Incapped vs. Gibbed


(Mustang) #1

Here are some screenshots of an enemy that is incapped and gibbed, basically it’s too difficult to tell at a distance which state the player is in.

If there is not going to be an incapped animation then the incapped player needs to stand out a lot more, think brighter skin.




(BomBaKlaK) #2

yep ! agreed on this point, and what we see on your screenshot is the difficulty to detach a silhouette from the background, sometimes I can’t even see someone in front of me cause he got the exact background color.


(ImageOmega) #3

Absolutely. Agreed.


(chippy) #4

Agreed. Also, if you have the hitbeeps enabled, it would be awesome if another pitch of it (normal/headshot/gibbed) was available as well. The notification is all good, but in the middle of things it’s easy to miss.


(Protekt1) #5

Are they definitely not going to animate incapped players? Maybe they just have not gotten to that yet.

@chippy I thought gibbed players have no hit markers.


(chippy) #6

I’m talking about the hitbeeps, the “ping” sound that you can enable in the audio options menu. :slight_smile:
There’s one high pitch for normal body shots, and one lower pitch for headshots. If another one could go off when you gibb another played, that would be ace!


(rand0m) #7

[QUOTE=chippy;448838]I’m talking about the hitbeeps, the “ping” sound that you can enable in the audio options menu. :slight_smile:
There’s one high pitch for normal body shots, and one lower pitch for headshots. If another one could go off when you gibb another played, that would be ace![/QUOTE]

Until you run up to an enemy that is incapped instead of gibbed, where as you may not have time to shoot a bullet into them to check or may not be able to fire at the moment to stay quiet. Incapped players need an animation that shows they aren’t dead, sounds won’t do the trick alone.


(chippy) #8

Indeed! Which is why I wrote “[…] was available as well” in my original post. :smiley:


(scre4m.) #9

Agreeeeeeeed


(Mustang) #10

I was going to put something about this in the OP, but decided against it.

Think it was MrEd that said that they couldn’t get ragdolls and incapped animations to play nicely together, and of the two they’d rather have ragdolls.

I can see that in some circumstances (like if your ragdoll ends up bent over double on a fence) it could be hard to blend the two successfully, however I’d like to see it tried because it would help with identification, also for me it is something that has always worked well in the past and is another of those SD signatures that I’d be sad to see go.


(rookie1) #11

Just go to the fad color only when hes gibbed
when theres still life, leave its original colors.


(RasteRayzeR) #12

Yeah ! Agreed. And I’d like the headshot soundbeep to have a slightly higher pitch too, more distinctive ^^

Maybe the problem is that the chars are already grayish overall, and when gibbed they are just a bit more gray … lol


(Jamieson) #13

I’m having this problem too but I find if you knife every player you’ve kill you know for certain that they’re gibbed.