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Showing results for tags 'effect'.
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DesertTigerTR posted a topic in Feedback & SuggestionsHi, my first post was about Insurgent side improvement with 11 item but not cared, I hope this will. In Project Reality and Squad both of them represents suppression effect by bluring the view only. Even suppressed player can take aim and shot accurate fires to enemy. You dont need to see your sight(because of blur) if your target is in the middle of your screen you can hit them or your fire give them suppression effect. I think this ruins the suppression system. There must be some levels of suppression for player, In first level just small blur will be fine and players can still use their weapons' sights In second level medium blur and players can still use their weapons' sights but with lowered accuracy In third level high blur and players can not use their weapons's sights only hip fire and players gain buff to their run speed a little if they have their stamina filled more than %75(Because anyone can run faster than normal when they face death, adrenalin rush), so they can run to safer spot quickly. I think, with this system suppression effects will give more realism to the game and players will rely on suppressing enemy(while some others flanking them) and use their ammos rather than preserving their ammo and trying to find a kill shot (so mobility under suppression will be essential). When the developpers give mgs and heavy mgs more suppression potential an mg can pin down a squad which what is happening in real life(or with multiple assault rifles instead of mgs). I have forgot to add Game ending suggestion sorry . In PR game will warn you with a statement "Round is Ending" so it did not end directly. Similar statement will be good for Squad too.
Hello All, Quick question (and I searched "sounds of rounds overhead" with no hits) so please forgive me if this has been talked about. Is there going to be the addition of the sounds of heavy rounds in particular flying overhead? So say an APC is firing from one side of a field and its cannon rounds are passing over your position, is there going to be a sound for each round as it flies by in a directional sense? I think I am hearing this for rockets from the rocket techie but asking for .50 rounds/cannon rounds. Thoughts? This is something I recall for the first time with dramatic effect in BF2 Desert Combat mod and really added to the battlescape and immersion. Thank you.
Name: Animated Blueprint Lights Screenshot: Description: Easy to use flickering and pulsating lights. Installation Instruction: Just drag and drop the Blueprints into the scene. It's using a timeline to animate light intensity, so feel free to mess with it. Download Link: https://gum.co/khpxX Enter 0$ and hit Download. I'm using Gumroad to track downloads. Let me know if there are any issues.
[My English is not good, sorry.] I don't see vehicle explosion effect when destroy vehicle in multiplay. (in firing range is nomally work.) Grenade and Rocket Luncher hitting effect is work, only don't work destroy. ↑ looks like this. Any someone know solution or same problem?
Hi ! The PSO-1 graduations are too grey and almost invisible. They're thin and its much appreciated but they're barely visible. I've already hold an SVD with a PSO and the graduations are much more clear on a real one. Could you make them darker ? At least the PSO-1. The ACOG too could be little darker but not as much as the russian. Maybe the FOV settings change the way they look but doenst change my mind, I shouldnt have to change my FOV to clearly see in my scope ;) (I play @ FOV 100) Last thing I'd add is if graduations look so bright maybe its because there is no "glass" effect on the scope ; I mean when scoping, the screen view just enlarges within the scope, but you dont feel like looking in a rifle scope (I'm I clear enough ?) If you change this and add lil glass reflection on the scope, maybe graduations would become more visible ? (I'm not a game coder so I dunno if what I'm just saying is right-minded...) Other way to say that : the graduations looks like being "painted" on the screen, and not being part of a scope you're looking in (not exactly what I feel but maybe you'll unerstand me this way ^^) TY !