On top of better stun grenades, you could also add. You could also make it reduce the targets movement speed, and if they are sitting still, make them wobble a bit like a drunk scav. It would also, on top of making the target half as blind as the Zarya, would also dampen the targets hearing, not a high pitched ringing, because a lot of people in the community already have tinnitus, but just do what you do for all audio in the game already, and make it not work for a short period. The M84 wouldn't blind the target completely like the Zarya, but it wouldn't require a line of sight to the grenade to work either. Its a US Swat team issued stun grenade, that is also used by the US Military around the world. Half the time it doesn't blind the target, and when it does, you have no idea until you enter the room.Īdd the M84 Stun grenade. Its ass, 90% of people using this flashbang are either-Ĭompared to a frag grenade, its useless. We don't need to remove the G keybind, what would be great for reducing nade spam though, is a wide variety of flashbangs, and stun grenades.įor example, we have the Zarya. That game is ass.)įirst off, if you want players to stop spamming nades, give us an alternative. ^(Disclaimer: What i'm about to say will make it look like I want the game to be like R6:S. But there is room for improvement without changing what we currently have. I'm not going to argue that this game should be "a ReAlstiC cOmBat SimULAtor" because I personally don't agree with that sentiment. Its a fine meta, it works for the most part when peekers advantage doesn't decide the fight, but its a simple meta that (albeit a small minority of) players don't like, and that's fine.
Peak out and pre-fire when you hear someone.I think there might be a better way to achieve the same effect but have it feel more responsive - have deceleration be quicker, but counter acceleration slower. The sensation of motion sickness seems to come from the sensation of overshooting which I can see being nausea inducing to some people.It also has quite lax inertia on direction change while sprinting, but that is vastly dependant on your strength and weight - other games tested basically bring you to a complete stop when you do a 180 deg turn.Aside from having the fastest strafe speed, it has also considerably faster strafe speed when ADSed, all other games have significantly slower.My PMC is in it's starting gear, underweight at level 1, so I cannot measure the effect of strength.Zero Hour has only 11 frames of inertia (185ms) but has by far the slowest strafe speed out of allĪ few caveats and observations that didn't end up in the video:.Hell Let Loose is around 22 frames (365ms), has slower speed than EFT but higher than Squad.Squad is around 26 frames (435ms) but has noticably slower strafe speed.EFT comes at a whopping 44 frames (730ms) but has the highest strafe speed.
^(Note: I'm using Resolve's timestamp function and it subdivides seconds into 60 frames (as per the recording framerate)) I put a keypress indicator on screen just as visual aid of when the actual change in direction is initiaded and measure the time I start moving in the opposite direction (from that point of input change).
With inertia being the hot topic of the patch I decided to do a comparison of strafe inertia with a few tactical shooters I have on my PC - Squad, Hell Let Loose and Zero Hour.