Blood puff on long distance kills, different rag doll death animations

I’m really liking the game so far. However I find that engagements at long range, especially when using the sniper classes, don’t feel incredibly satisfying due to a lack of feedback from the target. Now while obviously there’s hit markers and notification that you’ve killed your foe, however it doesn’t feel organic and takes you out of the immersion when the only feedback is a white skull upon killing a target (which isn’t bad by any means but feels like it should accompany other feedback). Similarly, firefights are hectic and enjoyable but sometimes stale when the enemies just slump over on to their face regardless of being blasted away at close distance or killed at different angles which would result in a more elaborate fall.

Therefore I would suggest a system similar to Battlefield where a distinct puff of red can be seen upon sniping a target from afar to accomodate and compliment the already existing hit markers and death indicators. As for the death itself, perhaps having the model fall or get thrown in the direction of the bullet that killed them would create more variation in the way the soldier fall and how they lay so the majority aren’t all face down.

Good suggestion albeit I hate snipers. How about a more bloodie quashie effect when my tank runs down a soldier who is trying to blow it up. Dam those pesky brutes :rofl:

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