Remove smoke, add iron sight slot.

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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Remove smoke, add iron sight slot.

Post by hiberNative »

so we are familiar that scopes like the susat and the acog have backup sights on top.

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my suggestion is to remove a smoke slot from the scoped assault rifle kits (and one of the colored smoke from the officer kit) and replace it with a weapon slot using the upper ironsights.

it's mostly medics and grenadiers that use smoke anyway, and the officer does not need 2 different colors. i can't remember when the smoke colors have made a tactical difference.

this would both be realistic and increase playability.

edit: and i am pretty sure you can see under the high, side mounted russian scopes.

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also seen in this video, but on the an-94 @ 1:30
Last edited by hiberNative on 2009-04-28 20:14, edited 4 times in total.
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MonkeySoldier
Posts: 1200
Joined: 2008-08-10 21:03

Re: Remove smoke, add iron sight slot.

Post by MonkeySoldier »

But then everybody would go scoped rifleman, because it has both zoomed and unzoomed sights....I wonder how that would be balancable.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Remove smoke, add iron sight slot.

Post by LithiumFox »

MonkeySoldier wrote:But then everybody would go scoped rifleman, because it has both zoomed and unzoomed sights....I wonder how that would be balancable.
Doubt it... A lot of people like smokes... actually some prefer Dot scopes also, you got to realize that...

=/ It's really all about preference.....

^_^ I think it's a fine idea, just... implementation would need to be worked on a little more

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

MonkeySoldier wrote:But then everybody would go scoped rifleman, because it has both zoomed and unzoomed sights....I wonder how that would be balancable.
balanced? i don't understand your reasoning. people tend to use scopes over ironsights anyway. and it would only be realistic (yes, i said realizm!) if they could use the top of the scopes up close.

other kits like medic and rifleman specialist would still use aimpoints or iron sights.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Remove smoke, add iron sight slot.

Post by Rudd »

I imagine normal ironsights would be superior for CQB still.

+1 to suggestion

this might require increased zoom in time on the scopes etc to keep it balanced. (but not to .8 levels ofc)
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henriksive
Posts: 39
Joined: 2008-04-14 13:29

Re: Remove smoke, add iron sight slot.

Post by henriksive »

You can't get rid of the smokes, The smokes are so valuable!
Smoke > Being able to have both iron and scope sights
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Remove smoke, add iron sight slot.

Post by DeltaFart »

+1 I like it, might not have a chance but its still a good idea
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Re: Remove smoke, add iron sight slot.

Post by Cp »

it'd be possible but pretty illogical and "buggy" because when you mag link a weapon (such as the 2 colored smokes or the deployed / undeployed machine guns) you have 2 weapons that share the ammo thats in your "inventory" and not the same magazine.

So if you'd have two weapons in 2 different slots, one using the optics and one using the backup ironsight on top of the optics, like you suggested, you could after expending all your ammo in the magazine of the "backup ironsight weapon" switch over to the "optics weapon" and continue firing without reloading. this would also be rather confusing if you'd for example shoot 15 shots with the optics and then switch over to the backup ironsight and fire another 15 shots and find that you still have ammo in the magazine.

You could have have the "switching weapons" animation be the same length as the reloading animation (or longer) to make exploiting the system harder but it still be confusing with keeping track of the amount of ammo in each magazine.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

henriksive wrote:You can't get rid of the smokes, The smokes are so valuable!
Smoke > Being able to have both iron and scope sights
rifleman specialist, medic and officer can still have smoke. play as one of those ;D
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

Cp wrote:it'd be possible but pretty illogical and "buggy" because when you mag link a weapon (such as the deployed / undeployed machine guns) you have 2 weapons that share the ammo thats in your "inventory" and not the same magazine.
huh? if the machinegun slots work with all that ammo. this would too.

change the name of the models, add 2 animations

scope animation: he clears the scope lens with his thumb.
iron sight animation: he clears some dirt of the front iron sight post.

these animations would not only work as a cooldown to prevent fast switching between the modes, but would also show you which mode you switched to based on the animation

<3

edit: woaw! i thought i edited that, but it became a new post :\ feel free to merge them, moderators.
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single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: Remove smoke, add iron sight slot.

Post by single.shot (nor) »

-1.. removes the ability for the rifleman (unscope) to have any sort of significant value, and that makes me a sad panda. however if u give the R(U) a pistol, moar ammo, or 2 ammo boxes, its a +3.14
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

single.shot (nor) wrote:-1.. removes the ability for the rifleman (unscope) to have any sort of significant value.
... that's why you they should merge! you can has both! ;D
and if you're an aimpoint w****, play rifleman specialist and get a free hook + smoke as compensation!
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cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: Remove smoke, add iron sight slot.

Post by cfschris »

hiberNative wrote:... that's why you they should merge! you can has both! ;D
and if you're an aimpoint w****, play rifleman specialist :}
Imo, having ironsights with your ACOG isn't gonna save your *** when an overwhelming amount of enemy is bearing down on you. Smoke cover is what will cover your retreat and allow you to live another day.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

cfschris wrote:Imo, having ironsights with your ACOG isn't gonna save your *** when an overwhelming amount of enemy is bearing down on you. Smoke cover is what will cover your retreat and allow you to live another day.
you have an officer and probably a medic. maybe even a rifleman specialist that has smoke. that's enough smoke to go around in the fights i've been in :\

i can easily say that ironsights would have saved me in a lot more situations than smoke.
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Cp
Posts: 2225
Joined: 2006-04-17 18:21

Re: Remove smoke, add iron sight slot.

Post by Cp »

Jonny wrote:You are thinking of a different way of maglinking...
I didn't know there were more then one, please enlighten me.

@hiberNative: You are suggesting that the different sights (the ordinary optical sight and the backup sight on top of the optical sight) have a weapon slot on its own and you switch between the different sights just like you switch between the deployed and the undeployed machine gun modes when you have a automatic rifleman kit, and that they would be mag linked (share ammo) the same the machine gun does, Right?
Just want to make sure that I got your suggestion right.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

Cp wrote:You are suggesting that the different sights (the ordinary optical sight and the backup sight on top of the optical sight) have a weapon slot on its own and you switch between the different sights just like you switch between the deployed and the undeployed machine gun modes when you have a automatic rifleman kit, and that they would be mag linked (share ammo) the same the machine gun does, Right?
Just want to make sure that I got your suggestion right.
yes. of course. if it works with the machine gun, why wouldn't it work with another model with 2 different animations?
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single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: Remove smoke, add iron sight slot.

Post by single.shot (nor) »

i think that separation will be the best choice.. you can has all your double aims, AND A l33t R(u) kit!
im just making a point, that R(u) will become obsolete with this change, and thats how u want it, no prob, but i think its better with having the kits separated, or make the R(u) kit *slightly* better at what it currently does.

an aim like the ones on the ACOG and SUSAT will most likely be inferior to the current irons, and perhaps hard to aim with like the G3 from .8 or something with a small peek-hole. what im saying is that if this is to be OK balance-wise, the R(u) must get an ever so tiny "perk"
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Cp
Posts: 2225
Joined: 2006-04-17 18:21

Re: Remove smoke, add iron sight slot.

Post by Cp »

hiberNative wrote:yes. of course. if it works with the machine gun, why wouldn't it work with another model with 2 different animations?
Because it doesn't work with the machine gun...

I dare you to load up PR now, take a AR kit, put between 150 to 199 bullets into the nearest wall and then WITHOUT reloading switch over to the deployed mode, go prone, and watch in awe as you fire another 200 rounds "from the same magazine".
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cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: Remove smoke, add iron sight slot.

Post by cfschris »

hiberNative wrote:you have an officer and probably a medic. maybe even a rifleman specialist that has smoke. that's enough smoke to go around in the fights i've been in :\

i can easily say that ironsights would have saved me in a lot more situations than smoke.
What if the officer and the medic are taken down? Touché!

And no, ironsights would NOT save you compared to smoke. An overwhelming force (meaning one which has the sight advantage on you, already watching your position) will just pop you in the face when you throw yourself out of your cover, line up your sights, and get a shot off.

Smoke- you throw smoke out from behind your cover. The enemy who was pinning you will lose his advantage because now you can run to new cover via smoke cover, THEN getting a shot off (as now you will have the element of surprise, being in new location unknownst to the enemy).
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