[HUD] Limited kits on spawn menu

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JeffCole
Posts: 42
Joined: 2008-08-04 06:44

Re: [Hud] Limited kits on spawn menu

Post by JeffCole »

About the medic limitation: is this also going to be in effect for the Insurgent Civilians so that they are limited to 1 per sqd?
Simmage
Posts: 138
Joined: 2007-10-10 02:13

Re: [Hud] Limited kits on spawn menu

Post by Simmage »

Yay for good changes!
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Charity Case
Posts: 179
Joined: 2008-02-15 22:27

Re: [Hud] Limited kits on spawn menu

Post by Charity Case »

Looking good DB :D .

On a somewhat unrelated note, will we ever see a non-para version of the SAW?
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: [Hud] Limited kits on spawn menu

Post by badmojo420 »

Looking good. Nice changes.

Will the insurgent cell leader get another weapon option as well?
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: [Hud] Limited kits on spawn menu

Post by hiberNative »

when speaking about collaborators, i'd like the same limitations as heavy anti-tank, with some tweaks.

collaborator (team limited)
- only 5 per team
- one per squad (consisting of at least 3 members)
- same respawn time as normal soldiers.

like 1 collaborators at each cache (lets say 2 caches are revealed) healing soldiers with special kits, and the other 3 out in the field with their squads.
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Awesome_Aid_Adam
Posts: 1
Joined: 2009-04-28 19:20

Re: [Hud] Limited kits on spawn menu

Post by Awesome_Aid_Adam »

i always play medic for my squad and i do agree that 2 medic on a squad is better than just one. i usually stay back alittle from the squad so if someone gets shot i wont be the first to die and when everyone dies except for me, it is really hard to revive all of them and heal all of them when i am the only one to heal all of them. plus if i die then someone has to take my kit to revive me. somtime i have to heal 3 people and it takes awhile so a second medic is always helpful to get everyone back to full health and carry on with the objective.
Damian|PL
Posts: 37
Joined: 2009-04-05 12:23

Re: [Hud] Limited kits on spawn menu

Post by Damian|PL »

PKM with scoup(in RUS), awesome. I think only one medic in SQ can give uss more realism.
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: [Hud] Limited kits on spawn menu

Post by jbgeezer »

One word: GREAT!
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Lt Mic
Posts: 58
Joined: 2008-07-14 12:34

Re: [Hud] Limited kits on spawn menu

Post by Lt Mic »

[R-CON]ReaperMAC wrote:Yes, cause you've OBVIOUSLY have tried out the new Auto-Rifleman haven't you? :roll:
:P thats top secret :P
i can't tell you that i might have seen one of them so i can't say it in public ,can I?
Warpig-
Posts: 1610
Joined: 2008-08-06 20:29

Re: [Hud] Limited kits on spawn menu

Post by Warpig- »

hiberNative wrote:i appreciate the medic limitation, but i'd also like headshots that kill instead of wound.
What he said, I'd like to see lethal headshots again.

But overall, I think these changes are perfect. No more screwing around running to get an AR kit when realistically you'd have one in your squad anyway, not to mention the AR kit might actually be useful now given that it should accurately depict it's useful area range. And thank god for 1 medic per squad, zombie squads get more than annoying.
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Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: [Hud] Limited kits on spawn menu

Post by Vege »

Will there be weapon alternatives for Talibans/Insurgents SL:s?
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waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Hud] Limited kits on spawn menu

Post by waldo_ii »

I love you DB.
|TGXV| Waldo_II

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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Hud] Limited kits on spawn menu

Post by McBumLuv »

Yes, thank you Jaymz :D

I wonder if my pm was completely coincidental, but I think I was probably the most spoken when it came to the medic limiting :P I REALLY didn't want it to become like the AR kit, where it's near necessary for a squad's efficiency, but often barely used.

Also, glad to see the AR kit being spawnable, too, as well as the scopes.

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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Hud] Limited kits on spawn menu

Post by HughJass »

not bad, but I wish there was a better way to select between scope/ironsights. And a limited AT rifleman should be up there IMO

nonetheless this is pretty good.
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: [Hud] Limited kits on spawn menu

Post by [uBp]Irish »

Wheres the dev post talking about how AR's are going to have Ironsights, and Scope, with undeployed having the ironsights, and deployed being the scope, but with somewhat the same deviation/recoil making crouching+undeployed work for CQB
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CyrusPI
Posts: 216
Joined: 2009-03-28 17:49

Re: [Hud] Limited kits on spawn menu

Post by CyrusPI »

'[uBp wrote:Irish;1006946']Wheres the dev post talking about how AR's are going to have Ironsights, and Scope, with undeployed having the ironsights, and deployed being the scope, but with somewhat the same deviation/recoil making crouching+undeployed work for CQB
Right here: https://www.realitymod.com/forum/f10-pr ... post991000

2nd Dev post related: https://www.realitymod.com/forum/f10-pr ... post991912

Con post elaborating on who gets what: https://www.realitymod.com/forum/f10-pr ... ost1004494
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: [Hud] Limited kits on spawn menu

Post by [uBp]Irish »

that be the one.
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Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: [Hud] Limited kits on spawn menu

Post by Howitzer »

Thanks DEVs !!!

Ill have to edit my Sig :D
-=TB=-Tobakfromcuba
Posts: 526
Joined: 2007-02-25 15:06

Re: [Hud] Limited kits on spawn menu

Post by -=TB=-Tobakfromcuba »

i like the change, good work on observing and evaluating the current gameplay on the servers. thats the right answer!
GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: [Hud] Limited kits on spawn menu

Post by GreedoNeverShot »

Great...... more limited kits. Eventually there will be some many limits and restrictions the game won't be flexible or playable at all.

Instead of changing the medic, make headshots kill again. Don't limit one medic per squad. How am I supposed to have 2 independent fireteams? More and more and more limits. The maps get better, there is more content, there are more factions, but the gameplay gets more restricted.
"If you outlaw guns, only Outlaws will have guns."
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