Suggestions on GIBBING


(Ceres) #1

Haven’t seen a recent post about this so here it goes.

Since gibbing will be (already is) a major point in competitive games, there need to be changes to some things.

What I suggest:

  • Fix the animation/movement of bodies around the map after they have been killed. There is nothing more annoying than killing someone and then attempting to gib, only to see the body floating down some stairs and you missing your entire clip into nothing. In other parts of the map, the killed body even pushes against a wall and starts twitching or does whatever else it was coded to do in certain situations. You get the point.

I believe it should be as simple as it is in ET. You kill someone and that’s where the body stays. Unless you really love the realism… then you can let the body drop down the stairs but all other effects are just not good.

  • Force already gibbed bodies to stop moving and lose their color. With certain loadout cards, the gibbed bodies keep rolling around and you can’t really tell if they have been gibbed (recently saw that with one of Vasilii’s cards)

  • I don’t know if this is the case already or not but do all guns gib for the same amount of time? If not, I believe it should be made that way because some guns shoot way faster than others.

  • Personally, I don’t like the headshots while gibbing. I’m not even sure if they help or not but I’m inclined to believe they do. Still, I think gibbing should be about time shooting at the body and not all about aiming at the head that is constantly moving around.

What do you guys think? Do you like the current gibbing system and do you have any other suggestions? :stroggbanana:


(Protekt1) #2

Aiming for the head really does help a lot. I don’t think the head moves enough to make it too hard to hit either.


(Zenity) #3

I really like the headshots (yes it helps). Also I’m pretty sure that normal weapon damage is used, so it should be balanced among the weapons.

I agree though that since headshots on dead bodies are so important for gameplay, it kind of underlines the silliness of the twitching bodies (usually we’d just look away or laugh about it).

This is a tricky thing to solve. Do we really want to lose ragdoll physics for the sake of improving a game mechanic? Perhaps it could be tweaked instead to make it less twitchy somehow. I don’t think it can be done 100% reliably, but perhaps just tweaking the settings to make the ragdoll bodies “heavier” and less reactive to impulses could be some improvement.


(POKEMANS) #4

Spazzing out bodies are a pain for both gibbing and reviving. Gameplay would be improved if they could lie still instead.


(Szakalot) #5

dont really agree with OP. except already gibbed bodies should stop moving.

Imo:

  • normalize incapacitated bodies HP (fragger shouldnt have to be gibbed twice as much as aura)
  • increase headshot multiplier
  • how close a body is to being gibbed would affect its HP after revive

(Shanks) #6

So if I’m 3hp away from being gibbed I should spawn with 3hp and die instantly? No thanks. I like your other suggestions but this one just won’t work.


(Szakalot) #7

i didnt mean a linear relation. sth like 25-30% min health if you were almost gibbed, going back up to 55% or whatever the nr is for the weakest revive. still adjusted for charging up the defibs:

  • it wont make people feel like they wasted bullets if trying to gib but not succeeding due to fast revive
  • it will put bigger emphasis on charging up defibs. atm. its a little too easy to make full hp revives, esp. with getup perk

(Ashog) #8

OP, make a bug thread about the problem with Vassili’s card gibbing.

Today I tried to gib an Aura who died over some small wire or tube and I put a whole clip into her in vain. Then reloaded and aimed at head and it worked. Come figure.


(Ceres) #9

I remember many threads from 2013 about the MG nest bug and that bug is still in the game. Somehow, I don’t think fixing bugs is a priority.


(Smooth) #10

Fixing bugs is always a priority, it’s just some are more important than others.

It’s always useful to get things reported to make sure they’re in the database. Typically any game in development has thousands of open bugs and not all of them are of the highest priority.