feedback when getting hit


(titan) #1

seems like even when you take 10 points of damage the screen gets really bloodied up and in combat it’s difficult to tell if you’ve taken a small amount of damage or you’re a hit away from death

A few of my friends who I play with have also mentioned this so it might need looking at


(PixelTwitch) #2

yes currently, when you get hit you get FULL blood splatter for a couple of seconds then it fades out to the “right amount” however in that split second you see all the deep blood and it feels like you have taken a pasting even though you only been hit for 6 damage.


(sunshinefats) #3

Yeah, I agree that’s very confusing. Plus, for me, the hit indicators often point in the wrong direction as well so that just makes for even more confusion.


(Hundopercent) #4

I’ve experienced this as well. I was getting shot directly from my right with the indicator pointing in front of me. Confused me.


(spookify) #5

I dont like the shotgun feedback or shot feel.

A person with a shotgun can be clear across the map and it feel like I got hit by a train! Then a shotgun can be right next to me and it can feel the same.

Shooting and getting shot by shotguns is so inconsistent I never know if I am going to kill or be killed with 1, 2, or 3 shots!


(Szakalot) #6

Yup, this feedback feels incredibly inconsistent.

Sometimes, when I get hit and am certain I have <10hp; only to see myself sporting healthy 70+

On another occasion I’m just about to kill an opponent, thinking I have plenty HP after getting shot just a few times, only to die in a split second (unlikely to be caused by hail-mary triple HS scenarios)


(sunshinefats) #7

^^ Exactly this!
On a related note, I think the hit markers are not correct or accurate all the time either. It’s like sometimes you kill someone with 3 shots, and sometimes 6, and sometimes 8 and in each case you’re shooting the same guy at full health. I’ve been recording my gameplay lately thinking it was just my perception, but having re-watched a lot of games, it’s clearly not my imagination. I’ve actually counted the hit markers I get on players in weird situations and the record thus far is 11 hit markers on a medic and he still killed me with a shot to my hips, so I think I’m safe in assuming he wasn’t getting headshots. And it goes without saying that the hit indicators on my screen were on my right despite him standing in front of me the whole time lol.
What is really boggling my mind, though, is that these things don’t seem to happen to everyone. I’ve seen many players who consistently get kills in 3-5 hits(depending on where the shots land) using the same loadouts as me. Likewise I’ve winged several players and they’ve turned around dead on me, meaning their on screen hit indicators are, at least, reasonably accurate. Mine rarely are so I tend to ignore them and just swing in every direction like a madman looking for the gunman lol.


(Destroy666) #8

Definitely agreed, losing 5 HP shoudn’t feel as if you were nearly killed.


(redtractor) #9

For God’s sake why ppl are using blood splatter? It’s so annoying but it looks like everyone likes to have it on (all twitch streams).
What’s the benefit of having this option on?


(Silvanoshi) #10

The bloodsplatter feedback is something that was tweaked recently, and will likely continue to tweaked for a little while yet. Thanks for the feedback everyone :).


(Smooth) #11

It sounds like there might be a bug somewhere.

The blood on-screen is intended to flash stronger for a split second then fade (over 300ms to be precise) to better represent the current health value. This is so players notice new incoming damage but also have an accurate representation of health.

Perhaps there’s an issue where the fading isn’t taking place properly, we’ll look into it.


(Szakalot) #12

It definitely feels sometimes as if you don’t actually get hit, but your HP drop anyways.


(POKEMANS) #13

Ya the bloodsplatter needs to get toned down or adjusted. It is annoying as hell in its current condition.


(FireWorks) #14

[QUOTE=Smooth;519113]It sounds like there might be a bug somewhere.

The blood on-screen is intended to flash stronger for a split second then fade (over 300ms to be precise) to better represent the current health value. This is so players notice new incoming damage but also have an accurate representation of health.

Perhaps there’s an issue where the fading isn’t taking place properly, we’ll look into it.[/QUOTE]

I didnt clock too much time into it but I had 2 occasions where I thought the damage was coming from one direction while it was actually 180° the other way. I believe it was an initial headshot from a different height angle causing it.

Speaking of being hit feedback. Will we see extra feedback when receiving headshots? Especially an audio cue.


(Volcano) #15

[QUOTE=FireWorks;519153]
Will we see extra feedback when receiving headshots? Especially an audio cue.[/QUOTE]

pretty sure you already do, i cant explain the sound but its there


(Glottis-3D) #16

yeah, there is that sound…it is much more… headshoty…


(Szakalot) #17

It would be nice if the degree of viewkick was dependent on whether you get hit in the head or not. Headshots could elevate viewkick drastically more, and bodyshots would kick it up only slightly.