#Joint armor and bleed rework

1 messages · Page 1 of 1 (latest)

uneven crystal
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Bleed situation:

  • Some enjoy the effect it has on pacing.
  • But being forced to bandage or die every time one goes below the threshold can get annoying, specially if it happens in quick succession.

Armor situation:

  • Barely feels like it does anything and some would like to see it buffed.
  • But making buff HP enough to be noticeable can make enemies feel bullet-spongy and there's not a lot of wiggle room given how strong its impact can be.

Idea:

  • Remove bleeding in its current form.
  • Make armor convert % of damage received into bleeding damage. Everybody dies to the same amount of damage, but better armor can buy a few seconds to react, disengage and bandage before the full lethal damage goes through.

Additional thoughts:

  • Bleed would probably need to tick faster to keep the reduction from being too strong.
  • Armor could also modify self-bandage speed so tankier builds fare better close to teammates and their lone wolf potential remains under control.
warm fog
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This just seems like a more convoluted way of buffing health. It doesnt solve the issue of enemies being bullet sponges at all.

uneven crystal
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Except it makes outcomes far more consistent across the board. Sniper headshots would always be a kill if the player is kept from bandaging themselves. And if players keep track of their hits instead of holding the mouse down until monkey brain hears the reward noise, they can disengage once they know they've dealt enough damage to let the bleed finish the target off shortly after. Skill expression babey. 😎

upper charm
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the way you expressed this threw me so many curveballs but I kinda fw it

warm fog
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Its literally just a health buff until the bleeding kicks in which is 10 seconds

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thats not going to effect any fight

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youre literally just proposing a more convoluted health buff

uneven crystal
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Actually, the fact that bleed speed is a parameter that can be independently tweaked and even be made to depend on armor type means that devs can target very precise increases in TTK that alternatives like a flat increase in HP would not permit.

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Thanks for making me like my suggestion more. 😌

warm fog
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Make armor convert % of damage received into bleeding damage.

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There you go

uneven crystal
# warm fog There you go

Yup, definitely says "10 seconds" right there. If it was anyone else I'd recommend checking for stroke signs.

warm fog
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but better armor can buy a few seconds to react, disengage and bandage before the full lethal damage goes through.

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This is just a health buff

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whether its for 10 seconds or not is completely inconsequential.

light kelp
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Bro what does bleeding even do besides make me question whether or not I die?

I can get fucken rocked through the chest as a support in exo and then drop down bandage and be fine

But then some idiot with (Kriss vector, groza, P90) jumps around the corner, beams me and leaves me at like, 2 health, then I take too much time to get into cover and die to bleed.

Like, I have never been in a situation where I coulda killed more people, but I died to bleed.

Like, can I get some numbers here?

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If anything, leave bleed as it is

It stops the people who do nothing but run and gun, from completely destroying an entire point by themselves

*I have on numerous occasions, lit a guy up, then a few seconds after I respawn, I get an assist

uneven crystal
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(my personal impression is that it doesn't, bleed damage is very slow so you always have time to finish off whatever enemies you have around, other than the rare occasion where you're cornered and waves of enemies keep coming at you)

light kelp
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I don’t know 🤷 that’s the problem

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I haven’t ever known bleed was bad, besides “you bled out” at the bottom of the screen

Get a timer in here to actually give me feedback on when bleed is bad?

uneven crystal
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Oh yeah, one more great thing about this suggestion is that it would justify removing smoke trails for snipers. By making it so headshot deaths are no longer instant, players in CQC would still get a chance to spot and even kill the sniper before going down, so it would really reward good positioning and proper stealth.

sharp orchid
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This is an interesting idea. Could be worth a shot

sacred sparrow
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I like the bleed mechanic, I just think that in a game you want to represent that mathematically and accurately as a result I resentation of true to life, without bogging down your machine.
I think that if you shoot a dude with armor on there is a chance that the shot with penetrate the armor, and hit a spot that bleeds. The chance it the shot penetrating the armor goes up when the armor is depleted. The chance of bleeding depends on the area shot, you would be more likley to bleed out if you got shot in the neck than in the foot. But you have the same chance of bleeding everytime you get shot in the neck by the same bullet type. I think bullet type is the other variable to consider when modeling the chance to penetrate armor and make bleed.

sharp orchid
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chance based gameplay is not fun.

sacred sparrow
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Do you have any not fun games you can recommend? I like art that imitates life, but makes it more awesome. Also your mom's not fun.

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%10 of your body weight is blood, so that would be a good starting place for chance to bleed.

warm fog
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This guy is a genius

uneven crystal