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Ein Übersetzungsproblem melden
Also for killroy,i had the head thing in apartments in heroes so i find it even weirder. I think someone either shot me with a nagant pistol or a mosin.
Then how does "yellow-orange" body damage happen? My best guess is when bullets hit a solid surface near you and it shrapnels wounding you,anyone who can confirm?
Now that i think about it,wouldn't be nice having a medic class? It might require several seconds up to 1 minute to heal a guy's wounds scaling them back to the previous seriousness or saving a bleeding out ally who can't bandage himself. Also it would be cool to be able to save the still screaming guys on the ground by dragging them away from fire and try to heal them.
I agree if a soldier can be incapacitated without sustaining a fatal wound they should have a medic class that can drag them to safety and patch them up. Even if they only get back up with 5% health, that's a second chance regardless.
I think medics should also be able to bandage teammates that don't have time to bandage/have run out of bandages and only sustained yellow injuries.
Most people will automatically assume you mean by medic, you mean "heal to 100% after getting shot 50 times", and will always use that example as such. One cannot have a mature discussion about medics, not in this community lol.
Medics would make for an even deeper immersion level,and should carry around way more than 2 bandages and may downgrade an injury level once. (from red to orange,orange to yellow,yellow totally fixed).
It would be even more realistic if someone when bleeding to death instead of randomly shooting while standing can press a key to fall to the ground and scream for help while slowing down the darkening screen a bit. If a medic class notices you it might bandage you/be able to drag you in a safer place first (you get shot in the street,it can drag you for a few meters inside a house or behind other generic cover).
There's a section in this about bleeding and health.
As for the body damage colours. When you get hit but not killed, the colour shown indicates the severity of the bleeding. You bandage that, and the bleeding stops (immediately, although the animation runs for a while longer). It shows the severity of the injury to that area -- get hit a second time in a red area and you are almost certain to die.
There was a bug where if the 'health' of a part of your body went to 0, any more hits in that area would not affect you. This is no longer the case.
Minor (yellow) bleeding will stop of its own accord. Low-powered rounds (like pistol rounds) or riccochets or glancing hits will cause these.
Your massacred story: Bullets do not always go straight out the other side, there are many well document cases of bullets hitting bones and bouncing a variety of routes inside a body - devastiting it as they go.
You have a set amount of health. Every time a bullet strikes you, or you are caught in a blast, some health is knocked off. Usually a huge amount, you can rarely withstand more than two rifle calibre rounds.
Wounds usually bleed. This drains what is left of your health. Minor bleeding drains it slowly, major bleeding quickly, catastrophic bleeding very quickly. Indicated as yellow, orange, red respectively.
Bandaging stops the bleeding immediately.
If you are hit again, you will have far less health to deal with the wound. So usually you will die, or otherwise start to bleed out faster.
There are no penalties to your injuries, other than your character being more likely to die from the next hit. So you can jump off a wall, cripple your legs so that they go red, and then crack on without a running penalty.