Forgotten Hope Public Forum

Forgotten Hope 2 => Community Polls => Topic started by: SiCaRiO on 22-10-2009, 02:10:14

Title: supression effect
Post by: SiCaRiO on 22-10-2009, 02:10:14
so yea, simple .

supostly , the supression effect where toned down after the first version of FH2 got public , main reason been that "old" "veteran" and "stablished" FH1 players didnt like it , I asume because the devs didnt wanted to lose more players due to the already low poblation of players at the time.

Since this is the first time i see devs removing a feature like that just because some complained , i want to see what majority of the FH2 comunity thinks.

i just cant imagine devs adding the nosecam because "old" "veteran" and "stablished" FH1 players complain .
Title: Re: supression effect
Post by: Yustax on 22-10-2009, 02:10:06
I think its okay the way it is; sorry I voted too quickly in the poll. Maybe not that much deaf ears, but blurry when suppresed. You'll need to hit the dirt immediately hearing a MG42 or something. So it works very well suppressing infantry.
Title: Re: supression effect
Post by: Ionizer on 22-10-2009, 02:10:35
I liked the old suppression effect.  I seem to be only one from a certain established community (not mentioning any actual names, so no one gets mad at me) who thinks like that, though.
Title: Re: supression effect
Post by: Eat Uranium on 22-10-2009, 02:10:37
Personally, I would add the effect to all bullets + explosions, make it last about 175% of current and leave it at that.  So I presume thats a 'yes' vote.

I think the main reason for change was that on old computers, the effect lasted for ages since it was based on number of frames rather than time, so those with low fps would suffer it far longer than others.
Title: Re: supression effect
Post by: VonMudra on 22-10-2009, 02:10:16
2.0 suppression and minor suppression from rifles ftw.
Title: Re: supression effect
Post by: Lobo on 22-10-2009, 02:10:32
To complain is a too benevolent verb
Title: Re: supression effect
Post by: SiCaRiO on 22-10-2009, 02:10:31
To complain is a too benevolent verb

i cant possible imagine what they did to you to make you change your mind
Title: Re: supression effect
Post by: Guderian on 22-10-2009, 03:10:26
2.0 suppression and minor suppression from rifles ftw.

Yeah, the MG42 and need to have this effect. Allow it to do want the weapon was intended to do, suppress infantry and allow squad members the ability to move into position. The BAR and Bren that are fired from the hip shouldn't have the same level of effect.
Title: Re: supression effect
Post by: FatJoe on 22-10-2009, 03:10:22
The suppression effect in 2.0 had a wee bit too large radius for my opinion. But the way it is in 2.2 I'd much much rather see it as it was in 2.0

From a game design point of view, I'd like to keep this effect like it is, only on MG's and Supportive Automatic Rifles, giving them a bit more role in the game than just being a MG. As in, if you want to suppress the enemy or give covering fire effectively, you need to have an MG with you.
Title: Re: supression effect
Post by: Yustax on 22-10-2009, 04:10:29
I have to ask though, how was the old suppression system? How did it work for all weapons? By the way I think that troops inside personal carriers and trucks needs a supression system as they are very vulnerable to enemy fire. Just as the camera needs to shake everytime a AT round bounced off a tank.
Title: Re: supression effect
Post by: Paasky on 22-10-2009, 05:10:12
Shuold be a bit longer. Although it is fun to sit in a tank, see someone coming around the corner , turn away, and then MG'ing said corner to keep that buggers head down until I load my HE 8)
Title: Re: supression effect
Post by: Paavopesusieni on 22-10-2009, 08:10:37
If we had suppression system would we have FOV effect anymore? Because FOV rules.
Title: Re: supression effect
Post by: Tedacious on 22-10-2009, 08:10:49
this has been discussed to death, and sadly the devs do not seem to change their minds.

I would kill for the 2.0 suppression effect, (I voted wrong, voted "yes" instead of "like 2.0")
I had some great times when playing FH2 until they decreased the suppression effect, since then I've lost (comparing to how I felt of 2.0) HUGE interest in the mod.
Title: Re: supression effect
Post by: ajappat on 22-10-2009, 10:10:33
Never played 2.0 but I'd like to see supression effects stronger. Something similar to PR maybe?
Title: Re: supression effect
Post by: Zoologic on 22-10-2009, 10:10:32
Don't remember exactly, but as you may not know: It is PR that uses FH's suppression effect. The devs has been exchanging stuffs and get along pretty well.

Voted for like 2.0, it is quite alright and loved it back then. The one thing i remember the screen is more blurry and slightly longer effect.
Title: Re: supression effect
Post by: Dee-Jay on 22-10-2009, 12:10:23
I find the ringing sound rather annoying but I don't mind the blurry vision if it doesn't happen to often. Machine Guns should have this effect, if they are made less accurate.

I'm not sure what suppression was like in FH2 so I just voted "yes".
Title: Re: supression effect
Post by: Kubador on 22-10-2009, 13:10:54
The problem is that not all devs like heavy supression effect and since they once agreed on what we have now (long debates were taken on internal forum) it is very unlikely that something will change in that department (at least not soon). Anyway I'm a big supporter of increasing said effect at least a bit more. Voted 'yes'.
Title: Re: supression effect
Post by: Schneider on 22-10-2009, 13:10:21
Voted for yes too, I'd love a nice significant suppression effect.
Apart from that: what Kubador said.
Title: Re: supression effect
Post by: Kelmola on 22-10-2009, 13:10:50
Yes for longer and stronger suppression and at least some of it for every bullet and explosion.

No to frame-based timing, yes to actual time elapsed.
Title: Re: supression effect
Post by: Admiral Donutz on 22-10-2009, 16:10:41
2.0 suppression and minor suppression from rifles ftw.
I concur.  2.0 like supression effects but tweaked a bit so that each bullet near your supress for a split second. Thus a single rifle impact near you gives you a barely noticable supression, an SMG like impact surely makes you duck away and a proper MG will make you hit the dirt and stay there, crawling away to a safe position (for flanking opertunity and such).  W

hich would mean "weapon firing on your position dead ahead means you are going to wish to stay in cover or risk a quick didge across something like a road and jump behind the nearest cover to leap from cover to cover till you can engage the enemy. ".   I'd be very pleased if the suppresion affect would be coded to allow for this.

PS:  I believe suppresion should be seen as a compromised solution to represent you getting disoriented by enemy fire. A rifle  roundimpacting near your head might not actually "blur" your vision but it sure would make you turn away your head/body.   But having your head be turned down and away (a  forced short bend/crouch and camera looking at the ground)  would be a bit extreme for a game.

The suppression effect in 2.0 had a wee bit too large radius for my opinion. But the way it is in 2.2 I'd much much rather see it as it was in 2.0

From a game design point of view, I'd like to keep this effect like it is, only on MG's and Supportive Automatic Rifles, giving them a bit more role in the game than just being a MG. As in, if you want to suppress the enemy or give covering fire effectively, you need to have an MG with you.
If you'd enable a minor effect for rifles aswell and let them stack a squad of rifle men could supress the the enemy aswell (which would seem realistic to me, if a hail of bullets is impacting around you, even if it's "just rifle fire" you are not going to want to pop your head up aslo as bullets still being sprayed at you).

This could also please the "but in real life many less shots fired actually killed people", as people could fire in the general direction of a (suspected)  enemy to try and keep the enemy either down in the dirt (so it can't fire back)  or perhaps injuring or killing them. *Pictures  a squad at the side of a road/field firing at bushes with enemies in/around them*. 
Title: Re: supression effect
Post by: Ekalbs on 22-10-2009, 17:10:37
I believe that 2.0 suppression was almost perfect. It added a lot more immersion. 2.0 was a wee bit extreme but now i never notice any suppression. Also i agree with donutz
Title: Re: supression effect
Post by: Tedacious on 22-10-2009, 17:10:03
As much as I love this mod and enjoy it, I must admit that my interest is fading. Normandy wasn't THAT big for me, simply because I don't feel excited about the game. To be perfectly honest, I much rather go and play some rounds of COD WAW multiplayer than FH2. No immersion at all is better than just a tiny bit of immersion. If you get my meaning.
For me, it is the suppression effect that is missing.
Title: Re: supression effect
Post by: Toddel on 22-10-2009, 17:10:06
The problem was that we could not set it correct. it was caused by your own guns or by your Own tanks next to you. I never heard that we removed it from some other point f view as technical reasons. ::)
Title: Re: supression effect
Post by: djinn on 22-10-2009, 18:10:08
so yea, simple .

supostly , the supression effect where toned down after the first version of FH2 got public , main reason been that "old" "veteran" and "stablished" FH1 players didnt like it , I asume because the devs didnt wanted to lose more players due to the already low poblation of players at the time.

Since this is the first time i see devs removing a feature like that just because some complained , i want to see what majority of the FH2 comunity thinks.

i just cant imagine devs adding the nosecam because "old" "veteran" and "stablished" FH1 players complain .

Ya, like they changed flying throughout the mod because the papacy complained... there's no conspiracy here, son

I do feel suppression should be for each gun, with intensity based on the calibre of the gun, but hey its like farting in the wind with this argument, no matter how well you put it
Title: Re: supression effect
Post by: Ionizer on 22-10-2009, 18:10:42
For those of you who started playing Fh2 after the first version, you should still be able to download and play 2.0 and experience the old suppression with bots.  however, some things would likelybe broken with BF2 1.5 patch, so maybe that's not a great idea...  Maybe there are some old videos on youtube from the old days...

EDIT: http://www.youtube.com/watch?v=eFvgS0M1Nao  This is from the first release, apparently.  You can see the suppression effect at 1:20, 3:00 and 3:40.  Notice how long it lasts and the degree of suppression.  Most of those suppressions are from single MG bullets or short 2-3 round bursts from enemy MGs.  But I loved it.  It was perhaps a little too severe, but basically getting rid of the system altogether was an oversight, I think.  And I think the "Suppress yourself" problem was fixed with some sort of delay, right?
Title: Re: supression effect
Post by: Rustysteel on 22-10-2009, 18:10:38
Bring back 2.0 suppression effect!

Right now MG's are not scary to come up against all you are is a shitstorm magnet, you'll maybe last a minute but someone will just watch the tracer fire and snipe you with a rifle quite quickly. It should be more challenging if you come up against somebody who's setup a browning or mg42 in  a good postion. You should have to use bigger weapons or more people to beat them but right now one rifle man can quite happily take on a machine gunner.

I've played FH2 since the first release and I played alot of FH1 and I think it was a step backwards for the mod to give in to the people that complained about the suppression effect. At the time it was a new release and I honestly don't think there was enough playtime between release and the big debate for people to give it a fair chance.

There seems to be this tug of war going on where some people expect FH2 to be exactly like FH1 and because it's not they don't like it. I think that's unfair, it's on a different engine and it offers so much more possibilities to make it more realistic or more immersive that there's no way it was going to play the same. I understand that the devs want to please their loyal fans but by the looks of this thread and that poll the ones against seem to be in the minority.
Title: Re: supression effect
Post by: SiCaRiO on 22-10-2009, 21:10:41
The problem was that we could not set it correct. it was caused by your own guns or by your Own tanks next to you. I never heard that we removed it from some other point f view as technical reasons. ::)

well then you must be glad to know that its possible to fix the "selfsupressed" like PR did , so now the bulet has to travel a certain amount of meters to trigger the shader , and dont guns IRL produce a shockwave that ingame can be reprecented by this effect?
Title: Re: supression effect
Post by: Ionizer on 22-10-2009, 22:10:57
The problem was that we could not set it correct. it was caused by your own guns or by your Own tanks next to you. I never heard that we removed it from some other point f view as technical reasons. ::)

well then you must be glad to know that its possible to fix the "selfsupressed" like PR did , so now the bulet has to travel a certain amount of meters to trigger the shader , and dont guns IRL produce a shockwave that ingame can be reprecented by this effect?

I think the (currently neutered) FH2 Suppression Effect has this as well.  they added it in addition to toning down (practically removing) the shader.
Title: Re: supression effect
Post by: Moku on 22-10-2009, 23:10:40
Yes! Bring back suppression that actually does hinder enemies you are trying to suppress. Back in the days of 2.0 I was at first against the level of suppression but when you practically removed it in the patches I realized how much it added to the game.
Title: Re: supression effect
Post by: Lobo on 22-10-2009, 23:10:44
well then you must be glad to know that its possible to fix the "selfsupressed" like PR did

Oh very glad...because we made that fix like all the rest of the PR supression effect, that was donated to them by us ::)
Title: Re: supression effect
Post by: SiCaRiO on 23-10-2009, 00:10:43
then i dont see why use that technical difficulty as a reason of the toned down of the shader , if it was already sorted
Title: Re: supression effect
Post by: Tedacious on 23-10-2009, 01:10:01
Lobo stated some time ago that the reason for reducing the suppression effect was because it got so many complaints, mainly from "noobs" I believe as well.
I'm kinda dissappointed that they fell for the complaints.

and once again, my interest is quickly fading, I haven't played 2.2 since like 2 weeks after the release.
Title: Re: supression effect
Post by: DLFReporter on 23-10-2009, 08:10:54
Lobo stated some time ago that the reason for reducing the suppression effect was because it got so many complaints, mainly from "noobs" I believe as well.
I'm kinda dissappointed that they fell for the complaints.
and once again, my interest is quickly fading, I haven't played 2.2 since like 2 weeks after the release.

Not really these were mostly hardcore FH0.7 fans and old vets that opposed the supression effect. Funny thing is in PR suddenly everyone liked it...

Well your fade in interest is sad, but then that takes you out of the discussion since you can't possibly remember how the effect is now.
Title: Re: supression effect
Post by: Paasky on 23-10-2009, 10:10:30
Lobo stated some time ago that the reason for reducing the suppression effect was because it got so many complaints, mainly from "noobs" I believe as well.
I'm kinda dissappointed that they fell for the complaints.

and once again, my interest is quickly fading, I haven't played 2.2 since like 2 weeks after the release.
You need to join a tourney, pubby play gets really silly once you see how it's supposed to be played ;)
Title: Re: supression effect
Post by: Josh094 on 23-10-2009, 12:10:34
What if better sounds were added? Like bullets wizzing past and hitting the ground around you? That would make me keep my head down almost as much as an actual supression effect.
Title: Re: supression effect
Post by: SiCaRiO on 23-10-2009, 13:10:39
Lobo stated some time ago that the reason for reducing the suppression effect was because it got so many complaints, mainly from "noobs" I believe as well.


toddel said something diferent

The problem was that we could not set it correct. it was caused by your own guns or by your Own tanks next to you. I never heard that we removed it from some other point f view as technical reasons. ::)
Title: Re: supression effect
Post by: Admiral Donutz on 23-10-2009, 13:10:11
Lobo stated some time ago that the reason for reducing the suppression effect was because it got so many complaints, mainly from "noobs" I believe as well.



toddel said something diferent

The problem was that we could not set it correct. it was caused by your own guns or by your Own tanks next to you. I never heard that we removed it from some other point f view as technical reasons. ::)


I lol-ed:

The thing with the 2.0 supression effect is:

A bunch of FH1 players and well stablished FH1 communities complained in a very militant way against it, sometimes so hard like personal insults against these poor devs, wich only sin is try to showcase a believable WW2 experience, where a soldier will take cover if a wall of fire is coming. But this is, apparently, a violation against the rights of a gamer.

So we toned down the supression effect, in my opinion to irrelevant level, but the feeling was so bitter that our thought was: to the Hell with it.

Hopefully I answered to your question.
&
Totally agree with your whole post, that was the reason to add our supression effect ™.
The argument of those players was: we were trying to force a psychologic limitation to their gaming performance, and who the hell are we to do that, that we were party poppers, fun killers, fascists, whatever, you name it.

Some of the arguments were reasonable: systems with low specs suffered an excesive punch in their performance, the trigger range was too short and he could supress himself near walls, etc, but we must be honest, a bunch of players didn't like the supression effect and they were not vanilla casuals, most of them were FH1 veterans.

Bottom line: it was a bitter polemic, not worthy...

I'm literally laughing out loud here.  Hehehe. :D

*runs away screaming HUMOURRRRRRRRR*

But seriously, the primairy and secundairy  reason(s) for it's removal don't really matter. What does matter is that  X people are happy with how things are right now and Y people want it back to 2.0 like strenght or atleast more close to it once more. Well actually even that doesn't really matter saww it would be up to the devs but people are free to moan (and others to go "ugh not this shit again"). ;)
Title: Re: supression effect
Post by: Paasky on 23-10-2009, 13:10:55
"I for one loved the suppression effect immediately after I experienced it." -FH player since 2004

Guess who that FH player is?
Title: Re: supression effect
Post by: djinn on 23-10-2009, 15:10:06
I once said this:
Suppression should be on a bullet per bullet basis

Its like this:
A bullet hits near a man, the effect of overwhelming the senses with such a near hit is brief but harsh since the mind knows it came close to a deadly object which just passed and struck close - The 'fear' percieved by the mind is based on a sense of the calibre firing i.e. a pistol bullet wont be percieved as deadly as say, an AT rifle round and less than explosive 20mm round etc... Also, an effect of the vibration from the impact of the round

Now,
2 factors ingame -
Suppression amount (SA) - caused by calibre of round or shot
Suppression length (SL) - caused by velocity/ viberatiion of impacted surface, percieved by brain in 'fear'

Every round has a suppression quantity that lasts for a set time - The smaller the round the lower the viberation effect, usually the shorter the supression length, the lower the suppression amount eg. An m1A1 carbine will have equal Suppression amount to a pistol (intesity of suppresive effect), but perhaps more suppression velocity (time suppressed)

A pistol round will be eg. 1x  SA and 1/2y SL
A rifle round (Bren, mg, bolt action, semi-auto) will be, say 2x SA and 1y SL
An AT rifle round will be say, 4 or 5x SA and 2y Sl (I'd put this as current amount of suppression for reference)

Now if each shot does this, then the number of shots will also determine how long the suppression - And since suppression 'grows on itself' i.e gets moreintense with further suppression - An mg may have a heck of suppression or just as much as a rifle depending on how many rounds were effective in suppressing the enemy NOT because its an MG in itself - obviously, an MG42 well aimed will have more suppressive effect than an mg34 or .30cal due to alot more bullets hitting close, thus keeping up the suppression effect.

A max suppression amount needs to be set to avoid overwheling the perspective of the player - At max suppression, you are disoriented enough not to want to poke out since you wont know left from right, but the effect itself will not increase with successive near hits, but remain the same or lower based on if shots come close or stop coming close

I wont go into grenades, AT cannon, other explosions or 20mm HE, but they will follow the same principle - This way, a person suppressing can do it with any projectile-firing weapon, and a number of riflemen can suppress a person too, just never with the same firing rate as a well-aimed mg42


Title: Re: supression effect
Post by: Josh094 on 23-10-2009, 15:10:19
Yes, djinn.

That sounds perfect imo. But is it doable?
Title: Re: supression effect
Post by: djinn on 23-10-2009, 15:10:12
Yes, djinn.

That sounds perfect imo. But is it doable?

*Directed at devs*...


???
Title: Re: supression effect
Post by: Jürgen on 23-10-2009, 16:10:22
"I for one loved the suppression effect immediately after I experienced it." -FH player since 2004

Guess who that FH player is?
Jumjum?
Title: Re: supression effect
Post by: djinn on 23-10-2009, 17:10:51
"I for one loved the suppression effect immediately after I experienced it." -FH player since 2004

Guess who that FH player is?
Jumjum?

He gets motion sick from such things, I recall
Title: Re: supression effect
Post by: rattovolante on 23-10-2009, 19:10:46
The thing with the 2.0 supression effect is:

A bunch of FH1 players and well stablished FH1 communities complained in a very militant way against it, sometimes so hard like personal insults against these poor devs, wich only sin is try to showcase a believable WW2 experience, where a soldier will take cover if a wall of fire is coming. But this is, apparently, a violation against the rights of a gamer.

So we toned down the supression effect, in my opinion to irrelevant level, but the feeling was so bitter that our thought was: to the Hell with it.

Hopefully I answered to your question.

sooo... all we have to do is spam the devs with hatemail intimidating them into re-inserting suppression in the mod!  :P

Just to make sure: yes, I am joking.
Title: Re: supression effect
Post by: Lobo on 23-10-2009, 20:10:25
I am glad it's a joke, because I don't behead a fan since long time and I am getting rusted, it would not be fast and painless
Title: Re: supression effect
Post by: rattovolante on 23-10-2009, 20:10:40
I am glad it's a joke, because I don't behead a fan since long time and I am getting rusted, it would not be fast and painless

you're getting lazy. once you would have been eager to have an occasion to get  some practice! ;)
Title: Re: supression effect
Post by: Ionizer on 24-10-2009, 01:10:07
I once said this:
Suppression should be on a bullet per bullet basis

Its like this:
A bullet hits near a man, the effect of overwhelming the senses with such a near hit is brief but harsh since the mind knows it came close to a deadly object which just passed and struck close - The 'fear' percieved by the mind is based on a sense of the calibre firing i.e. a pistol bullet wont be percieved as deadly as say, an AT rifle round and less than explosive 20mm round etc... Also, an effect of the vibration from the impact of the round

Now,
2 factors ingame -
Suppression amount (SA) - caused by calibre of round or shot
Suppression length (SL) - caused by velocity/ viberatiion of impacted surface, percieved by brain in 'fear'

Every round has a suppression quantity that lasts for a set time - The smaller the round the lower the viberation effect, usually the shorter the supression length, the lower the suppression amount eg. An m1A1 carbine will have equal Suppression amount to a pistol (intesity of suppresive effect), but perhaps more suppression velocity (time suppressed)

A pistol round will be eg. 1x  SA and 1/2y SL
A rifle round (Bren, mg, bolt action, semi-auto) will be, say 2x SA and 1y SL
An AT rifle round will be say, 4 or 5x SA and 2y Sl (I'd put this as current amount of suppression for reference)

Now if each shot does this, then the number of shots will also determine how long the suppression - And since suppression 'grows on itself' i.e gets moreintense with further suppression - An mg may have a heck of suppression or just as much as a rifle depending on how many rounds were effective in suppressing the enemy NOT because its an MG in itself - obviously, an MG42 well aimed will have more suppressive effect than an mg34 or .30cal due to alot more bullets hitting close, thus keeping up the suppression effect.

A max suppression amount needs to be set to avoid overwheling the perspective of the player - At max suppression, you are disoriented enough not to want to poke out since you wont know left from right, but the effect itself will not increase with successive near hits, but remain the same or lower based on if shots come close or stop coming close

I wont go into grenades, AT cannon, other explosions or 20mm HE, but they will follow the same principle - This way, a person suppressing can do it with any projectile-firing weapon, and a number of riflemen can suppress a person too, just never with the same firing rate as a well-aimed mg42



Yes, djinn.

That sounds perfect imo. But is it doable?

If I remember correctly, every "Thing" that suppresses (Guns, explosions, etc.) needs to suppress the same amount, because of the way the system works.  So you get the same suppression from an MG bullet as from a grenade as from an arty shell.  But the effect stacks on itself, so sustained MG fire or a continuous arty barrage should keep you suppressed longer and with more intensity.  I don't think it's possible to have different caliber weapons suppress by different amounts, besides the fact that faster firing weapons will "Stack" the effect faster.

IIRC, the system works by having every single weapon that suppresses cause an explosion when it detonates (when a bullet hits a surface, when a grenade explodes, etc.), where the "damage" the explosion would cause is instead the suppression effect.  The reason you could "suppress yourself" was because the suppression explosion from your own weapon hit you, I think it was fixed by making a delay between firing and activating the impact trigger of the "explosion bullet" (apparently like the M203 underslung grenade launcher in either vanilla or PR [I've never played either for any significant time, but I've heard that analogy before]).

But that doesn't matter too much, because it doesn't seem like the Devs want to re-implement a more intense suppression effect.  Which is a crying shame...
Title: Re: supression effect
Post by: SiCaRiO on 24-10-2009, 02:10:09


But that doesn't matter too much, because it doesn't seem like the Devs want to re-implement a more intense suppression effect.  Which is a crying shame...

it would be very sad indeed but i hope the devs reevaluate the situation , there are no longer technicall dificulties tied to the shader and the majority of the comunity seems to be ok with a bigger supression effect ,witch i hope is enought t overpass the few "veterans" that complained .

afther all , lot of things have been changed with every version , remember when the devs said that 3d ironsights wouldnt look good in the mod? but then they worked their magic and look what we have now :]
Title: Re: supression effect
Post by: Cory the Otter on 24-10-2009, 02:10:07
to be honest, i'm more concerned with the crappy plane physics and the lack of pilot kits in Totalize.
Title: Re: supression effect
Post by: DLFReporter on 24-10-2009, 08:10:30
to be honest, i'm more concerned with the crappy plane physics and the lack of pilot kits in Totalize.

Oh I smell a switch and bait.
You guys sometimes make me feel like I'm discussing things with religious people. ^^
Title: Re: supression effect
Post by: djinn on 24-10-2009, 09:10:55
to be honest, i'm more concerned with the crappy plane physics and the lack of pilot kits in Totalize.

Oh I smell a switch and bait.
You guys sometimes make me feel like I'm discussing things with religious people. ^^

The term religion doesn't in itself conclude on the presence of a deity... Just fanatism about devotion to a system of beliefs - FH is no different :-)

For me, I've spelled out exactly what I want for suppression. No need belabouring the point - Its right there, all spelled out, calibre, velocity, blah, blah, blah... Take it or leave it, but I'd recommend its given air time
Title: Re: supression effect
Post by: Schneider on 24-10-2009, 13:10:07
to be honest, i'm more concerned with the crappy plane physics and the lack of pilot kits in Totalize.

I was about to say "Tu que, Brute?" but then I made up my mind. Comparing you to the great M. I. Brutus would be like comparing a sloppy slimy BigMac to a truffle dish...
Title: Re: supression effect
Post by: Tedacious on 24-10-2009, 13:10:48
judging from this (though not the most "official" and accurate) poll, there is 80.7% who want an increased suppression effect, and 19.3% who want to keep it as it is.

I do think this speaks for itself, I do not see why "FH1 veterans" (like jumjum) should have more to say in this matter than the newcomer. Though maybe not going back completely to the way it was in 2.0, I say a compromise, and everyones reasonably happy at least. Increase it, but not to how it was in 2.0, but definitely increase it.
Title: Re: supression effect
Post by: Thorondor123 on 24-10-2009, 13:10:16
I consider myself being a FH veteran, member of the class of 2003 and all, and I liked the 2.0 suppression effect.
Title: Re: supression effect
Post by: Schneider on 24-10-2009, 13:10:05
*salutes*
Joined in in 2002 or 2003 as well.
If by my life or death I can vote pro suppression effect, you have my MG42.
Title: Re: supression effect
Post by: Rawhide on 24-10-2009, 13:10:10
Last longer? Hell yes.
Title: Re: supression effect
Post by: Josh094 on 24-10-2009, 13:10:35
I started following from around 0.6 which i believe was 2004?

Anyway, (unrelated) looking through the archives i've seen some interesting renders for FH2 that never made it into game like the command hanomag.
Title: Re: supression effect
Post by: Tedacious on 24-10-2009, 13:10:38
I started following from around 0.6 which i believe was 2004?

Anyway, (unrelated) looking through the archives i've seen some interesting renders for FH2 that never made it into game like the command hanomag.
That one were lost in a HD crash IIRC.
But that's off-topic, take this to "so, what's next" thread or something
Title: Re: supression effect
Post by: DLFReporter on 24-10-2009, 14:10:34
judging from this (though not the most "official" and accurate) poll, there is 80.7% who want an increased suppression effect, and 19.3% who want to keep it as it is.

...

Now now, the Poll is slanted. You have 2 options for and only one against suppression effects.
Adding up the two different pros is not earnest.
Gosh people are going from religions FHanatics to politicians now. ^^
Title: Re: supression effect
Post by: Smiles on 24-10-2009, 14:10:21
Lets call the army.

I want it back.
Title: Re: supression effect
Post by: Schneider on 24-10-2009, 14:10:32
Now now, the Poll is slanted. You have 2 options for and only one against suppression effects.
Adding up the two different pros is not earnest.
Gosh people are going from religions FHanatics to politicians now. ^^

I actually don't think it is.
Option 1+2: More suppression effect.
Option 3: No.

People don't vote for more suppression simply because there are two options for that. Not that I think it was a good poll to start with in this manner, two options would've been enough. However I don't see in how far this strikes out the fact that obviously the very most part of people want more suppression.  :P
Title: Re: supression effect
Post by: cannonfodder on 24-10-2009, 15:10:47
Voted yes, but I haven't played 2.0.

I like the suppression in PR, but I wouldn't want it like that in FH.

In other words, I think the effect should be increased a bit (IMO it's a little tame), but not too much.

Or, to put it another way...

I play FH for it's attention to detail and historical accuracy

I play PR for it's realism
Title: Re: supression effect
Post by: Jürgen on 26-10-2009, 22:10:43
I play FH2 because it is a good game.
Title: Re: supression effect
Post by: cannonfodder on 27-10-2009, 06:10:16
I play FH2 because it is a good game.

I figured that goes without saying... ;)