[Considering] Make PlayerModels Fade with Distance

Discussion in 'Rejected' started by PreDominance, Jan 26, 2010.

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  1. Aquillion

    Aquillion Member

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    It's fine up to a certain point. But eventually it does start to feel silly when none of your bullets are hitting someone who it really feels like you should be able to hit.
     
  2. Empty

    Empty Member

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    I don't mean to glorify 2.12 but low-ish accuracy and high damage kinda solved that, sure you missed a lot of shots at long range, but when you actually hit it was nasty, so you could spray and pray at long range and keep peoples heads down.

    Unlike now, where it's pinpoint accuracy and shit damage.
     
  3. PreDominance

    PreDominance Member

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    I'd rather just get shot and die, rather than just being pelted and dieing a slow death by some noob.
     
  4. Empty

    Empty Member

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    To elaborate.
    In 2.12 you had suppressing fire, it doesn't work effectively in video games because people dont care if they die, but to some degree it did.

    If you were running around out of cover, there was a chance you could get shot and fatally wounded.
    In 2.24, if you are out of cover, there isn't a chance you will get shot. You WILL get shot for 10-40 damage as you run between cover.
    Essentially it's like constantly fighting level 3 MG turrets, and it makes your chances of mad dashes for cover much slimmer and overall it's less enjoyable for both parties because the carbine whore is sitting on a hill clicking at pixels, and you're running through cover constantly taking damage.
     
  5. PreDominance

    PreDominance Member

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    Or running from spawn to ruins on dustorm, and getting pelleted by the engineer with an SMG that's sitting on the hill in the middle.
     
  6. Trickster

    Trickster Retired Developer

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    This is already in with emp_sv_player_netvisdist, which is a server variable.
     
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