Iye, on 06 November 2016 - 03:35 AM, said:
I noticed bleeding got a LOT more punishing in 4.2 originally, but somehow got the (probably false) feeling it got even worse in 4.3. It probably didn't though.
That's correct, the bleeding or bandaging systems have not been touched with the 4.3 release. Nevertheless, you are not the only one having this feeling, and perhaps, the QVM magic upon different compilations did induce slight changes. The current behaviour happening to annoy quite a bunch of players, we might want to look into the bleeding and bandaging systems.
In Urban Terror four different situations appear when being hit by a bullet:
- Damage taken
- Damage taken + limping
- Damage taken + bleeding
- Damage taken + limping + bleeding
Limping being specific to the legs is the situation where your legs are "broken" and that you can't "sprint" anymore. Happens when hit in lower legs, feet, or when falling from high places, just not high enough to kill you.
A player can have a total of 4 bleeding points that are calculated every 100 ms which seem to work the following:
- 1hp every 900ms with 1 hit point
- 1hp every 400ms with 2 hit points
- 1hp every 300ms with 3 hit points
- 1hp every 200ms with 4 hit points
In the code, there is a system that tells per weapon if it should make a specific body part bleed or not.
Currently every weapon inflict bleeding points on each and every hit locations of a body apart from the Helmet and Kevlar hits.
So, yes, bleeding is totally independent from the type of gun you are using and the amount of damage you dealt. The cumulation of several hits makes bleeding be more lethal or not.
To have your points answered clearly:
Iye, on 06 November 2016 - 03:35 AM, said:
You can hit someone with a LR for 20 damage and make him bleed for another 20.
A single hit can make someone bleed out for even a 100 hp if he doesn't bandage. It would just take about 9 full seconds for that to happen.
Iye, on 06 November 2016 - 03:35 AM, said:
You can get 4 hits off with a gun and not cause any bleed whatsoever.
If the hits were in the vest or the helmet, then yes, that is intentional. Though, it should not happen for other hit locations.
Iye, on 06 November 2016 - 03:35 AM, said:
You can hit some1 in the foot for basically 0 damage and have him slowed down like he just lost half his HP to a spas spread to all leg regions.
As explained, the situation where a player is "slowed down" is called limping. The slow factor should be identical and the same regardless of the amount of hits a player has stood. You either are limping or not.
Iye, on 06 November 2016 - 03:35 AM, said:
You can get hit by a spas for 40 damage, have 3 bleeding regions and fix that within a few seconds.
I suppose, the number of bleeding points is calculated per hit, and for the spas, despite the fact it fires several pellets on possibly different hit locations, they are considered as one by the bleeding system. What I understand is that you can apply one single bleeding point per "shot". The different hit regions will be marked as hit/bleeding but then the bleeding velocity will consider only one bleed point. Therefore, I suppose, the same goes for the bandaging speed.
Iye, on 06 November 2016 - 03:35 AM, said:
You can actually bleed to death from 25 hp over 15 seconds while continuously bandaging. From LR hits.
Well if you make the maths, it looks like a possible situation, especially with 3 or 4 bleeding points. Though, I haven't looked into the way bandaging works yet. It seems you have to bandage each bleeding point one after another, which explains why bandaging can be really long on some occasions.
Iye, on 06 November 2016 - 03:35 AM, said:
For how to address this, i see a couple of options. Doubling bandage seeped would be a good start. Personally i find capping the required bandage time interesting. It makes it way more predictable. A setup where you can at max bleed 10-15 HP when bandaging would be another option.
Given the current annoyance the community is facing with bandaging timers, it will certainly be addressed in a future update :)