Gib speed


(Anti) #1

We’ve just been discussing the time it takes to gib incapped players and the gameplay that occurs around incapping. Wanted to get a quick snapshot from you folk of how you feel about the current ‘time to gib’.

Answer ze question or we send in the tapir :stroggtapir:


(tokamak) #2

Too easy to gib.

Bullet damage should take way longer (to the point of being a waste of ammo) and melee should require two stabs instead of one.


(spookify) #3

Finally some focus feedback, here’s my thoughts:

First off I voted that it takes “too long” but its only because the bodies flap and bounce around!!!

If the bodies didnt jump, roll over, or jump around gibbing would be easy BUT only if you gib the head…

Body gibbing seems to take forever!!!

So there you go. Quick and easy feedback.

Summery:
Head Gib Good
Body Gib Bad
Dead body animation or flopping or whatever the F it is = Very BAD!!!

Edit:
If you want some kind dead body animation or something I would suggest body momentum deaths…

  • If a person is running and dies that persons momentum will carry them forward or possible even off an edge.
  • If a person is crouched or standing still the momentum should only be vertical.

But once the person hits the ground it should stick… No nerve damage where they flop around like when shoot a deer in the head… And if you do, do momentum make sure the body and the surface it lands on has a good interaction no head in the sand effects.


(INF3RN0) #4

Gibbing takes way too many bullets for most mercs and is very inconsistent.


(prophett) #5

Agree. The ungibbed break-dancing corpse doesn’t help matters either.


(Glottis-3D) #6

1hs + 1bs

or 5 bshots

imo.


(prophett) #7

Also liked the 1 hit knife gib if it’s done a certain way (standing on head facing feet)


(PixelTwitch) #8

Honestly its a question of consistency…

If you was to keep it the same length as now I would like the ability to gib enemies the instant they die (during the death animation)
I also feel 1 or 2 headshots (depending on weapon) should gib. I also wish that downed bodies did not block bullets at such a height. can make shooting down corridors a pain in the arse if someone crouches by a downed body.

Overall I wish it was a little quicker or is started earlier and headshots are more rewarding.


(trickykungfu) #9

its ok you just need to aim for the head. More skill required to gib XD


(chippy) #10

Split the gibbing up in 3 hitboxes (don’t know how many there actually are).

Head and upper chest - Take the current “head gibbing” damage and turn it down 5-10% to compensate for the bigger hitbox
Middle chest down to waist - Keep as is
Waist to feet - Keep as is

That way you might be able to compensate for the occasional floppy ragdolls while still keeping some areas way more effects for gibbing but not making it way to easy.

I think gibbing with the knife is fine, I would suggest using the “secondary fire” mode to gib someone in one go, and the rest maybe 3-4 slashes in order to complete a gib?


(Kendle) #11

Depends how you look at it.

At one time gibbing was so easy the player would be gibbed before they hit the ground. Good if you’re the “gibber” but it left no chance for a Medic to revive and thereby undermined the Medic role.

Currently it does seem to take a lot of bullets to gib someone, but that does at least leave the Medic a window of opportunity to do his job, and I feel it’s right that taking the risk of gibbing with your knife is rewarded more than pumping some bullets into the guy from a safe distance.

As mentioned, the current lying on the floor injured animations cloud the issue considerably IMO.


(spookify) #12

[QUOTE=Kendle;506247]Depends how you look at it.

At one time gibbing was so easy the player would be gibbed before they hit the ground. Good if you’re the “gibber” but it left no chance for a Medic to revive and thereby undermined the Medic role.

Currently it does seem to take a lot of bullets to gib someone, but that does at least leave the Medic a window of opportunity to do his job, and I feel it’s right that taking the risk of gibbing with your knife is rewarded more than pumping some bullets into the guy from a safe distance.

As mentioned, the current lying on the floor injured animations cloud the issue considerably IMO.[/QUOTE]

Medics are useless anyway. The game is so confused on what it wants to be… I hate that the healing stops when you are shot!

Lets me expand on this and basically the only time other then with know one around medic revive is useful.

A good player can hold out 3 middle level players right now by camping a corner expecially with arty, saw, fragger or thunder. The problem comes in when you try to gib after downing 3 people. you can go for the knife or pop back and reload but by that time a medic could have revived the 3 downs people. In this situation and before reloading the spread is so great that even if you have 10 bullets left it’s nearly impossible to gib in that quick of a time.

Right now the only way to get 40 - 50 or 60 kills is with arty… And he can gib quick by hitting the head twice if you can hit it with the jumping bodies.

The TTK feels so off and the shooting so random with saw and other classes that its hard to tell.

The spam is also ridiculous! TTK is so slow and then you run into a room with 3 people and you have zero chance. Normally any other game you can get a least one kill.


(MrFunkyFunk) #13

I’m torn, when you can aim for the head easily it’s a good speed. Otherwise it isn’t and like others have said: stop making the mercs dolls twitch and roll around, it’s not fun. I would like to test without the silly animations.
If they can move that much once they’re on the ground they might as well barrell roll to safety by themselves (and certainly don’t need or want to get an electric shock to the chest from a medic).


(Kendle) #14

True, but the answer to that is to address what’s wrong with them, not just accept it and determine other factors on that basis.

So the game should be balanced in favour of the camper even if he’s up against 4 enemy players (3 + Medic)? If you can drop 3 guys, good on you, but if those 3 have a Medic with them and he can pick them up while you reload, good on them, that’s how it should be.


(slanir) #15

head and body damage should be closer when a player is down. The head isn’t always in your line of sight like it is when a person is standing up, sometimes it’s making it impossible to gib players in time.

It doesn’t take any skill to shoot a stationary body in the head but the random factor of the rag doll decides if it falls in a favorable direction for you or the enemy.


(montheponies) #16

I’ve voted just right, but I’m pretty much conditioned towards HS on the incapped player, as it takes way too much time using bodyshots. So I think I’d raise the body damage just a tad, to make it a bit faster overall. In terms of priority i’d put it somewhere on the low tending towards very low scale.

About the incap animation, personally i prefer this to the previous situation were you couldnt tell who was gibbed and who was just incapped.


(INF3RN0) #17

2 hs, 5bs in general (sniper 1bs gib), with just 2 hit boxes. Does the fall-off currently apply to gibbing also? Is there a moment of immunity between the kill and bring able to add gibbing damage (I remember this being added in the past)? The issue is by far the worst with light weaponry. Like I prev suggested, making gibbing feel more responsive and consistent is what I want. Some weapons can still gib faster than others, but overall I shouldn’t be expending a quarter of my clip to gib one body.


(Zsemle) #18

For me it feels like it takes too long to gib. That said, making it shorter would probably nerf medics in a significant way. So, if it gets shorther medic will probably need an improvement in another area. Still, I think that the game would feel better with gibbing being faster.


(Glottis-3D) #19

slight offtopic.

what if incap animations were not the cartoons, but the actual incapped response to player’s moves (pressing move buttons, crouch etc)
so if player is dead and has not chance to be revived he will just sit and relax, thinking why he lost the fight. but if there is a chance to get a revive, he will try to sirvive, by moving his bidyparts and hardening the gibbing.

sounds great, yes? nah, when i got to the end of the sentence, i thought the idea is lame. but i cant help posting it.


(RasteRayzeR) #20

[QUOTE=tokamak;506234]Too easy to gib.

Bullet damage should take way longer (to the point of being a waste of ammo) and melee should require two stabs instead of one.[/QUOTE]

I don’t know if you can better headshot a fallen enemy or if you are that good of a fragger, but gibbing is taking way too much time.

Most of the time I need to put more bullets into gibbing than killing… I already reported this and I believe the solution is to set a general damage coefficient. No damage zones like headshots and bodyshots, just a single zone with the same damage everywhere. This damage should be higher than the regular body damage yet a bit lower than the headshot.

It would put the medics right where they belong: as support fire who can finish off the enemies to prevent gibs and then revive. With shorter gib times I believe the medics would finally be as helping as aggressive.