Leg shots should stop sprints

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mechtech

FNG / Fresh Meat
May 16, 2009
65
25
0
Shouldn't getting shot at least stop a sprint?

This scenario is all too common: I'm covering a flank, a player sprints by at medium range, I hit him squarely in the arm/leg (since he's running perpendicular to me), yet he doesn't even stop sprinting. He's in cover before I can even hit him a 2nd time, and heals up a second later like nothing happened.

I feel that a bullet to the arm, or surely a bullet to the leg should stop a sprint. Even a temporary stop to the sprint would greatly help the satisfaction of hitting someone. It almost feels like that first rifle shot is just -50hp because it has absolutely no immediate effect on the opponent.
 

Volucris

FNG / Fresh Meat
Sep 6, 2011
93
11
0
In reality people will keep moving like nothing happened when they are shot. Gunshots don't have an immediate effect in reality the majority of the time if adrenaline plays a factor.
 

Sgt.NightFire

FNG / Fresh Meat
Mar 26, 2006
717
123
0
Would be nice if someone got shot in the leg and he actually falls flat on his stomach, just like in ARMA 2, but yeah, its weird to see someone running, you shoot him in the leg, sometimes twice, and he just keeps running like, NANANANA!
 

barakas

FNG / Fresh Meat
May 15, 2009
402
210
0
This.

There seems to be very little penalty for actually being wounded in RO2.

Sway doesn't seem effected, and there seems little effect to stamina or sprinting.

While limping may be off the cards, I'd at least like to see a slow down or knock down from leg shots (especially shots that hit the thigh).
 

Wodin

FNG / Fresh Meat
Mar 15, 2006
373
142
0
Liverpool UK
Several threads have been started on this already...the game has a complex hit system that really is pointless as ne real use is made of it...
 

realninja

FNG / Fresh Meat
Oct 31, 2010
274
64
0
a tripping/falling animation when getting shot in the leg would be ok, and only being able to limp until u respawn.
 

MagicSnake

FNG / Fresh Meat
Jan 28, 2011
164
38
0
Qu
Yeah! I really hope a sense of "injury" when being shot will be added down the road to complement their excellent hit-detection system. If not in relaxed realism, then in "hardcore" realism. I do hope this feature was left out because the devs ran out of time, and not because they thought it was detrimental to gameplay.
 

Reise

FNG / Fresh Meat
Feb 1, 2006
2,689
851
0
Maine, US
Yeah, we need effects for all the injury types. Regardless of bandaging, since that should only save you from immediate death anyway.

If an arm injury, make aiming more difficult, and weapon swaps take longer.

If a leg injury, make movement more difficult, and stop sprints entirely.

Your little avatar can track where he's hit, so why not have a corresponding effect?
 

Sir Roderick

FNG / Fresh Meat
Apr 19, 2011
264
68
0
Belgium, Limburg
Yeah, we need effects for all the injury types. Regardless of bandaging, since that should only save you from immediate death anyway.

If an arm injury, make aiming more difficult, and weapon swaps take longer.

If a leg injury, make movement more difficult, and stop sprints entirely.

Your little avatar can track where he's hit, so why not have a corresponding effect?

Exactly this.
 

Derpus

FNG / Fresh Meat
Mar 16, 2011
535
126
0
I really hope they implement these things eventually. I enjoy most of the game mechanics, but this seems very important for a Red Orchestra game so I hate to see it missing.
 

Flanker15

FNG / Fresh Meat
Jul 18, 2006
260
17
0
I noticed that when you start bleeding you gradually lose speed just it takes a moment to kick in.
 

Ftmch

FNG / Fresh Meat
Jul 2, 2011
136
4
0
Sweden
I agree with others here, wounds should have a big effect on how you move, limping would be nice for severe leg-shots, and bad accuracy etc. for getting shot in the arms (or somewhere else for that matter, pain makes it hard to concentrate)
 

FBX

FNG / Fresh Meat
Aug 17, 2006
238
42
0
I've seen people stop momentarily when I shoot them. But I agree, something more dramatic would be preferable.maybe they could auto-dive to the ground after being shot in the legs.
 

grothesj2

FNG / Fresh Meat
Dec 29, 2010
527
155
0
Yeah, we need effects for all the injury types. Regardless of bandaging, since that should only save you from immediate death anyway.

If an arm injury, make aiming more difficult, and weapon swaps take longer.

If a leg injury, make movement more difficult, and stop sprints entirely.

Your little avatar can track where he's hit, so why not have a corresponding effect?
Exactly. Can even make it a server option for those that want less realism.
 

HardenedMetapod

FNG / Fresh Meat
Aug 8, 2011
10
4
0
Tennessee.
steamcommunity.com
I agree with this thread so much. Even Fallout 3 has an effect for your limbs being wounded so why not a realism shooter? Being shot really only has the effect of you having to read that you are hurt at this point. I want to have an actually since of concern for being shot rather than just the idea that if I get hurt I'll just run behind a corner and bandage up. Aside from the extra button press, it might as well be health regeneration.
 

Steezy_Six

FNG / Fresh Meat
Sep 3, 2011
90
24
0
United Kingdom
It's a huge step back from RO1. I don't know why they even bothered to have a body-damage indicator in this game, they might aswell just have a health bar because it doesn't matter when you hit someone and it doesn't kill them. In RO1 they slowed down for awhile or they dropped their weapon, in this game, nothing.

I just don't understand the logic behind moving backwards like that.
 
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realninja

FNG / Fresh Meat
Oct 31, 2010
274
64
0
I would have rather seen a falling animation for these kinda scenarios instead of the bleeding system thats in the game right now.
I'd prefer a combination of both ..i autoheal alot, so i ignore if im bleeding most of the time .. they need 2 fix that aswell