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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
| View Poll Results: Should the head shots kill | |||
| Yes |
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414 | 93.24% |
| No |
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30 | 6.76% |
| Voters: 444. You may not vote on this poll | |||
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#151 |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,546
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Why exactly is more people playing medics a good idea? I seem to remember this one game where 75% of the players were running around with L85s tossing medic packs at each other. It was a game I've definitely played... can't put my finger on it though...
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#152 |
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PR Technician
![]() Join Date: Mar 2007
Location: Golden Camel Land
Posts: 1,465
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For me this is not about being able to aim and shoot someone in the head as
you can only do this in rare occasions.This is the combination of the current medic system which (unfortunately) gives you an almost 100% guarantee that you won't die when shot.This thread would not be here if the 0.9 changes to the medic system were in effect. |
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#153 |
![]() Join Date: Jun 2007
Posts: 109
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Another 2 arguments in favor of death instead of wounded state:
- A player can just jump down a crane or a hotel buidling, and be revived in a second. Even if this is not headshot related, the non-realism of this action is similar to the non-lethal headshot problem. The player should have most of his bones crushed and his neck broken... - A known glitch allows any wounded player to switch kits and then being revived. How many times did I intentionnaly TK the SQleader who didn't have his kit in order for him to come back with his SQLeader kit ? The same goes for ammo / grappling hook ... any kit you just need, in fact. Not only is that highly unrealistic, but it's also harmful to the gameplay because it's making the whole class system useless. |
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#154 |
![]() Join Date: Feb 2007
Posts: 83
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I'm not gonna go trawling through the forums but, have the DEVs mentioned why the flying **** they made the headshot = not dead change?
12 gauge to the face, not a problem. running out of ammo killing him again and again and again and again and again = problem. |
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#155 | |
![]() Join Date: Sep 2007
Location: Remains of Bergen, Norway after violent storms of late
Posts: 155
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Quote:
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#156 |
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Not true, range, caliber, angle and many other factors control that. There have been many situations where they have.
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#157 |
![]() Join Date: Feb 2007
Location: germany
Posts: 391
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i find myself and for sure im not the only one, being more careless of being shot. its like i dont care sticking my head out of this window if i know a medic nearby.
me personally sees a solution in having a random factor a bullet is killing or not killing. like in RL one small inch selects dying apart from living. |
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#158 |
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Banned
![]() Join Date: Jul 2008
Location: San Diego California
Posts: 1,260
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Yea they should.
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#159 |
![]() Join Date: Feb 2009
Location: Geelong, VIC
Posts: 131
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Well seeing as this is such a hot topic I did a little bit of research that that might lead to a satisfying compromise.
Ok, well is appears that the reason players want headshots to kill opposed to wounding, is so that the medic spam is decreased. And the reason given to us as to why the headshot kill function was removed was because it encourages players to play the game in an unrealistic fasion. Now this 'research' lead me to find that the use of an epipen takes 10 seconds to completely administer the epinephrine, so what if the revive time was increased from instantly to around 10 seconds. The compromise could come in that headshots are not instant kills, however a kill guarantees that if the person is to be revived the medic will be forced to lay stationary next to the wounded player, instead of running up, stabbing and retreating in under a second. I understand that you loose realism in a headshot not being a kill, however you gain some realism in how a player is revived. What do you all think? |
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#160 |
![]() Join Date: Jul 2007
Location: Lovisa
Posts: 264
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Good idea, if it can be done.
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| head, kill, shots |
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