Impact effect if you get hit by a bullet

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DarknRahl

FNG / Fresh Meat
Sep 6, 2010
165
16
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I like the idea of suppressive fire actually having some use. I've never played a game before where keeping someone under fire had any advantage, you are always better off not firing so you remain accurate then pop off a shot or two as soon as they poke an inch of their head out.

In a game with a heavy focus on realism it sucks for people to casually put their head into a hail of incoming lead and calmly fire a perfectly accurate shot.
 

OneDuck

FNG / Fresh Meat
Aug 20, 2010
132
108
0
I enjoy this idea. At the very least we could have effects like when running if you're hit in the leg you fall. A shot in an arm could also mean the soldier will have its weight carrying limit reduced, for instance, to make it a bit more practical in game terms. Or he couldn't use or deploy weapons that require both hands to operate.

Obviously all of this should be a server side variable so the admins can choose between implementing this or not.
 

BlueSmiley

FNG / Fresh Meat
Sep 23, 2010
80
21
0
There are always people who like the idea and people who dislike it.
I'm one of the first group I guess.
Yeah it would bring an advantage for the opponent, but it would make it more awesome (and realistic) imo.
People would watch their six more often, nobody won't run in the line of fire anymore (yeah I've seen some morons doing that in the past...)
 
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The_Emperor

FNG / Fresh Meat
May 9, 2009
1,088
186
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Milkyway
I'd like to see high caliber rounds to the legs knocking someone to the ground (and not just putting them into prone so they can turn fire from a now more secured position) along with explosions that weren't lethal (IE the concussive grenades of the germans).

I've been suggesting this some months ago on another sheet of paper here on the forums. This feature would go exceptionally well with the full body awareness. Maybe this time more get interested and it gets implemented.
 

PsYcH0_Ch!cKeN

Grizzled Veteran
Nov 27, 2005
1,677
200
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Brisbane, Australia
www.ragequit.com
Leg shots in Darkest Hour are supposed to force a player into prone, but they only work some of the time. I could never figure out why. My best guess was that it was a failing "can prone?" check in the game's native code that I could neither see nor edit.

Regarding suppression, the community are highly divided on it. Some love it, some hate it. Personally, I love it, but that shouldn't really be a surprise. ;)

I suspect that most of the people who hate it are trying to do exactly what it's there to prevent. If it didn't encourage you to stay in cover, then it wouldn't be effective suppression now would it?
 
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SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
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Australia
yeah, ro ost really lacked impact when you got hit.

my thoughts:
SMACK! the bullet hits you, all sounds are MUTED (not silenced, just without much treble), screen goes pitch black except dead ahead, your view is shifted (ie you are now looking somewhere else, this stops you from taking the shot against someone.. im not so sure about this one in MP) , the screen is also blurred (although not much as this can be annoying to many people if overdone), for 10 seconds the blackness clears and the blur goes away until everything is normal if lacking a little saturation.
 

JOHN_MACCLANE

FNG / Fresh Meat
Jan 22, 2007
232
54
0
Getting Hit

Getting hit hurts alot and also has a great impact power which result in you getting knocked to the ground. however in RO you can still aim very well even if you get hit in the legs or arms. But if you get hit in the legs you should fall to the ground and if you get hit in the arms you should lose your weapon ( as it is already) or your gun has to aim in a complete different direction and after the hit you should not be able to aim well and straight.

Maybe hte developpers will need to add something in more...
Maybe Something exactly look like in the IL 2 game : we can see teh screen become either red or black among the position of your plane !

In RO 2 we can see a little this (the black screen)...


A MG can cut a man in 2 part !!


WE NEED TO SEE NEW BODY PART !!!

Why we can t see stomach and brain !

IT is normal to see theses things on the battlefield !!


Head ! and HAlf body ! (look like in Stalingrad Film ! the poor german soldier cutted in 2 part )
 
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DjTerror

FNG / Fresh Meat
Nov 14, 2010
11
5
0
I agree that bullet flyby whizz or direct hit shud have consequence on player.

It will stop players to do lonewolf hero charge.

I dont know how many of you actually fired a real gun but on a fireing range bullet sometimes ricochet and creates realy hi pitch screaming sound that makes everyone duck.

I say:
1. bullet flyby shud create loud snaping sound and as a consequence player shud have 1-2 sec. small shake in ironsight position.

2. nearby bullet impact (eg. in the wall) shud have as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound

3. bullet hit in torso shud knock player on his back and as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen (but he is immobile on the ground so that oponent dosent know did he made a kill or not)

4. bullet hit in a arm shud force weapon drop + player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen

5. bullet hit in a leg shud knock player on the ground and as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen

And to add a variety in this, those from 3 to 5 shud not be 100% events but some percentage of a chance... atleest in duration and intensity of side effects.
 
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JOHN_MACCLANE

FNG / Fresh Meat
Jan 22, 2007
232
54
0
I say:
1. bullet flyby shud create loud snaping sound and as a consequence player shud have 1-2 sec. small shake in ironsight position.

2. nearby bullet impact (eg. in the wall) shud have as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound

3. bullet hit in torso shud knock player on his back and as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen (but he is immobile on the ground so that oponent dosent know did he made a kill or not)

4. bullet hit in a arm shud force weapon drop + player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen

5. bullet hit in a leg shud knock player on the ground and as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen

And to add a variety in this, those from 3 to 5 shud not be 100% events but some percentage of a chance... atleest in duration and intensity of side effects.

You think the bullet effect in RO is not very good then ? (it can be possible aslo...)
The ennemy fire will be more effective !
The result for hte player will be more realistical !

5. bullet hit in a leg shud knock player on the ground and as a consequence that player have 1-2 sec. small shake in ironsight position + dimed sound + blurry screen

It sound good...a old cod used it already in a mod (when you was wounded on the leg) !!
 
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Zetsumei

Grizzled Veteran
Nov 22, 2005
12,458
1,433
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Amsterdam, Netherlands
For now I really don't want to get into a suppression topic again. But ill just state that I indeed hope that suppressive fire actively acts on players. In a similar but slightly different way from DH.
 

213

FNG / Fresh Meat
Jul 22, 2009
917
371
0
while on the subject of bullet snaps, this is featured in aa3 and it really does work. whenever you hear the snap and crack, you know someone has taken aim at you and is firing. any player that has more than a few minutes experience in the game will learn to immediately take cover.

i think aa3 has succeeded in this department, and without any "gamey" features like screen blur or stat degradation.
 

11_HARLEY_11

FNG / Fresh Meat
Nov 22, 2010
581
42
0
suppression effect

suppression effect

+1 for suppression effect here. I love it in Project Reality, even if it is just a screen blur, it's infinitely better than nothing. A little shake sounds good too although I can imagine it would get on some peoples nerves.
 

Colt .45 killer

Grizzled Veteran
May 19, 2006
3,996
775
113
Aight kids its time for an anatomy lesson.

Getting straight to the point, there are these things called arms, and you have TWO of them. so why in F**K's name should you drop your gun that you are holding with BOTH hands, attached to BOTH arms, when only ONE arm is hit? Cause a fumble? yes it should, cause you to drop the gun? no it should not. That was one thing in RO that ticked me right to heck off.

A surpression system?

Well lets not forget one important new addition to ROHOS over ROOST. Bullet penetration, which IMO is going to play a big role as you spray down someones position where they would have been previously safe. As someone who could do very good with rifles in RO using the crouch stand pop-op method I say it should be penalized to hell and back, then back to hell. I did it then because it was a very good tactic, was it immersion and realism breaking? yes! And so was the ability to sit behind a sandbag and carefully select the pixel of the Kraut mg42 gunners brains while he helplessly urinated lead all over your sandbag ( but not on the pixel of your face).
Please note that TWI found that distance scaling was 2x stronger then real life, so hitting someone will be easier over distance and easier due to penetration. Even though both of those have changed I think that some kind of a surpression system would still be very usefull to encourage surpressing fire and flanking. IMO a large part of it should be auditory ( loud snapping ), but it definitely should have visual effects ( which cannot be turned off in settings ) and should to some degree effect aim. not to the point where it becomes impossible to hit someone, but your going to have to be very despirate, and fully knowing your life is on the line for this shot... ( or atleast hit near the person shooting you, thus trying to surpress them)

That's all I've got to say for now, carry on..;)
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
4,178
574
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Nargothrond
I would guess any suppression effects could be tweaked up or down by TWI. I would think during the beta, they could determine where the sweat spot is by seeing how effective the MGs are.
 

Metz001

FNG / Fresh Meat
Jul 11, 2010
3
0
0
I've had a great idea for an FPS suppression system for a while now, and it could work very well for ROHOS.

Essentially the system would work like this:

1. A person has a bullet enter their vicinity.
2. A random number roll is made depending on what type of weapon is fired to determine whether or not a suppression effect is received. (Say there is a 50% chance to suppress with the Kar98, the computer rolls 1 or 0; if 1 the character receives effects, else he does not)
3. If the suppression effect is received each weapon/its ammunition will have its own "Suppression Magnitude" (A powerful round may suppress more, weaker will suppress less)

This will likely be much more acceptable than DH's system, where such a thing happens every time. With a "random chance" to give a suppression effect, it will not get old quick, and certain weapons can really be appreciated for their rate of fire (PPSh, MG42 comes to mind). Not to mention, given the huge rate of fire of a machine gun(more chances to suppress), suppression will work very naturally with such a system. Also, "Heroes" could be given a slightly reduced chance for a bullet to suppress them.
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
guys, i know most of us hate DH suppression (the gun "twitches") but i saw a similar system really well implemented. In it instead of the gun shaking off to one side, the camera did and it became misaligned with the gun, like your instinctive "get the f**k down!" reaction. The misalignment is slight but it is enough to cause:
a) ocular shadow cover part of, if not most of, the sniper lens.
b) a misalignment of the rear and forward sight parts of an iron sight, causing difficulty when aiming.

coupled with blur this could be great IMO.