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#71 |
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PR Contributor
![]() Join Date: Mar 2007
United States of AmericaPosts: 1,067
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Re: Suppression issues...
Possible shader solution:
Decrease the duration 4x, but increase the effect 4x. By doing so, both fast and slow computers would mostly be suppressed by rapid/automatic fire which is how suppression should work, rapid fire, not individual ricochets that suppress for 6 seconds or longer. The effect itself needs to be increased because based on our testing, there are many cases where the "blur" effect does not significantly hinder your ability to see, aim, and hit your target. This happens when your target's size and/or color contrast is noticeably different than the background. Because of this, the suppression blur should be altered or increased so that it performs as originally intended. |
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Last edited by [R-CON]Wolfe; 06-16-2008 at 06:10 AM.
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#72 |
![]() Join Date: Dec 2007
Location: Londinium
Posts: 101
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Re: Suppression issues...
At the beginning I hated everything about the suppression affect, but the more I play the more I realize how affective it is, you definatly know when your getting shot at and you take cover, which is realistic, theres very little rambo action going on although prone diving is a pain in the arse, we all do it, but its annoying when its done to you
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