Remove the beeps from the SLAMS!

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luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

the slams are WEAK and not much used couse of that
you place 3 on a tank and the tank is not very affected... COME ON! what's the use then? :(

and the tanks ruin the fun. very crappy you and 5 teammates working nice and advancing to a flag, a apc shows up, everybody dead.
Fullforce
Retired PR Developer
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Post by Fullforce »

luizinhuu wrote:and the tanks ruin the fun. very crappy you and 5 teammates working nice and advancing to a flag, a apc shows up, everybody dead.
But isn't that... *gasp* realistic?
trogdor1289
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Post by trogdor1289 »

Yeah the weakness of the slams really annoys.
Pence
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Post by Pence »

luizinhuu wrote: and the tanks ruin the fun. very crappy you and 5 teammates working nice and advancing to a flag, a apc shows up, everybody dead.
I have an idea, i have tryed it meany times because its the most logical thing to do = Get an Anti-tank soldier!

You see, all that running at APC's with SLAM in hand when you should sit back, launch an AT missile and drink that illegal brand of alcahol you found in the supply crate! Bah, i see myself in a years time eating expensive sea-weed and batheing in my intelligence.
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trogdor1289
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Post by trogdor1289 »

Pence you don't drink the substance's from the supply crates it's bad for you and affects your aim.
Pence
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Post by Pence »

'[R-PUB wrote:trogdor1289']Pence you don't drink the substance's from the supply crates it's bad for you and affects your aim.
Dam.. I should have known my virtual arm was shakeing and my virtual brain was entoxicated :-| :-D :-D
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trogdor1289
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Post by trogdor1289 »

You see, that is what happens when you drink virtual unkown substances.
Sealights
Posts: 215
Joined: 2006-05-13 18:46

Post by Sealights »

Instead the beeping c4, it will be nice if there was a count down level on screen for Spec Ops

What about Spec Ops and Ingeniers have the abilities defuse timed c4, like in Cs:s. would be interesting playing Objective mode defusing bombs too.
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

We're going for realism here so a countdown on screen is out. However having the spec ops being able to defuse while an idea i am behind would mimize the enigneer even more still I think that the spec ops should be able to defuse at least the trigged c4 and mines and claymores.
Doedel
Posts: 192
Joined: 2005-08-24 02:25

Post by Doedel »

Well the unfortunate thing is the AT kit doesn't come with anything other than a pistol... also for some reason it takes two shots to kill an APC (atleast) when theoretically the Eryx/Dragon could take out an Abrams in a single shot.
luizinhuu
Posts: 1294
Joined: 2006-04-27 00:03

Post by luizinhuu »

yeah *gasp*, it is
Pence wrote:I have an idea, i have tryed it meany times because its the most logical thing to do = Get an Anti-tank soldier!
yeah i know. i do that. but it's hard to kill with at also! sometimes you have to hit 3 or 4 missiles...
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

Its good that it takes multiple spec ops guys to blow the trailer since it encourages teamwork rather than a lone spec ops jumping onto the trailer and blowing it up instantly.
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Andrew_Kirk_25
Posts: 73
Joined: 2006-05-14 04:18

Post by Andrew_Kirk_25 »

Demio wrote:Umm, their main prupose is to blow stuff up. You can use it for ambushes, bridges, whatever you need it the most. Or better, whatever your team needs the most.

And this mod is about Realism. Something that is lacking from the SLAMS...
In real life the SLAM is designed for ambushes.

The PR SLAM needs a complete overhaul.

Image
THAT's a SLAM

They also have four selectable fire modes:

- Mine - Target overpass, magnetic influence
- Side Attack - Target side pass, thermal differential influence
- Timed Demolition - Preset set time
- Command Detonation - Operator input to blasting cap

Also, a single SLAM can take out a BMP or other APC in real life.
Malik
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Joined: 2006-04-20 16:49

Post by Malik »

They're going to be remodelled, but I don't know about the firing modes.
Happy
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Post by Happy »

The model is in the works.
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Andrew_Kirk_25
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Joined: 2006-05-14 04:18

Post by Andrew_Kirk_25 »

Sweetness. The firing modes isn't that big a deal, but will it come with that Real Life APC killing ***-kicking?
Skullening.Chris
Posts: 1407
Joined: 2006-02-03 03:34

Post by Skullening.Chris »

It would be nice if they were strong enough to take out an APC buuuut it just seems corny when there's a dozen SpecOps all running at an APC at once, trying to stick a SLAM to it :P
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

An APC packed full of passengers with a decent driver isn't going to be such an easy target. Maybe if it's used as a mini tank then SLAMs will start annihilating it, but surely it deserves that for going empty?
smokeythebear
Posts: 5
Joined: 2006-05-21 22:07

Post by smokeythebear »

I think the best solution so far was the timer being part of the red danger icon, this way only friendlies will be able to avoid hidden slams. The only real use i can find for slams though is to scatter them around an enemy spawn...
Dandy
Posts: 256
Joined: 2005-08-13 17:40

Post by Dandy »

I would like to se different fire mods on SLAMS, 10sec, 30sec, 1 min and 5 min. Would be awesome to plant an slam whit 5 minutes delay in your own base and wait for the enemys to cap it.

But this presuppose that Engineers should be able to defuse them just like AT and AP mines.
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