takes away the game immersion. We are not actually in the battlefield, so things like sounds and visuals have to be amplified to better simulate that situation. |
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#9
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In reality bullets do not whizz at all. They make a sharp whip crack nose caused by the sonic boom as they go past. It's quite loud even in the open. The Dawley Hour mod for RO:Ostfront got this exactly right.
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#10
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you know i was thinking the same thing.
when BF3 announced it would have suppression, i was on its forums trolling about how its a gimmick and RO2's is better. But after playing BF3 it's actually...kind of...better. forgive me father. BF3 has the most amazing sounds i've heard, and the snapping or the low humming of a bullet zipping past my head makes me drop to the ground and pray for my life; especially if you look up and see an enemy chopper just hovering over your head. RO2 is really quite, and is downed out by that incessant orchestral music Plus you actually get points suppressing the enemy and get kill assist points if someone else kill him. it blurs your vision making you unable to effectively return fire; all RO2's does is give you an eyestrain; im still perfectly fine returning fire. In fact i love it when im suppressed and some assault tries to flank me where upon i blast him away; i can feeeeeel his rage haha i had that bug where i was infinitely suppressed so i've gotten used to playing in black and white; in fact i play better when suppressed lol. Ost Front's was better than RO2 and BF3 though, and it was so minimalistic. probably because the game genuinely terrified me and didnt have to resort to artificially suppressing me. tl;dr - BF3's suppression is better. RO2's is a gimmick like just about everything else in this game. Quote:
My brother said it sounded like dentist's drill most of the time, unless it was really close. He was in Fallujah. Last edited by luciferintears; 11-04-2011 at 02:00 AM. |
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#11
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Hey...if you fire your MN 91/30 it sounds like a .22. Ridiculous sound for an 54R Rifle. How should you hear it 100m away?
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#12
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Agreed with OP, the suppression doesn't cut it for me either. It feels too much like like the game telling you you are suppressed. You should feel it.
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#13
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I am suspending judgement on the bullet noises etc until they fix the sounds, as can't really remember how they sounded in beta, and they may in fact, when working properly, be much more noticeable than they currently are.
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#14
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I remember Darkest Hour bullet whizz and crack being very believable and pretty close to what soldiers described on various forums, and close to the few audio recording of such sound (they're pretty rare) some soldiers pointed as pretty close to the real sound.
It's still far from the real life experience, or from true binaural recordings, but it was doing a good job at making you crap your pants. And with the slower pace, tactical gameplay, you weren't going out of cover due to real fear of dying, not because of greyed out vision. RO2 suppression feels really artificial Last edited by Temporary; 11-08-2011 at 11:57 AM. |
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#15
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Suppression effects are useless. Make the bullet noises scarier and have lots of kicked up dirt. Make the player subconsciously want to take cover, don't blind him. It's unrealistic hogwash.
Plus, dead is the best suppressed. Can't fight back if you're dead.
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I solemnly swear that as of 9/15/11, I will use solely LMGs and pistols in my crusade to exterminate the Mkb/AVT horde and avenge Comrade Ogeltez! |
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#16
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Quote:
Suppression must scare you, not annoy you, and sound is the most important part of it. Increase bullet cracks and whizes sound by 200% and give us back the blurry effect of RO1. DH has a perfect suppression effect.
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