Not sure the effect while being shot at is a good idea though - I thought the viewer was hit every single time the shot went off. Why would a nearby bullet that misses cause the screen to vignette and sound to go out like that?
I could understand if the shot came from short range - the sound itself would be deafening. But when shot the distance of a city block...?
I thought the same thing at first. It may be that DICE is trying to simulate the psychological effect of suppressive fire. Tripwire has a system worked out for that very purpose in RO:HOS, and it's good idea.
Not sure the effect while being shot at is a good idea though - I thought the viewer was hit every single time the shot went off. Why would a nearby bullet that misses cause the screen to vignette and sound to go out like that?
ReplyDeleteI could understand if the shot came from short range - the sound itself would be deafening. But when shot the distance of a city block...?
Looks like a great game though!
I thought the same thing at first. It may be that DICE is trying to simulate the psychological effect of suppressive fire. Tripwire has a system worked out for that very purpose in RO:HOS, and it's good idea.
ReplyDelete