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Can someone tell me if I was right with this^ since I had no chance to play it myself? And are all weapons "effective" on all ranges again (unlike in BF1 where each weapon type had a distinct purpose)? It sure as hell looks like it.New gameplay is out and... the gunplay looks dumbed down. Where's the recoil? DICE, you can't just remove spread and give the guns no recoil.
If it flies, it diesÂ.
I wouldn't agree with the Post Scriptum form of Suppression because it becomes entirely dependent on how well someone tolerates visual noise and its effect on their DPS becomes nebulous.
@ssssDE
That's really what I've love to see in BFV, it really needs to be that visually intrusive, and basically kill your audio to have the proper effect.
I wouldn't agree with the Post Scriptum form of Suppression because it becomes entirely dependent on how well someone tolerates visual noise and its effect on their DPS becomes nebulous.
It's almost as if games should be designed for humans, with human sensory inputs and psychology, and not for bots who rely entirely on hard values and numbers. Suppressive fire is a psychological tool, and its effects should be psychological. Being able to fight through it through superior human resistance to it is part of the idea.
Not separating the player from their character is a golden rule of video games, and current gunplay-affecting suppression does exactly that, to the worst possible mechanics for it to affect. Do not, unless absolutely necessary, create mechanics that tell the player that their character is not themselves. "You can't shoot accurately because your character is scared" simply does not work for people.
If it flies, it diesÂ.
This post has been edited 3 times, last edit by "NoctyrneSAGA" (Jul 10th 2018, 10:04am)
What I am pointing out is that it becomes useful only against bad players and has no use against good players.
You are creating literally the opposite of a blue shell; this mechanic makes the poor poorer in place of something that affects all players of all skill levels.
Of course, this ignores the non-constant cross-sectional first moment of area across the chest as well as non-constant material properties of the boob; it would be difficult to perform a more detailed analysis (as in, I'd have to have a shape function AND I'd need to derive a function for elastic modulus as a function of lateral breast coordinate) but whatever. It's 2am and I'm lazy.
I always believed science should be very hands on experience.
You should also answer this question I had posed in that thread: Would you be willing to pay your surgeon more if he was going to use a chainsaw for the opening incision of surgery? Clearly using a chainsaw isn't truly suited for surgery but that doesn't really matter. If he's "skilled" enough to be able to use the wrong tools of the trade, he should be rewarded for that skill right?
What I am pointing out is that it becomes useful only against bad players and has no use against good players.
You are creating literally the opposite of a blue shell; this mechanic makes the poor poorer in place of something that affects all players of all skill levels.
Not sure if you've realized yet, but "high skill gap" (TM) is kinda a big advertised feature in BFV. Weapons with learnable recoil patterns as opposed to relevant spread was a big selling point towards that end. DICE want good players to have more advantages over bad players.
"You can counter everything through skill" is a popular modern advertising claim that seems to work (CS:GO, R6S), regardless of whether that actually matters to the majority of players (Dunning-Kruger much?).
Timer: the suppression effect does not gradually reduce over time. Instead it goes from 100% to 0% almost instantly after a couple of seconds of not being fired at.Range is used as an extra tuning lever. In BF4 and BF1 it's used to make sure that weapons only Suppress when a target is outside your effective range. It just solidifies the mechanic as a way for you to contribute even if your effective DPS would be shit.
I'm not sure what you mean by timer. The flinching happens when a bullet with a particularly high amount of Suppression flies by according to what was compiled in BF4.
BF Suppression also scales with the amount of Suppression currently applied and also only kicks in after a requisite threshold is met. Tunnel vision effect is already present in BF1 (and BF4 I think) but is more subtle. BF3 used blur. Sway is present in all 3 games.
BF3 had a good Suppression system though you could argue BF4/1 were better in that there was an additional "counter" to it if you were looking for that.
I wouldn't agree with the Post Scriptum form of Suppression because it becomes entirely dependent on how well someone tolerates visual noise and its effect on their DPS becomes nebulous.
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