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Showing results for tags 'wounded'.
Found 9 results
It seems absurd that in a game aimed at realism there is still no such possibility. This is really very annoying when killing a whole squad, the last enemy kills you, after which they all heal each other. It would be much fairer and more realistic if, having given a couple of shots in the body, the player would be completely dead
Basically when you get shot in the head and you are wounded waiting for a medic, it takes less time for you to die, maybe 1/3 or half or 2/3 of the default time. Maybe the medics can see that the friendly unit that has been downed was shot in the head and has less time to be revived whit a dead. And maybe after you are already downed but you havent been hit to the head, enemy players could shot your head to lower your time? this is just an afterthougth, because this would make so almost every person has less time to be revived, because most people will certanly shot you many times specially if they are using full auto, and if the last hit that got you wasnt on the head the other shots would certanly hit it.
Just from what you guys have created so far I can tell this is going to be a great game. I also LOVE that you guys are actively listening to your community and actually taking feed back from us and tweaking accordingly, just wanted to express my gratitude you don't see that a lot in the gaming industry . So anyway I am just going to brain dump whats on my mind so forgive me if I touch on topics that previous postings might have covered. -Project Reality- I have played Project Reality and still do and it is the reason I bought Squad hearing it is the spiritual successor. Some things that I noticed that are different besides the obvious. When you get shot or shoot a player they can stop the bleeding with one patch. In PR it took multiple patches too heal or a medic and I liked that. Knowing when you hit someone that they are messed up and require more than a patch the medic or they are going to bleed out. It also encourages people to stay with the squad instead going out by them self and being a lone wolf. Little balance and a focus on realism. In PR you have the USMC and other major factions have optics on all of their guns vs insurgents with iron sights with an exception of the marksmen. Also major faction's would have thermals and better armor and the rebels would have old outdated equipment. I loved that it forced certain factions to play very conservatively and set up ambushes and use IED's. Also unique weapons, I liked that some factions would have suppressed rifles and shotguns and some factions would not just things like that adds a little flavor to the game. Next is bullet deviation, (I am assuming that bullet deviation is suppose to simulate heavy breathing or something along those lines) in PR you have to sit or stand still for a couple seconds for your shots to be accurate. Again I like that, it prolongs firefights and makes for some epic shootouts with bullets flying all around you. I saw a post by ZiGreen along these lines concerning shooting mechanics and it is a very comprehensive post and I agree with most of his suggestions ill link it here-Animations- Squad has some of the best gun animations I have ever seen in a game they are seriously good. I was wondering if the soldiers will revive the same level of detail? For instance in battlefield when you shoot your characters face will scowl and when a grenade explodes he will react to it buy putting his left had up to cover his face. Right now the soldier animations seem very stiff and robotic I am sure that they will change with time and become more fluid. I was just wondering what you guys got planned for us on that front? Getting shot should in my opinion should sometimes make your guy stumble or flinch something along those lines would be neat. Wounded animations. It would be really cool if when you got downed "wounded" that after you rag doll that your guy would wiggle or squirm on the ground and make groaning or grunting noises. This could also help medics find people who are wounded and be a neat touch to the game. Red Orchestra has animations similar to what I am talking about. Resting/walking pose. The walking pose in squad just dose not seem right to me, it might just be me being a picky bastard. I liked the PR walking/jogging animations where the gun would be at you side instead of always being at the ready. Also that way you could see when people were aiming down their sites. -Example picture- -Damage- Another thing I think would be good is that when a player gets shot in the head they can not be picked-up again as in that they are dead and have to re-spawn. Depending how in depth you guy plan on going with the hit box you could make the helmet livable and people who get shot in the helmet could get picked up. Also is body armor going to be a thing and if it is how is it going to work? It would definitely be a cool addition too the game. I'm not sure about this one but perhaps if you are inside a certain radius of a grenade that it would kill you not just down you. And last of all going off of my "wounded animations" suggestion if that is implemented when someone is wounded and waiting for the medic. If an enemy comes across them they can shoot and kill them preventing the revive. Its more realistic and a way to make sure the area is clear. What do you guys think? Any other suggestions would be welcome.
The effects used in-game to simulate distress and pain while wounded should include sounds. Something not too annoying. It should match visual effects. Normal in-game audio/comms should be hushed or dialed back while this effect is engaged. Whenever visuals kick in, a humming, buzzing or ringing sound should drown out other sounds. This is severe distress being simulated: The audio effects are to simulate pain, beyond just moaning and a heart beat.
I am not certain this has been discussed, and Ive spent some time searching.. so I hope this could be answered. If not, it is a suggestion. When a player is downed and needing a revival, is there, or could there, be a function where an opposing force can continue to inflict damage on an incapacitated player in order to progress their status from incapacitated to KIA (dead-dead)? I've been in positions where I storm into a building and clear it, whith enemy friendlies still in proximity and remain "alive", awaiting revival. I would like to see a feature that would allow me to continue to fire upon their bodies to push them into a state of death beyond revival... any thoughts?
I dont know if anybody use it. But Even non medic can stop bleeding of wounded player. As everybody know wounded need (probably) in all situations first bandage for stop bleeding then healing by medical kit for reviving. Did anybody use that non medic player can stop bleeding these wounded player? My question. Have stop bleeding effect to speed countdown death ? I noticed that there is countdown measure which show how many time wounded have until dead dead. But would be very interesting if wounded player get more time if somebody stop bleeding. Than medic have more time to revive him.
When wounded you lose the ability for local chat, this removes the occurrence of people in pr screaming enemy here, hes moving left, frag here. With the new ui and medical system however getting a medic to someones position can be an absolute nightmare. Now you can use squad chat to relay the same info that local removed, so I'd like to hear opinions about that. Closed pre alpha with the first iteration of the revive system, what are the plans for making wounded not such a "rough" experience?
If I understood correctly there will be a revive system just like in BF2: PR and that means there will be a wounded state were we'll need to wait for a medic to come and revive us, in PR this means waiting up to 4m:59s (after that we're "dead-dead") and even after those 5m we might wait a few more until we get a spawn opportunity. My suggestion would be instead of having a black screen or a wounded one (bloody screen but w/o moving the camera we can still see) we would automatically jump to the eyes of a random squad member and see him playing. Some may this would be a bit unfair because in the end you could have 9 (8 wounded/dead + player) pair of eyes watching the same image but the comms delay would mitigate this con and by allowing us watching others player you: Would solve the "Dead people talking" issue - in BF2: PR its common to use mumble (Voiver over IP) to alert friendlies about the enemy position, not only that but if said enemy starts to reload or patching the wounded/dead player can broadcast that information which is annoying in some cases. If you're not in your "body" that means the enemy player is not in an unfair situation.Would solve the boring part - Like previously stated you can spend >5m watching the same wounded/dead screen which might lead to people alt-tabbing until we hear that we'll get a revive, with this system we can still be entertain even if not doing anything.Would create a better teaching technique - If you're dead and you're a new player you would be able to see how better players are still alive, when do they use cover and/or move, or how do they supress, ectAnd that's it.
Hi. This thread is dedicated to all of us due to the saying "I am Dead-Dead" How to stop this? Simple, in a training mode or manual or community effort there needs to be a clarification. Dead is Dead. You're not being resurrected by a medic.Injured needs a medic bag for magical human flesh crisis resolutionCritical is the guy who's on the floor and needs to be electrocuted to come back to lifeSounds cool? Cool.