View Full Version : Some annoyance with death in INF...
R-Force
8th May 2001, 10:15 PM
Today i played a game ( i had not played for a while), and it was quite frustrating. Almost all the time i died without even knowing how it had happened, just head "haaaaarr" then i was a ghost (again)...
It's pretty difficult to know how we screwed up when death is so instantanous and we never get the chance to know who shot us and from where...
I also find this quite frustrating to go around in cautious fashion then someone burst around the corner and even if i was the first to open fire, i'm the one who die more often than not...
Well, everyone could argue why i got killed often today, but that's not the point i want to argue about...
I wish for slower death (at least be still in my body until it remain lifeless on the ground so i can still look around a bit in vain hope to see the bastard) and hearing bullets wizzling around, that could be a good indication that it's the time to hit the dirt or seek cover... Having bullet whizzing could also break the concentration of other players, that being realistic too (suppressing fire ;) ).
Also a variation in bullet damage would be good to break killing efficiency a bit. Some players are now so good at killing it's becomming frustrating (to never have a fighting chance). In real life it's pretty hard to mow down enemies, they don't always drop after 2 bullets, and even if crippled, they sometime can shoot back (even if in vain).
Bullets making dirt puffs when hitting the ground would make it harder to be sure the other guy is dead... I would like to see more fire exchange and flanking manouvers than a few terminators mopping up the competition in seconds...
Also i would find it less frustrating to be crippled but still in game than being dead and watching the few remaining players going in circles...
Anyway, just another rant from me...
-Mayhem-
8th May 2001, 10:25 PM
I agree
poaw
8th May 2001, 11:54 PM
I heard from someone a couple weeks ago that an aimbot had cropped up for Infiltration, which might explain some of the people online with "GodLike" reflexes and accuracy.
NotBillMurray
9th May 2001, 12:35 AM
I usually hang around my dead body to find out the source of my destruction. It can be quite the learning experience, as it removes the "where did that come from" from each of my many deaths.
Usually you can avoid jumping to your spawnpoint if you don't press any action buttons. If you do, hightail your ghost to the point you died at.
I know the team is working on implementing their planned advanced damage model in the near future (see Warren's weekly update) and I seem to remember that ambient sounds were going to be added to bullets for the effect you're looking for.
About aimbots - can't say I've seen that. I've viewed through teammates eyes from time to time and haven't seen any indication of aimbotting. But then I mainly play on SOBServers, so maybe it exists on fringe servers.
Maybe you should think about where you are dying as well. I've watched a lot of players run to their doom like lambs to the slaughter. They seem hell bent on going to through the same entry point although they've died countless times there.
A couple of helpful tips I try (and often ignore) to use:
-The sprint key is a toggle for a reason. Don't be too anxious to rush ahead.
-Don't think that the wall by a door is a good cover position. A running shotgunner exiting the door will win more often than not.
-Always check your six, even if you are covered by a teammate. It is depressingly easy for him to be grenaded and you may never have a clue.
-If you exchange fire and miss, back away from the corner you ducked around. The majority of enemies have a scope M203, and will be firing near the corner momentarily.
-On that note, assume that your enemy has a scoped, M16/M203 combination. It makes up the battlefield of around 60% of most matches, and should be a factor in all your maneuvering.
I hope your future experiences have more killing than dying for you :)
The_Fur
9th May 2001, 03:55 AM
Today i played a game ( i had not played for a while), and it was quite frustrating. Almost all the time i died without even knowing how it had happened, just head "haaaaarr" then i was a ghost (again)...
It's pretty difficult to know how we screwed up when death is so instantanous and we never get the chance to know who shot us and from where...
Strangely that seems to b e the attraction of these games, it's the levels of adrenaline that go combined with the frustration that make you addicted to 1 live games. Basically you become a limited level adrenaline junky. At least it was what i later found out to be the reason for me being addicted to CS, even though the game had started to lose it's shine to me i still played it because of that, untill finally the monotonous action overcame it (run shoot die, wait, run shoot die, wait, etc).
The frustration that goes with dying so suddenly without being able to spot the enemy probably explains why there are so many bad attitudes in games like this.
I also find this quite frustrating to go around in cautious fashion then someone burst around the corner and even if i was the first to open fire, i'm the one who die more often than not...
Couldn't agree more, but this problem is simply because inf is still far frome doon as in implementing the influences of movement on accuracy.
Well, everyone could argue why i got killed often today, but that's not the point i want to argue about...
I wish for slower death (at least be still in my body until it remain lifeless on the ground so i can still look around a bit in vain hope to see the bastard) and hearing bullets wizzling around, that could be a good indication that it's the time to hit the dirt or seek cover... Having bullet whizzing could also break the concentration of other players, that being realistic too (suppressing fire ).
Supressive fire in inf has but one effect, it draws 40mm grenades. This is because the effects of supressive fire are simply non existent in any video game, it doesn't affect your behaviour in any way it would IRL.
Also a variation in bullet damage would be good to break killing efficiency a bit. Some players are now so good at killing it's becomming frustrating (to never have a fighting chance). In real life it's pretty hard to mow down enemies, they don't always drop after 2 bullets, and even if crippled, they sometime can shoot back (even if in vain).
I think it's allready planned.
Bullets making dirt puffs when hitting the ground would make it harder to be sure the other guy is dead... I would like to see more fire exchange and flanking manouvers than a few terminators mopping up the competition in seconds...
yeah, same here...
Now where did i put my sunglasses and leather jacket. :D
Also i would find it less frustrating to be crippled but still in game than being dead and watching the few remaining players going in circles...
My thoughts exactly.
Lord_Bunker
9th May 2001, 10:19 AM
i think this is more of a suggestion so i'm moving it there.
LordKhaine
9th May 2001, 03:38 PM
As has been said before on these forums, suppressive fire can work. I used to play TO a lot, and suppressive fire was effective there. Its just that you really dont hear the shots when you're getting shot at in INF, so you dont get into cover.
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