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| PR Single Player : Discussion pertaining to the PR Single Player Mod. |
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#21 |
![]() Join Date: Mar 2007
Posts: 19
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Re: Removing the blur when hit or when shot close
in real life combat sometimes you dont have 20 minutes to be tip toeing around the battlefield to reach your objective. you shoot and move, thats straight out of the USMC manual. thats how you win a fight. shoot move and communicate, if you have your team covering you, then you dont have to worry about getting shot, because they are keeping the enemys head down, which is where this "supression effect" comes into play.
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#22 |
![]() Join Date: Jun 2008
Posts: 11
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Re: Removing the blur when hit or when shot close
...and like I've said, sometimes (most of the time depending on the map in sp) -- you have more than enough time. I'm not going to pretend to be an expert on infantry combat (I'm sure you are) -- But in the case of this sp, fps, you're on the battlefield with teams of bot's who violate just about every rule in any infantry manual out there.
Secondly, I'm normally leading a squad of some type. Drawing up the map assigning rally points, and commands, along with putting the binoculars to use to pin point enemy movements. Like I said, it's all on how you chose to play out a sp map. Running along in front of your squad puts you at a disadvantage simply due to the mechanics of it all. At some point you're going to draw enemy fire and seek nearby cover. Then your going to be more vulnerable because you're making an unplanned stop in your advance to assess the situation. Part of the strategy (and fun) is knowing when to pick your battles, or fall back. I don't use the 'drone' feature either (not sure if that's even available in the mod actually) One great detail is the bot's normally throw down a smoke screen before advancing in large groups, which is another indicator to start 'tip toeing' -- finding cover that provides access for both advancement and retreat to a similar position behind you that offers those same advantages. Still, the most compelling aspect of it all to me (even since I first played vanilla sp) -- is to survive one of these 600 ticket rounds without ending up taking a bullet. Pretty much impossible in vanilla, but in pr very much 'doable' The last map that I achieved this was Hemland Province with a total of eight kills. One of the best experiences I've had playing bf2 in years. That's just my personal viewpoint of the entire thing, if I can play through a round without taking one bullet and be productive; the 'stun effect' isn't much of a disadvantage whatsoever. |
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#23 |
![]() Join Date: Jan 2008
Posts: 15
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Re: Removing the blur when hit or when shot close
for sp blur sucks indeed. first of all - bots cant see blur, kinda unfair
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#24 | |
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PR Coder Team
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Re: Removing the blur when hit or when shot close
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![]() You can have my gun when you pry it from my paranoid,
mentally disturbed, physically-abusive, cold, dead hand. |
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#25 | |
![]() Join Date: Jun 2008
Posts: 11
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Re: Removing the blur when hit or when shot close
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pr single player with the stun effect is a lot more even vs bot's than vanilla was without the stun effect. Which is perfect really, because if you think first, than move/shoot (turn that into a habit) -- your original spawn can last for an entire round on a lot of the infantry maps. In vanilla no matter how tactical, you're getting cut down constantly because of the bot's accuracy and the arcade aspect of it all. I really don't feel at a disadvantage even under heavy stun. Unless of course you're running around on your own ahead of your group like Rambo. | |
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#26 | ||
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PR Coder Team
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Re: Removing the blur when hit or when shot close
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But on the whole I must agree with most of your comments. The reason I will make it an option is that it really spoils it for some guys.... and if it spoils the game for them then its no fun... I think you would agree with this. | ||
![]() You can have my gun when you pry it from my paranoid,
mentally disturbed, physically-abusive, cold, dead hand. |
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#27 | |
![]() Join Date: Jan 2008
Posts: 15
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Re: Removing the blur when hit or when shot close
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i thought that bots might complain about that i have better brain than their's, but what can i do with my brain if i can not see where to shoot and i can barely see where to walk? anyway i applied patch that was mentioned in first page, it returned me old good blur from earlier pr version (what was that? 0.707??). anyway now its much better. if i keep my distance and get blurred i still cant see where to shoot, if im close enough i can see, shoot back and get the hell out of there. however it should be vice versa imo. close shots must force us to hide and not to shoot, long shots may let as shoot back for a bit longer. @devs: is it possible to make blur intensity dependent on shot range? | |
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