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Jonny Mopped

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Posts posted by Jonny Mopped

  1. The "thud" sounds really nice now!

    But if i interpreted the video clip correctly there wont be any other (IMO gameplay improving) effect/punishment?

    .. its your game :(

    The clip was intended to show you how I experience impacts on my computer, with the current features, not to showcase how the future will be. I want your feedback, not just telling you "this is what you get". :) "We want limping" is a good piece of feedback.

    thats nice, thanks for your reply! :thumbsup:

    Ok this is my feedback / wishlist for santa ... ahh Grin: ;)

    I think its not necessary to imlement limping, or to many long lasting effects.

    But as statet many times, the problem with the online gameplay is that you dont have to fear being shot at. You get hit 2 times and you return full auto fire while you get hit another 2 times. But because you moved and fired full auto you hit your enemy 5-6 times ...

    So my suggestion is: a hit should make you fall!

    If you get hit and fall when you are in open space and your team doesnt cover you, youre dead! Cause the enemy can easily fire some more rounds.

    If you are behind cover, you would fall but the enemy cant put another round into you. So you have a much better chance to survive it. That would also make the firefights more challenging and longer lasting!

    This would give those an advantage who use cover, tactics, work with theyre team,

    AND to those who place the first aimed shot!

    And if you could make this as a new difficulty mode ("realistic") and server option, everyone would be happy! :thumbsup:

  2. Hi

    I would be really pleased if one of you Grin_Members could answer this question:

    Do you plan (or consider) to add anything more than we have now? Any of the suggestions in this thread? (there are some really good ideas IMO)?

    Or wont you go any further than you did with patch 1.16 concerning this topic?

    sorry for bringing up this thread again but for me this is the main thing i would like to see changed in GRAW.

  3. Why can't the Ghost player have the same animations when hit as the other NPCs (Ghosts and tangos)? This coupled with FAR LESS hits required to be killed would cause people to be more careful about being shot.

    Yes, IMO this would be very nice. But i think it is ok that you can survive 2-4 hits, WHEN you fall when hit (or the same way the AI does .. i dont remeber if they fall every time).

    You will survive a firefight when you are behind cover or if you are working with your team, but you'll be dead when you run towards the enemy in full auto mode ... And i think that will make the online gameplay much better!

    If what I'm asking for is considered too difficult for casual players to handle in game, then at least make this some sort optional difficulty level setting.

    Yeah, IF it is possible to add this as a new difficulty level (easy - normal - hard -- realistic) and as a server option, it wouldnt hurt anyone who dont like a more realistic gameplay, cause they can play the game on easy/normal/hard (just as now) or on servers without 'relistic mode' turned on! :thumbsup:

    Or is this technically impossible to do? (i dont know anything about progamming)

  4. Sure one bullet one kill could be quite good if shoot from a close distance. I mean, the kevlar should be able to stop some bullets from a far distance, right?

    Kevlar may stop a bullet from going through someone, but I'm guessing they will be acutely aware of the contact, to the point where nobody's going to be able to pivot and bring their weapon up to bear immediately after taking a hit. As it stands, that's almost exactly how things often play out now. Kevlar or not, when someone shoots a burst into your back and you can turn around and shoot them back . . . meh.

    At range, if you take a non-lethal shot, you shouldn't be able to return fire immediately after; however, you can duck behind cover, recover, etc. At close range, the suggestions in this post mean you'd be a sitting duck to be finished off . . . which makes perfect sense, to me. Having these head-to-head, "who can get more bullets into the other guy first" confrontations just doesn't cut it, for me.

    well said!!

    I hope GRiN does not listen to people suggesting that you fall when shot, or you vision goes crazy like GR1. In this game, having your vision go crazy or falling down simply means your dead already.

    Thats why we suggest it! Its not Counter Strike ... its Ghost Recon!

  5. ROCOAFZ had a nice thought about the realism when having a hit. Now there is just a little 'thud' when hit. People are discussing it over here. ROCO came up with the idea to use the death animation to knock the character down and make the guy get himself back up with an action key. Ofcourse there will/can be a large debating about how realistic this is, but I can imagine that when I am hit in my chest or leg by a bullet coming from a rifle, I wouldn't go like: "-thud- uhm ouch, -shake- ah well back to work!". I would like the idea that if I was hit in my legs or chest I would fall to the ground, if shot in my head be dead 98% of the time and if I live a headshot atleast fall to the ground from the outstanding pain it should cause and if shot in my arm probably a big 'thud'/ 'shake' effect. Maybe a combination of a deathanimation and the action binding for the body position (stance/crouched/prone) could realise this (probably not possible for the modders but hey, maybe a GRIN'er could pick this up ;) )

    What do you guys think of this?

    I dont know anything about programing but maybe it would be much easier to use the animations of your single player team AI.

    Simplified said: take the part of the code that makes your team ghosts and enemy AI fall when they get hit, and copy it into the players code ;)

  6. 1. OMG! if im hit a leg i must die?! :huh:

    2. Why the hell im using bodyarmor if its not helping me at all? if after one hit throught it i die? notice they're using two bodyarmors and very effective one.

    i say keep it as it is right now, more realistic way, but something with Hit punishment must be done.

    1. OMG! Did you read the thread?

    2. Nobody here is talking about how many hits you should or can take. We are talking about the EFFECT/PUNISHMENT (look at thread title!) when being hit!

    Do you think you wont react when a bullet hits your body armor? You will! And we would like to see a more realistic reaction in GRAW!

    IMO the effects Grin added in this patch are by far not enough. They dont change gameplay at all. And thats what i think the punishment/effect is for: more realistic gameplay!

    As i said before, random falling (50% chance) and view knocked of (way more than it is with this patch!) would make you think more before you run around a corner. And the one firing single shots from behind cover would actually have an advantage over the one walking around firing full auto! (and not the other way round as it is now ..)

    But as Colin said, we probably wont see more effects ...

    I hope the will be a mod!

  7. That would just be frustrating. The loss in health and dispersion of the aim is enough penalties.

    Thanks for answering!

    Could you tell if there will be any animation (on enemy model) that shows you that you've hit the enemy? (like in GR 1 for example)

    (beside the cool new sound effects :thumbsup: )

  8. The sound in SP is realy nice!! But in MP everyone uses suppressors -> MP is (imo) too quiet!

    In realitiy there is still a very loud snapping sound caused by the super sonic bullet. But i think this will be very hard to implement in a game .. i am for no supressors in MP :P

    Yeah your ret will be thrown off a few degrees in a random direction too. We're tweaking these things during the days.

    Have you thought about implementing random falling, too? Or do you think its too much for a game? personaly i would realy like to see this, just like your AI teammates fall when they get hit.

  9. The multicam uniform looks much better than the GRAW orange one, but imo allready a little too dark. maybe you could make it just a tad brighter? I cant do all that modding stff but i would realy like to see how a realistc multicam uniform would look like in GRAW!

    look at some of the pics from www.multicampattern.com they are somewhat brighter than yours but not nearly as orange as the original GRAW uniforms.

    http://www.multicampattern.com/img/img1b.jpg

    in bright sunlight:

    http://www.multicampattern.com/img/img17b.jpg

  10. Getting hit and falling would be great.

    IMHO that one would be perfect.

    Yep, that would be perfect!

    I could live without any permanent effect from beeing woundet IF you fall when you get hit! That would be an advantage for those shooting faster and aiming better over those running faster! (And not the other way round as it is now ..)

  11. What other new games out now allow body reaction when being hit ???.

    Maybe there is no other new game that allows it, and maybe there will never be an other new game that will allow it ...

    But Ghost Recon did! And so should Ghost Recon: Advanced Warfighter!

    This is no other new game, this the Gost Recon sequel! :)

    What other new game has 'body awareness', a feature to create a feel for your virtual body?

    No offend, but .. just because all other new games dont allow body reaction when being hit, GRAW shouldnt, too? ;)

  12. They dont have to make new animations. The ai enemys get knocked down when they've been hit .. the ai ghosts get knocked down .. and you can see it "first person" when you view your teammate via cross com. No new animations at all! ;)

    I think it would be the most easy way to implement a noticable effect!

    (And possibly most realistic, too. Though i've never been hit by a bullet in real life)

  13. + 1 for getting knocked down when you got hit!!

    At least when you get hit on helmet or upper body. And the old GR effect when getting hit in arms or legs.

    This should be no problem to implement cause the animations are already there (your ai teammates and ai enemy)

    Its ok without limping but some penalty for being wounded is a must! Maybe just slower or no running? (btw: even without being wounded you shouldnt be able to run THAT long at all!! 10-15 seconds, not longer!)

    hell of a lot more important things to fix/add/work on :P

    I think this is beside of more MP gametypes the MOST important thing that has to be changed! otherwise there is no GR-feeling in GRAW MP!

  14. Its more"run and run and run - walk and gun" ;)

    I think the problem is that you are able to run forever!

    Sure its possible that the 2013 Ghosts can take more hits than the 2001 Ghost did because of their body armor. But they are no machines! All that gear and body armor is heavy, and they should not be able to run as long as its possible right now.

    The Run key should just be used to run for cover or to get into a better position while your teammates cover.

    I think a 10 seconds sprint is sufficient.

    That would realy slow down the gameplay even in dominatin with 10+ respawns! and promote teamwork!

  15. Just 5 things i would like to have changed / added in a patch:

    1. getting knocked down when you got hit:

    At least when you get hit on helmet or upper body. And the old GR effect when getting hit in arms or legs.

    This should be no problem to implement cause the animations are already there (your ai teammates and ai enemy)

    Its ok without limping but some penalty for being wounded is a must! Maybe just slower or no running?

    I think this is beside of more MP gametypes the MOST important thing that has to be changed! otherwise there is no GR-feeling in GRAW MP!

    2. more MP gametypes:

    Why not a simple "Attack - Defend" Gametype?

    Maybe some added objectives: "Kill VIP - Defend VIP" or whatever ..

    The fact that one team has to attack on the other has to defend gives both sides simple objectives. Domination is IMHO too coplex for public MP.

    And with "attack - defend" none can complain about campers!

    3. buying weapons?

    remove that!

    4. Animations:

    In MP most players will wark and/or rund while pressing forward AND strafe key at the same time to have a better view to either the left or the right while moving forward (forw+left to view to right, forw+right to view left).

    The problem is that there is no correct animation for that movement! The player model will move straight forward but the animation looks like he is moving forward-left (or right).

    It would look much nicer if the player model would just turn his upper body and gun but his legs move straight (when walking), or just turn his head (when running).

    5. Running:

    i think the gameplay would be much better if you could not run forever!

    The run speed is very fast and with all the gear and armor the ghost are wearing, the run/sprint time should be limited to 10 seconds.

    There is no teamwork at all because everyone is just running around ...

    ead when running!

  16. Ok, i am half way (i think..) through the SP part and have played about 10 hours MP Domination.

    my system:

    AMD 3500+

    7600 GT

    2 GB RAM

    Engine/Graphics/Sound:

    - very nice!! I expected better performance on my system but it runs ok.

    - Sound in SP is great! In MP the sound is not half as nice! (I think its because everyone uses a supressor ...)

    SP Gameplay:

    - I love it! just like GR 1!

    - Had some problems with my AI teammates but nothing major.

    Ok ... MP ..

    MP Gameplay/Gametypes:

    - on most servers all you need is your run key .. run - capture - run - capture ... There are some servers with 0 respawns and the gameplay was totaly different!

    - Running: i think the gameplay would be much better if you could not run forever!

    The run speed is very fast and with all the gear and armor the ghost are wearing, the run/sprint time should be limited to 10 seconds.

    There is no teamwork at all because everyone is just running around ...

    - Sound in MP /supressors: The sound in SP is so nice!! But MP is too quiet! the first thing everyone will buy with his points is a supressor -> sound is gone ...

    I know its good to have a supressor to hide your position but it kills the impressive sound experience that GRAW creates!!

    - Gametypes: Why not a simple "Attack - Defend" Gametype?

    Maybe some added objectives: "Kill VIP - Defend VIP" or whatever ..

    The fact that one team has to attack on the other has to defend gives both sides simple objectives. Domination is IMHO too coplex for public MP.

    And with "attack - defend" none can complain about campers!

    Animations:

    - Animations are nice but one thing i realy hate:

    In MP most players will wark and/or rund while pressing forward AND strafe key at the same time to have a better view to either the left or the right while moving forward (forw+left to view to right, forw+right to view left).

    The problem is that there is no correct animation for that movement! The player model will move straight forward but the animation looks like he is moving forward-left (or right).

    It would look much nicer if the player model would just turn his upper body and gun but his legs move straight (when walking), or just turn his head when running!

  17. I once got hit into chest, and i got throwed back, but didnt die! "player" did stand up himself....Bodyarmor saved my live :D

    BTw, damage balance is best ive ever seen. But dump think is: shoot three times in leg. dead.

    Wow really? I was just about to say that this would be a nice feature if "you" would drop down when got hit in critical but not lethal areas (upper body, upper legs, (helmet?)) just as your AI team and the enemy does.

    I know the actual force of a bullet hitting your armor or leg wouldnt knock you over, but i think the shock would.

    That would be nice for MP, too! longer firefights when you and the enemy are behind cover but absolutely no run and gun!

  18. At first i used the drivers that came with my graphics card, then i tried the latest official drivers and the beat drivers .. was no big difference.

    But now with my old soundblaster it runs soo nice!

    Uk.Cobra, what gfx card do you have? (and what cpu and ram?) 100+ fps is realy high! did you use fraps or do you just think its 100+?

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