Remove smoke, add iron sight slot.

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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: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".
not true.

i took that dare and used a stop watch to time how fast the SAW emptied (with burts, taking time each time i started firing and stopped when i stopped firing). about 11 seconds.
i reloaded, fired in the same way for 8 seconds. changed to deployed and kept firing. magazine was empty around 11 seconds again. both modes share the same ammo.
cfschris wrote: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).
you seem to use a lot of smoke. i really don't, since i move behind cover and retreat with suppressive fire instead of smoking the area.
i'd say it's more about the human factor (how you aim, the tactical decisions you make etc) or bad luck if the 3 kits that have smoke happen to die.

if you're in such open terrain that requires a smoked retreat with so many squaddies dead, you're pretty much screwed anyway ;P
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CodeRedFox
Retired PR Developer
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Re: Remove smoke, add iron sight slot.

Post by CodeRedFox »

The only problem I see is you would need to change weapons to go from iron sight to optics. Kinda a crappy thing to do for such as easy move in RL If we could do a mouse thing it would work great.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

[R-DEV]CodeRedFox wrote:The only problem I see is you would need to change weapons to go from iron sight to optics. Kinda a crappy thing to do for such as easy move in RL If we could do a mouse thing it would work great.
yeah, well 2 different slots would be a small price to pay to have both. people would think it'd be "overpowered" if you could switch between the 2 seamlessly anyway :mrgreen:

the whole thing would be about the shooter thinking "ok, i'm moving into a house now, change to iron sight slot" etc. something you prepare for a situation/environment.

and think about the upcoming g36. being able to use both the reflex sight and the 3x scope <3
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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 seem to use a lot of smoke. i really don't, since i move behind cover and retreat with suppressive fire instead of smoking the area.
i'd say it's more about the human factor (how you aim, the tactical decisions you make etc) or bad luck if the 3 kits that have smoke happen to die.

if you're in such open terrain that requires a smoked retreat with so many squaddies dead, you're pretty much screwed anyway ;P
Supressive fire don't end too well when you're retreating from a whole squad, with half your squad wiped out.

Also, you missed the biggest point here; you CANNOT just pop out from your cover when you already have multiple guns trained on your position. Can you? Sure. Can you do so without being shot? Chances are slim. I use alot (overstatement) of smoke because I left the Rambo attitude behind with vBf2 ;)
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Arnoldio
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Joined: 2008-07-22 15:04

Re: Remove smoke, add iron sight slot.

Post by Arnoldio »

Neat idea, smoke is valuable thing tho... But the animation could be a problem...
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Remove smoke, add iron sight slot.

Post by Jigsaw »

+1 to suggestion. Sounds like it would also be a very reasonable way to implement it as well. Obviously the preference would be to, in some way, link it to the same weapon so that you can scope in either on the scope or irons but having 2 separate weapon slots I think is the easiest fix and would be a big benefit.

Plus I assume the actual Iron sight weapons would still be more effective in CQB so wouldn't be an issue with balance.

Btw this does not mean I don't still wanna see an iron sight and scoped officer variant cos I think the 2 will still have their differences and be useful for different situations.

Also @OP the different coloured smoke can be useful, for example on OGT you wanna use green smoke for a better covering effect (the rest of the environment being green too ;) ) and when calling for heli pickups you should be saying on what colour deployed smoke the pilot should be landing on etc. That said, I doubt we'd miss one colour :)
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: Remove smoke, add iron sight slot.

Post by CanuckCommander »

MonkeySoldier wrote:But then everybody would go scoped rifleman, because it has both zoomed and unzoomed sights....I wonder how that would be balancable.
TBH, I don't like Project Balance. I do understand however that sometimes there has to be a compromise. Iono, up to the Devs.
cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: Remove smoke, add iron sight slot.

Post by cfschris »

Yeah agreed Jigsaw, Hiber don't get me wrong, I LOVE the idea. I mean hell, if our boys are using it in real life, then we need it in PR. I'm just sayin, don't remove the smoke!
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hiberNative
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Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

cfschris wrote:Supressive fire don't end too well when you're retreating from a whole squad, with half your squad wiped out.

Also, you missed the biggest point here; you CANNOT just pop out from your cover when you already have multiple guns trained on your position. Can you? Sure. Can you do so without being shot? Chances are slim. I use alot (overstatement) of smoke because I left the Rambo attitude behind with vBf2 ;)
full auto or rapid suppressive fire while moving can be pretty overwhelming for the enemy. at least a few seconds which gives your squaddies time to take cover. it all depends on where you're located. don't blame lack of smoke cause you hide behind a rock in the open or something.

also, if you kept your spacing, you always have someone outside the point of attack that can respond to where the fire is coming from which often allows the squad to bail.

look, i dunno how you play the game and why you're so keen on smoke, but like i said, it's not like i want it removed completely. which slot would you remove instead? :\
ChizNizzle wrote:But the animation could be a problem...
you think? why? when over some animation suggestions in this post.
jigsaw-uk wrote:Also @OP the different coloured smoke can be useful, for example on OGT you wanna use green smoke for a better covering effect (the rest of the environment being green too ;) ) and when calling for heli pickups you should be saying on what colour deployed smoke the pilot should be landing on etc. That said, I doubt we'd miss one colour :)
i've never requested a helicopter that has been dependent on a certain color of smoke, and as an experienced pilot myself, i don't care. i see the squad leader on the helicopter's minimap + i see smoke ahead of me. i've never seem multiple smoke colors at a drop zone ;P

and bright green smoke in a dark green forest? :tired: i'd say any kind of smoke is fine as long as the enemy can't see through it.
Last edited by hiberNative on 2009-04-28 23:08, edited 1 time in total.
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Rudd
Retired PR Developer
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Re: Remove smoke, add iron sight slot.

Post by Rudd »

it is quite simple to keep smokes in teh squads, the SL has some, the medic has some, the rifleman specialist has some (drop the god damned tripwires) and the rifleman ironsights has some, as well as many of the requestable kits, including auto R which will be spawnable.

Plenty of smoke for the active squad leader.
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Gore
Retired PR Developer
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Re: Remove smoke, add iron sight slot.

Post by Gore »

I you want iron sights, pick iron sights. If you want a scope, pick a scope. It's no big deal really. Alot of people use smoke, it shouldn't be removed just because people can't choose between scope and iron.
cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: Remove smoke, add iron sight slot.

Post by cfschris »

hiberNative wrote: look, i dunno how you play the game and why you're so keen on smoke, but like i said, it's not like i want it removed completely. which slot would you remove instead? :\
Because it SAVES LIVES. Proper spacing is not always kept, especially when you walk right into an ambush and everyone scatters to cover. I wouldn't remove any weapons slot- I would find some other way to code it in.

Remember, the object of PR is to take objectives, not kill the enemy. Killing the enemy is necessary, but staying alive is more important.

Scenario- You vs. Enemy squad, within cap zone. You eliminate the enemy squad, but you are down to 2 men. You can no longer cap the flag. Smoke it up, relocate and flank. Enemy squad neutralized with minimal casualties, you remain capping.
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hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: Remove smoke, add iron sight slot.

Post by hiberNative »

GoreZiad wrote:I you want iron sights, pick iron sights. If you want a scope, pick a scope. It's no big deal really. Alot of people use smoke, it shouldn't be removed just because people can't choose between scope and iron.
or
if you want ironsights, pick rifleman specialist.
if you want scope, pick rifleman.
remove rifleman with iron sighs. you want ammo bag and ironsighs? too bad. i want a pistol with my rpg kit.
cfschris wrote:Because it SAVES LIVES. Proper spacing is not always kept, especially when you walk right into an ambush and everyone scatters to cover. I wouldn't remove any weapons slot- I would find some other way to code it in.

Remember, the object of PR is to take objectives, not kill the enemy. Killing the enemy is necessary, but staying alive is more important.

Scenario- You vs. Enemy squad, within cap zone. You eliminate the enemy squad, but you are down to 2 men. You can no longer cap the flag. Smoke it up, relocate and flank. Enemy squad neutralized with minimal casualties, you remain capping.
2 left and the 4 men with smoke died? bad luck. run.
someone missed with their HAT-kit? bad luck. run.
2 scoped riflemen encounter an insurgent with an ak74 5 meters away? bad luck. spray and pray.
i mean... you can't give us a worst case scenario and complain about it not having what you need.

also, remove the rifleman specialist trip flares and add grenades instead. he'll have smoke too. the smoke of that kit will make the rifleman precious to have in the squad, cause it not only has a grappling hook, but also a lot of smoke for the squad. it would make rifleman specialist even more special ;D
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Remove smoke, add iron sight slot.

Post by Jigsaw »

Colonelcool125 wrote:+1

From what Therims tells me, the average guy rarely carries smoke grenades into battle anyway. It's all about frags and ammo.
Interesting point there, is it actually realistic to have so much smoke?

And yeah Hiber I wasn't saying that its absolutely necessary just illustrating some applicable uses.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Remove smoke, add iron sight slot.

Post by Tirak »

Don't like this, but if it was to be implemented I'd rather see Binos go, like the Germans were going to do.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Remove smoke, add iron sight slot.

Post by Gore »

hiberNative wrote:or
if you want ironsights, pick rifleman specialist.
if you want scope, pick rifleman.
remove rifleman with iron sighs. you want ammo bag and ironsighs? too bad. i want a pistol with my rpg kit.

Still. Don't remove the smoke for something to get kills with.
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

Re: Remove smoke, add iron sight slot.

Post by Killer2354 »

+1 great idea! i would like to see this implemented. @Tirak don't think of getting rid of binos. there are alot of situations where it's impossible to tell if a bush is a sniper or soldier at longer range and plus, not EVERYONE uses high settings.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Remove smoke, add iron sight slot.

Post by Tirak »

Killer2354 wrote:+1 great idea! i would like to see this implemented. @Tirak don't think of getting rid of binos. there are alot of situations where it's impossible to tell if a bush is a sniper or soldier at longer range and plus, not EVERYONE uses high settings.
I use the lowest of the low settings. But the arguments for getting rid of smoke are the same for getting rid of binos. Other kits in the squad will have them.
-CJ-
Posts: 207
Joined: 2007-09-22 19:18

Re: Remove smoke, add iron sight slot.

Post by -CJ- »

re-suggestion. Anyway, Smoke nade cannot be removed
Sorry for my english :o ops:

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