I didn't make it!
the bullet cracks and the short "adrenaline blur" effect is usually enough to make me seek cover.
I think that suppresion should be extended to rifles and (compared to 2.0) last 2/3 as long at 3/4 the intensity. Can suppresion be added to bullets passing you but not hitting anything?
I have a very thick skin, Kubador, thank you. Mind you, you must not convince me, I think the 2.0 supression effect was perfect, convince the people who complained and started boycott campaigns against FH2: "how do they dare?, those evil totalitarian FH devs, killing my freedom to bunnyhop through a wall of 50cal bullets!!!"
Nice try though
Yeah I too miss suppression but I remember that devs said there was problems with those who have slow comps. For them the effect lasted longer than was originally meant which is kinda unfair if you ask me. But I still would like to see it coming back to what it was or at least get buffed so it can actually be useful.
Herr Ober, die Rechnung bitte
20th October 2007
Lobo;4789243convince the people who complained and started boycott campaigns against FH2
Adress plz? *shoulders his mp40*
I dont like the look of the suppression effect. Maybe add some darker parts for frames and there you have it.
I would really like to see some suppression effect again but IMO the blurred vision was not the best way to implement suppression. I think a good way to add suppression to the game would be to make anyone being suppressed lose a lot of accuracy so they could not effectively fire upon anything at medium to long range.
I dunno if this would work but it may be an idea to try...If the dev's put an ever so slight detonation on the bullet, which didn't do any damage, and was only powerful enough to kind of stop you in your tracks, it could work as a "suppression effect" or a really annoying Stopping Power xD.
Just adding to this post:
I think the idea of getting blurred vision while under suppression is kind of silly, I don't think any of us can really speak as to what you feel or see during that situation as none of us have actually experienced it ourselves. (unless someone I have not met has). The most intense situation I can remember me being in, enough of a situation to be frightened to the point of hyperventilation was after I rode my bike off a cliff and down into a river, it was almost as time slowed down, But I don't believe that even pales in comparison to getting shot at. The sheer sound of it must be horrifying, even if the emotion doesn't surface.
The tactical use of such a blur effect in FH2 is a good point, but at the same time there could be brought to light a whole host of arguments against it. Personally I agree with the above statement of it lasting longer on lower end PC's, I've experienced this myself, and it seems to be much more "blurry" when you are playing the game on low graphics, probably due to the lack of resolution.
I can't off the top of my head think of another solution, the need for some form of informative sign when you are being shot at is needed, I'm just not sure how or what that should be. Perhaps a slight camera shake on impact? The small jutter would be enough to get you to say wait a minute, and get down, while not blurring your vision, perhaps this is the best option?
Lobo;4789243I have a very thick skin, Kubador, thank you. Mind you, you must not convince me, I think the 2.0 supression effect was perfect, convince the people who complained and started boycott campaigns against FH2: "how do they dare?, those evil totalitarian FH devs, killing my freedom to bunnyhop through a wall of 50cal bullets!!!"
Nice try though
Since when do the devs yield to a vocal minority?
If you're worried about popular backing, just create a voting thread on this issue, its result will create a deterrent to a fair number of the smacktards. And to those that don't - well, there are (legal) ways to stop them.
The supression is fine, the thing is, and I mentioned this before the patch, the Aim Down Sight blur shader overwrites that of the supression effect, which allows for you to be completely unaffected by the effect. So you'll get the blur when shot at by an MG (also mind you, the duration of the blur depends on how good your comp is, bad comps = really long effect, good comp = really fast effect), all you had/have to do is right click and it goes away, allowing you to shoot the MG that's aiming for you, which is exactly the polar opposite of the intended effect :P Confusing?