Forum Discussion
Implementation is the issue
Supression should be split into 2 guns and explosives, regardless of which option happens Supression should remove benefit of auto spotting or being able to spot on those being suppressed.
Gun suppression should have a small AoE and should cause a slight blur effect
Explosive suppression should have a wide AoE and should keep block health regen
Personally I think flinch should only be added to guns that have hard hitting under its description
Sweet spot, instead of using distance i would prefer they use the focus from hold breath to determine its activation. Moving and flinch should interrupt focus and without focus you can't get sweet spot. This would focus recon in stealth gameplay and make 1 hit ko to be deliberate instead of lucky unless you get a head shot.
Range finder should passively give you the distance of what you are aiming at, recon player would manually set the range, this would also help with binding exploit
- ot06l1khdy4c22 days agoRising Rookie
Awesome :) and perfect!
- iLuckyBrad22 days agoSeasoned Adventurer
Games have tried blur effects, tiny AoEs and big explosive suppression before and it always ends up annoying instead of realistic. Older Battlefield suppression worked.. Kind of... BF3 / BF4 They just need a lighter version of that suppression instead of all the extra visual gimmicks.
If you’re looking straight at the person shooting at you and can clearly see them, there’s no reason you should suddenly lose the ability to spot. Suppression isn’t blindness, deafness or amnesia. You’d still recognize the direction of the fire, still see muzzle flashes and tracers and still be able to call out the threat to your squad. Removing spotting in that situation would just break basic awareness rather than add realism. Even from cover you can lean out for a quick peek, see the muzzle flash and figure out the angle of fire. Suppression doesn’t erase your awareness, it just discourages exposure. Blocking spotting when you can still clearly identify the shooter wouldn’t make sense.
Hold-breath is for steadying your aim, not unlocking 1-hit kills. Snipers should reward accuracy, headshots should always be instant kills and well-placed body shots should matter too. And it’s already hard enough to play stealthy when the red square gives away where the shot came from after they die anyway.
Range finder passively giving distance is fine, BF4 even had a scope that did that. But there’s no “binding exploit.” You can map range adjustment to whatever key or button you want, that’s literally how it’s meant to work. I just leave the default binds as they are and hold it when I need it, because for me, under 300m you rarely have to touch the zero anyway. You might not like how it works but it’s the more realistic approach, especially since there are real scopes that can auto-adjust their zero at the press of a button.
- cementerydriver21 days agoSeasoned Ace
The idea of slight blur is not to blind you at close range but rather to make it difficult for long range players to have a harder time with a head shot or sweet spot so that it forces the player to take cover and retaliate "repositioning" instead of moving to the side and taking your head off. I'm not going for realism but I would like players to try and avoid getting shot instead of trading shots which I find more immersive then what we currently have.
if you are getting suppressed your awareness of your surroundings should lower as your focus should be to stay alive which is y I suggested players that are being suppressed losing 3d spotting as there are plenty of ways to find enemies but taking cover should be a priority and players should rely o. Their own skill instead of all the assistance you get from the game
Flinch would only be added to hard hitting weapons as their fire rate is slower and gives players a chance to fight back. If you give SMG the flinch effect the first to fire will win and would make most guns pointless
I do agree that well placed shots should matter but ther has to be balance in the game, head shots already give recon a 1 hit ko and sweet spot reinforces camping as it is easier to do so. So instead of getting lucky shots by distance, adding sweet spot to focus under hold breath would make recon sniping more deliberate and truly reward them for using positioning and stealth. Not saying you can't play as a trigger happy player but rather that you won't get the sweet spot benefit and if this is done correctly this could be extended to DMR with out exploiting its high fire rate
Again you have to balance how some things are implemented so classes don't become to OP and range finder is the same. Rather then adding another button to map to a key board or controller I would rather they change it to passively display distance
However how about you give me constructive criticism on how you would change each point so that it would retain balance but also stay relevant? If slight blur is an absolute no, what would you implement and what are the rules on how it works
- iLuckyBrad20 days agoSeasoned Adventurer
I get wanting players to reposition more, but even with harsher suppression most players will still pop up and shoot back and I dont think blur isn’t the right tool for changing that. It hurts clarity and feels like a handicap, not suppression. If suppression needs more impact, it should lightly affect aim, not visibility, unless bullets are actually kicking up dust or debris in your line of sight. Small sway and small flinches when rounds land close already achieve that without making the game harder to read. Players also shouldn’t rely on spotting for everything, but removing 3D spotting only makes sense if it doesn’t contradict what they can clearly see, so slowing spotting slightly under fire is a cleaner balance point. Sweet spot tied to hold-breath doesn’t make sniping more deliberate it just turns it into timing a button instead of using positioning and ballistics, and headshots aren’t even guaranteed one-hit kills, which makes tying damage to a focus mechanic feel even less grounded.
Flinch shouldn’t scale with weapon class. It’s a startle reaction and hits hardest when a shot is sudden or unexpected; if you see someone aiming at you, the reaction is naturally smaller, so bigger guns should be more lethal, not create exaggerated flinch. And for range finding, zeroing should stay manual. Shouldn't be able to map it to to aim or fire keys/buttons.
- Prolifiq122 days agoNew Novice
Sounds like a well thought out solution!