Being headshotted sound


(FireWorks) #1

I just remembered that in PS2 they implemented an anti-headshot sound.

“Dong dong, the other guy is aiming much better than you, you better get to cover very quickly”

That helped a lot against people feeling being insta gibbed or wondering why they dont win a firefight when shooting first. “The other guy is doing headshots, youre not. Dont whine, get better.” Or “you didnt see the damage marker? But heard that sound, right?”

I felt it was a pretty decent mechanic to help understand whats going on in firefights. Be it considering future audience that might not be up to par with veterans yet. Or players just wondering why they drop so fast or have a chance with their weapon on a specific range against another weapon.

Id like to hear that here too, how about you?


(Smooth) #2

There will definitely be an audible difference between being shot in the body and the head.

You need to know without a doubt that you were just headshot.


(stealth6) #3

Sounds interesting, especially since a player can withstand multiple headshots, so the killing blow isn’t necessarily a headshot. (In other games they can just show in the kill feed that you were killed by a HS since most of the time it’s a OHK)

It could also be a different kind of hud effect. I think ET had this, your screen would flash red if you sustained a headshot, but I don’t think that was a very good solution since most people turned it off.


(FireWorks) #4

[QUOTE=Smooth;493351]There will definitely be an audible difference between being shot in the body and the head.

You need to know without a doubt that you were just headshot.[/QUOTE]

Nice to hear!

What are the current damage multipliers?

2.0 Head
1.0 Body
0.7 Legs

Are there even more zones?


(Violator) #5

I would like to see (hear) this. There have been many times recently where I’ve scored 3 or so headshots on an enemy then am insta-dead with the death recorded as a non-headshot kill whereas it must have been multi-headshots that did the real damage (or its a bug ;)). Rather than recording the killing blow to determine a headshot kill it could take the body part that took most damage from the killing player, though this will get complicated if multiple players damaged you.


(Smooth) #6

[QUOTE=FireWorks;493359]Nice to hear!

What are the current damage multipliers?

2.0 Head
1.0 Body
0.7 Legs

Are there even more zones?[/QUOTE]

This is used for nearly all the weapons:

Upper Arm L = 1
Upper Arm R = 1
Lower Arm L = 1
Lowe Arm R = 1
Head = 2.5
Upper Leg L = 0.75
Upper Leg R = 0.75
Lower Leg L = 0.5
Lower Leg R = 0.5
Upper Torso = 1
Lower Torso = 1

The arms deal the same damage as the chest as they are usually in front of the torso.

The Shotguns and Minigun have a much smaller damage modifier range of 0.8x (lower leg) to 1.2x (head) since they are very spread-based and this makes them feel much more consistent rather than very random.

The Sniper Rifles each have specific head-shot multipliers (currently ranging from 2.0x to 2.5x) to allow us to tweak that damage separately from body shots.


(Glottis-3D) #7

what about junk-shots? :slight_smile:

with real messy sounds…
and probably voice taunt ‘OH, he got me right in the junk!’


(Mustang) #8

Am I right that there are no “you’re being hit” sounds at all right now? (i.e. for neither head nor body)

This would be a very welcome addition, glad to know SD are already on the case.


(FireWorks) #9

Now I know, why I cant drop people just shooting them in the back when I get the drop on them :smiley:

Now that the topic of the kill screen came up, Id like to repost from the Nexon forums:

After a duel id like know how close i was on the kill.

Can we please get a better feedback of how much HP our killer had?
Currently we got a % and the theoreticallly stronger visualization via a bar. Problem is that the bar is short on 3char names and way too long on longer names. Theres just no comparable info you can get from that.

And the number as %value…Its not clear how many HP the killer has left. Percentage of how much base health?

Dont want to give exact numbers? How about a health bar with extra sections for Mercs with more HP(brink had it a bit different cause of buffs but close to)? So that its clear for a new player that different mercs have different health pools.
LLLLLLLLLMMMHHH

So please bring a standardized health bar and HP values :slight_smile:

PS: you could enhance the deathscreen with assists or who did the most damage on you in case someone only got the last shot. But thats asked too much for now.

Or like Violater said, something that refers to headshots taken.


(spookify) #10

[QUOTE=Smooth;493367]This is used for nearly all the weapons:

Upper Arm L = 1
Upper Arm R = 1
Lower Arm L = 1
Lowe Arm R = 1
Head = 2.5
Upper Leg L = 0.75
Upper Leg R = 0.75
Lower Leg L = 0.5
Lower Leg R = 0.5
Upper Torso = 1
Lower Torso = 1

The arms deal the same damage as the chest as they are usually in front of the torso.

The Shotguns and Minigun have a much smaller damage modifier range of 0.8x (lower leg) to 1.2x (head) since they are very spread-based and this makes them feel much more consistent rather than very random.

The Sniper Rifles each have specific head-shot multipliers (currently ranging from 2.0x to 2.5x) to allow us to tweak that damage separately from body shots.[/QUOTE]

Interesting… So someone is not rewarded for an upper chest vs waist?

Upper Arm L = 0.75
Upper Arm R = 0.75
Lower Arm L = 0.55
Lowe Arm R = 0.55
Head = 2.5
Upper Leg L = 0.45
Upper Leg R = 0.45
Lower Leg L = 0.25
Lower Leg R = 0.25
Upper Torso = 1
Lower Torso = 0.65

Check it out Smooth… This combined with the new fall off damage tweaks that are coming out will be a lot better. I have thought very hard about this.

Hear me out. Why would someone shooting your waist get the same (1) as some one hitting around the neck?

In target shooting you always hear about center mass. Why not make the center mass ie the upper Torso more rewarding? Upper arms are upper arms and should be slightly less then a center mass shot. Legs and Low Legs should have a very small reward and I am talking small I almost put 0.15 for lower leg…


(Smooth) #11

I’m glad you’ve thought very hard about this, so have we, for over two years :wink:

The main reasons we have the same torso damage are because there’s no visual distinction on the player models, and it would make the weapons feel even more inconsistent. Also the arms need to be the same as the torso as bullets tend to hit them first if they are facing you, players don’t run around in t-pose all the time :stuck_out_tongue:

In your model (ignoring headshots) shooting a 100hp player with Sawbonez SMG could take:

[ul]
[li]9 chest hits[/li][li]12 upper-arm hits[/li][li]15 lower-arm hits[/li][li]13 stomach hits[/li][li]20 upper leg hits[/li][li]34 lower leg hits[/li][/ul]
In a fast-paced game with jumping players and animations flying all over the place, do you really believe you can distinguish between your bullet hitting the chest, arm or stomach at anything beyond point-blank?

It’s easier to distinguish between upper-half (torso+arms) and lower-half (legs) but even then we don’t want the differences to be too great otherwise they’d be even more complaints of “SO MANY HIT BEEPS AND STILL NOT DEAD?!” than we have at the moment.

In-fact I’ll probably be changing the legs to be a little closer together than they currently are, more like 80% & 60% to improve weapon reliability.


(malarky) #12

[QUOTE=krokodealer;493368]what about junk-shots? :slight_smile:

with real messy sounds…
and probably voice taunt ‘OH, he got me right in the junk!’[/QUOTE]

I proposed a long while this but got shot down by people smarter than me (Smooth and Anti). I also proposed FACE SHOTS, like extra crit damage for FACE SHOOTING. Smooth didn’t even say anything when I suggested this, he just looked at me and walked off.


(Scarhand) #13

[QUOTE=stealth6;493352]Sounds interesting, especially since a player can withstand multiple headshots, so the killing blow isn’t necessarily a headshot. (In other games they can just show in the kill feed that you were killed by a HS since most of the time it’s a OHK)

It could also be a different kind of hud effect. I think ET had this, your screen would flash red if you sustained a headshot, but I don’t think that was a very good solution since most people turned it off.[/QUOTE]

Not only the red flash, but you could still tell fairly well even with disabling the red flash. Your screen-shake was more intense when being shot in the head, so even if you didn’t realize why, you knew you needed to retreat. Screenshake could also be used to tell exactly where you are being hit from, which is much nicer than your HUD being cluttered by red which most players have trained themselves to ignore.


(Ashog) #14

No, he just went to consult with the animation department whether the biatch slap animation would be feasible.


(spookify) #15

[QUOTE=Smooth;493386]I’m glad you’ve thought very hard about this, so have we, for over two years :wink:

The main reasons we have the same torso damage are because there’s no visual distinction on the player models, and it would make the weapons feel even more inconsistent. Also the arms need to be the same as the torso as bullets tend to hit them first if they are facing you, players don’t run around in t-pose all the time :stuck_out_tongue:

In your model (ignoring headshots) shooting a 100hp player with Sawbonez SMG could take:

[ul]
[li]9 chest hits[/li][li]12 upper-arm hits[/li][li]15 lower-arm hits[/li][li]13 stomach hits[/li][li]20 upper leg hits[/li][li]34 lower leg hits[/li][/ul]
In a fast-paced game with jumping players and animations flying all over the place, do you really believe you can distinguish between your bullet hitting the chest, arm or stomach at anything beyond point-blank?

It’s easier to distinguish between upper-half (torso+arms) and lower-half (legs) but even then we don’t want the differences to be too great otherwise they’d be even more complaints of “SO MANY HIT BEEPS AND STILL NOT DEAD?!” than we have at the moment.

In-fact I’ll probably be changing the legs to be a little closer together than they currently are, more like 80% & 60% to improve weapon reliability.[/QUOTE]

Thanks Smooth Makes Sense. The difference between 1 and 0.55 was a lot more drastic then I thought. I also totally understand the arm situation and darn my 2D thinking!

The quote about “SO MANY HIT BEEPS AND STILL NOT DEAD?!” I would actually welcome this… I actually hope this becomes an issue once fall off damage is continually tweaked. Right now I still have the feeling like where are my hit beeps…

The games feels to fast and to slow at the same time. I cant wait to the different hit sounds when we ourselves get hit in the head. I feel like I am getting body raged right now and I hate fighting with half HP so I am sitting in a corner waiting for my HP to go back up then poke out again and get rick rolled from 40m away and go back and wait to heal up. The fact that it feels like I am getting hit by a sledge hammer every time I play and at distance is a little irritating. If this feel was someone getting 2 HS as I run across the map or still my head out I am all good with.

If I may compare it feels like a less accurate, less damage, same ROF, ET play style of CODBO2 (With no Prone haha :wink:)

I want to kill so I guess I should start playing Fragger more. My K:D with him is crazy and feels like he can squash medics. (I still like Sniper Also)


(spookify) #16

I agree this would be nice. I still have no idea where I am being hit from nor the severity.