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Future hitscan improvements?
https://www.runestorm.com/forums/viewtopic.php?f=71&t=43586
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Author:  darkonxy [ Sun Oct 07, 2007 3:06 pm ]
Post subject:  Future hitscan improvements?

sorry bout that rant today but heres something to make it up and or to think about improved hitscan most of the features are a possibly simple and maybe complex, sure the hitscan is good but it can be better more realistic, but somehow i have the feeling your weapons are balanced by where you hit them and how.
mainly heres the major improvments i request
*Update
Head-
you know this may seem unfair but i say a headshot is a headshot, if you hit someone in the head with anything including 9MM. Also armor shouldnt matter with headshots(The only thing that can protect your head is the vest and helmet pickup but its no good against a 50 . cal)

Torso-
well base damage should be here but it matters what part of the torso you hit them in and what calibur gun you are using for instance you hit someone with a 50 cal in the upper chest , they should be dead or at least took a huge chunk out of their armor, this also should apply to the R7a8, it needs improvement in damage scale to where it can actualy kill someone if it hits the head or upper chest

Exremities(arms, fingers , and yes groin, yes i said it groin)-
usualy youre dealing with what calibur gun again but i say if you want to be fair kept it the same or be more complex just try and keep it decent, theres no point in having some one with a M50 owning someone by putting a bullet in the enemies Groinal area.

Legs-
well i say with this again it deals with what kind of gun your dealing with, but it would be nice to see if you target the legs you slow your oppent down

well thats it hopefully and please this is realism im talking here not balancing weapons

Author:  Kaboodles [ Sun Oct 07, 2007 3:29 pm ]
Post subject:  Future hitscan improvements?

Head-
-All headshots do more damage I believe. It's just that some weapons don't get the "HEADSHOT!" award, which is pretty lame. Especially with the RS8.
-Vest and Helmet

Torso-
-The R78 already does over 100 damage with a torso hit.
-The M925 needs a major damage boost.

Extremities-
-Groin should still count as part of the torso. Sure it's not "vital", but it would hurt a LOT.

Legs-
-I would also like to see this.


Other-
-What is the deal with this balanced weapons hate? I know "real" weapons are not balanced, but this isn't a "Realism" mod and concessions have to be made for the sake of gameplay. I would like to see some more realistic weapon damages though (M925 in particular).

Author:  Sgt. Kelly [ Sun Oct 07, 2007 3:45 pm ]
Post subject:  Future hitscan improvements?

Can't you simply change the M925's damage code? I'm sure you could just include it in your testing server.

Author:  darkonxy [ Sun Oct 07, 2007 3:49 pm ]
Post subject:  Future hitscan improvements?

Kaboodles wrote:
Head-
-All headshots do more damage I believe. It's just that some weapons don't get the "HEADSHOT!" award, which is pretty lame. Especially with the RS8.
-Vest and Helmet

Torso-
-The R78 already does over 100 damage with a torso hit.
-The M925 needs a major damage boost.

Extremities-
-Groin should still count as part of the torso. Sure it's not "vital", but it would hurt a LOT.

Legs-
-I would also like to see this.


Other-
-What is the deal with this balanced weapons hate? I know "real" weapons are not balanced, but this isn't a "Realism" mod and concessions have to be made for the sake of gameplay. I would like to see some more realistic weapon damages though (M925 in particular).


ya know thats what i was trying to get at if you picked up a vest and helmet it protects your head more than your chest but if you pick up a heavy your pretty much dead if your shot in the head

Author:  Mr.UglyPants [ Sun Oct 07, 2007 3:59 pm ]
Post subject:  Future hitscan improvements?

I think this would be kinda neat to have, kinda like how CS works, unless if you have a real shitty gun (glock) or a helmet on, any bullet to the head will equal a instant death.

So i say this would a great little option to have, just check it off and you have a whole new more realistic hitscan (or whatever its supposed to be) system.

Author:  darkonxy [ Sun Oct 07, 2007 4:33 pm ]
Post subject:  Future hitscan improvements?

the good thing about this is that a player needs to focus on where he or she's hitting not how many bullets you lets loose and makes conserving ammo a breeze. On second though a helmet could protect your head from a few bullets but when you dealing with higher calibers your housed, I know that sounds a bit unfair if your in the middle of a firefight between you and some pesky camper perched up on a ledge somewhere but truth be told keep your head down, you may just keep it.

Author:  Kaboodles [ Sun Oct 07, 2007 5:23 pm ]
Post subject:  Future hitscan improvements?

Sgt. Kelly wrote:
Can't you simply change the M925's damage code? I'm sure you could just include it in your testing server.


I would, but for two problems:

1. There's some kind of bug that causes any modified M353 or M925 to crash to desktop when I try to deploy it.
2. My testing server is gone for good. I should probably edit my sig.

Author:  Yokelassence [ Sun Oct 07, 2007 5:52 pm ]
Post subject:  Future hitscan improvements?

What I think would make locational damage more realistic:

Arm and leg shots that affect that specific ligament rather than the whole body.

EG: get shot in the upper arm about twice and that arm goes dead. Your health is not really affected until you get hit in the torso. But without your arm you have to use pistols to get a descent aim.

Get shot in the leg 4 or 5 times and that leg turns limp, reducing your running speed. Again health is not affected but you're much easier to hit now.

Health packs repair both ailments.

Just a thought.

Author:  Sgt. Kelly [ Sun Oct 07, 2007 6:18 pm ]
Post subject:  Future hitscan improvements?

Sounds kinda like the Deux Ex damage system.

Accuracy decreases with arm damage, speed decreases with leg damage, and the player dies when they accumulate too much torso or head damage.

If you took too much leg damage in Dues Ex, you completely lost the use of your legs. You literally had to crawl around. :p

Author:  darkonxy [ Sun Oct 07, 2007 6:29 pm ]
Post subject:  Future hitscan improvements?

Sgt. Kelly wrote:
Sounds kinda like the Deux Ex damage system.

Accuracy decreases with arm damage, speed decreases with leg damage, and the player dies when they accumulate too much torso or head damage.

If you took too much leg damage in Dues Ex, you completely lost the use of your legs. You literally had to crawl around. :p

i do like that but usualy if you get shot in the head again like i said if you have vest and helmet your fine but if a whooping 50 cal or any high cal slug hits ur head your dead if you get shot in the legs yes you slow down temporarly. if Rs wants to get more complex with the hit system players bleed health if they've taken sever hits or got hit in a vital spot

Author:  Kien [ Mon Oct 08, 2007 2:58 am ]
Post subject:  Future hitscan improvements?

I think UT is fine as it is in this context. Running slower becouse of damage would be more annoying than fun becouse of realism, (in UT).

Author:  Bjossi [ Mon Oct 08, 2007 5:56 am ]
Post subject:  Future hitscan improvements?

Agreed. Let's not go too far with the realism; this isn't Deus Ex, this is a mindless deathmatch mod.

Author:  darkonxy [ Mon Oct 08, 2007 12:51 pm ]
Post subject:  Future hitscan improvements?

Bjossi wrote:
Agreed. Let's not go too far with the realism; this isn't Deus Ex, this is a mindless deathmatch mod.

i hate to say it but realism is much more fun than having to deal with the fact you gun spews so much recoil it isnt funny

Author:  Bjossi [ Mon Oct 08, 2007 2:17 pm ]
Post subject:  Future hitscan improvements?

darkonxy wrote:
i hate to say it but realism is much more fun than having to deal with the fact you gun spews so much recoil it isnt funny


So basically you are saying that realism is much more fun than realism? That makes no sense.
Recoil is the force that the gun generates when you fire, the amount of recoil and it's effect depends on the power of the shot and the strength of the wielder. If you think the recoil is excessive then simply move the recoil slider to the left.

Author:  Echo 419 [ Mon Oct 08, 2007 3:19 pm ]
Post subject:  Future hitscan improvements?

Sorry if this has already been suggested but maybe have an outline of a player in the HUD and when you get shot in the leg, the leg on the HUD model will flash red indicating an injury to the leg.

Author:  Mr.UglyPants [ Mon Oct 08, 2007 4:17 pm ]
Post subject:  Future hitscan improvements?

that'd be neat.

Author:  darkonxy [ Mon Oct 08, 2007 5:20 pm ]
Post subject:  Future hitscan improvements?

Echo 419 wrote:
Sorry if this has already been suggested but maybe have an outline of a player in the HUD and when you get shot in the leg, the leg on the HUD model will flash red indicating an injury to the leg.

well that idea is used by frag ops though !mistrust
sounds interesting apply that with more realistic hitscan + Body damage effects = a more tatical game not only making shoting specific body parts fun but crucial tactics

Author:  Mr.UglyPants [ Mon Oct 08, 2007 5:57 pm ]
Post subject:  Future hitscan improvements?

I think just having an option where as already said, makes it so that pretty much any bullet to the head (maybe 2 with a crappy caliber gun) will result in a death (cept with a helmet, but a helmet can't say you from a Railgun round), shots to the legs slow you down a bit, shots to chest by weaker guns should deal way less damage as compared to a weak gun hitting a arm (difference wouldn't be amazingly different, maybe just 2 or 3 more damage per shot on arm) and high caliber rounds .50 cal would pretty much leave you with a chunk of health gone. Probably a stupid way to see it, but whatever, this is the internet!

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