[HUD] Limited kits on spawn menu

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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: [Hud] Limited kits on spawn menu

Post by ReadMenace »

7 spawnable kits = 7 spawnable player model/skin variations = Jazz in my pants!

-REad
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: [Hud] Limited kits on spawn menu

Post by single.shot (nor) »

Jazz, as in music?!

well, anyhow, i also think it should be organized as this:

Officer (Optics) - Limited
Officer (Ironsights) - Limited
Rifleman (Optics)
Rifleman (Ironsights)
Rifleman Specialist
Automatic Rifleman - Limited
Combat Medic - Limited
originally posted by M.warren
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
Mary.au
Posts: 131
Joined: 2009-02-05 23:30

Re: [Hud] Limited kits on spawn menu

Post by Mary.au »

elite! cant wait for said patch!!
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: [Hud] Limited kits on spawn menu

Post by HeXeY »

Excellent.
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fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: [Hud] Limited kits on spawn menu

Post by fubar++ »

1. Good to see medic limited 1 for squad. It's definitely more realistic as usually there isn't a single medic in a squad level (don't know about every faction, anyone got better info about US and Brits for instance?), but in-game you can't transport critically wounded so it's good compromise. You could still give an extra bandage for everyone, because being the only medic in the squad can quite stressful sometimes.

2. There could be both scoped and iron sight version of AR. To clear up the spawn menu a little bit Officer, Rifleman and AR could have same kind of option as it is with Vanilla global unlocks, that small switch in upper right corner.
Sancha_RUS
Posts: 5
Joined: 2008-08-17 05:56

Re: [Hud] Limited kits on spawn menu

Post by Sancha_RUS »

GreedoNeverShot wrote: Instead of changing the medic, make headshots kill again. Don't limit one medic per squad.
i agree with him
fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: [Hud] Limited kits on spawn menu

Post by fubar++ »

Also, forgot to mention, and this is slightly OT, but you could introduce some kind protection for medics (according to Geneva Convention), like getting negative score and a warning message if you kill a medic. You could still kill a medic, as it had happen a lot IRL and even have sometimes been unofficially encouraged, but you would get an "official" punishment for so doing, to compensate medics being limited.
Bigsmoke101
Posts: 6
Joined: 2008-03-11 21:13

Re: [Hud] Limited kits on spawn menu

Post by Bigsmoke101 »

i think the 1 medic per squad is a perfect change. until outright kills are brought back in game there is no need for more medics why do i say this ? i've killed enemy squads multiple times because they've had more then 1 medic in there squad and that to me is a tad vanillaish and lame.
http://www.bigdgaming.net
-=TB=- Sturmjaeger
Posts: 52
Joined: 2008-08-06 07:55

Re: [Hud] Limited kits on spawn menu

Post by -=TB=- Sturmjaeger »

You should also be frequently checking your map interface if squads nearby need revival or medical assistance as well.
On public no one would do that. They just heal/revie their squad mates and that´s it! Cause they dont know what real teamwork is.

Now all say "Oh my god, awesome! Finally 1 medic per sqaud!" And after 1 or 2 months of playing most of them wine "Give us 2 medics back!"

My position is and will be for the future: a limit of 2 medics is a must! :!:
-=TB=- Sturmjaeger
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Re: [Hud] Limited kits on spawn menu

Post by -=TB=- Sturmjaeger »

EDIT:

You all can call me bulllish or like we germans say "ein Sturkopf". Than just look at my location. That`s what we "Badner" all are! 8-)
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: [Hud] Limited kits on spawn menu

Post by AnRK »

Nice to seethe MG up there as a limited kit as last, good to see medics been limited too.

How come you guys moved the officer kits to the bottom of the menu though? That's gonna cause a bit of a pain in the arse for people who are used to it being at the top, not that it's not obvious it's moved just people are gonna end up going in as rifleman specialists due to false of habit.
hall0
Posts: 1700
Joined: 2007-06-09 17:20

Re: [Hud] Limited kits on spawn menu

Post by hall0 »

Well I will miss my 2 medics in a squad. But I agree a squad complette out of medics is ridiculous.

But.
You get killed so many squads multiple times because headshots dont kill anymore not just because there are so many medics arround. One medic couldn´t handle the job alone effective because instead of dying the squad could be allways brought pack.
If the total kill headshot would brought back the medics will not have to do so much work and the number will be decreased naturally.
=WFL= Sgt Bilko
Posts: 96
Joined: 2007-05-05 15:44

Re: [Hud] Limited kits on spawn menu

Post by =WFL= Sgt Bilko »

Does this mean that Medic kit will be requestable from support crate, like the officer kit?

Also the medic side is only half of the problem, pls add headshot kills again!
The main reason that interest in running medics went skyhigh (from being one of the most neglected ones), is that all soldiers downed by light weapons are revivable for quit some time.
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-=TB=- Sturmjaeger
Posts: 52
Joined: 2008-08-06 07:55

Re: [Hud] Limited kits on spawn menu

Post by -=TB=- Sturmjaeger »

But I agree a squad complette out of medics is ridiculous.
Why all takling about a squad full of medics? Just increase the limit to 2.
luckyhendrix
Posts: 23
Joined: 2009-01-24 18:21

Re: [Hud] Limited kits on spawn menu

Post by luckyhendrix »

no, one medic is perfect. If the medic is good he should never put himself in danger and it would force squad to fallback when there's too many wounded rather than asking the medic to heal 5 people at the same moment what he can't do and shouldn't do.
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Hud] Limited kits on spawn menu

Post by Priby »

Im not quite sure about the AR but you guys surely thought it trough.
Overall a nice change, especially the medic limit.
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Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Re: [Hud] Limited kits on spawn menu

Post by Rico »

Just wondering why the use of the unlock system hasn't been used to choose between the scoped/unscoped variants? It would free up kit selection slots potentially for other kits (Grenadier) and look tidier too. I think EoD did something similiar?
Last edited by Rico on 2009-04-29 12:54, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
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Re: [Hud] Limited kits on spawn menu

Post by Rudd »

Rico wrote:Just wondering why the use of the unlock system hasn't been used to choose between the scoped/unscoped variants? It would free up kit selection slots potentially for other kits (Grenadier) and look tidier too. I think EoD did something similiar?
Indeed, the subject has been brought up multiple times.

I suspect something to do with the t rose request system being incompatible or something?
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dbzao
Retired PR Developer
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Re: [Hud] Limited kits on spawn menu

Post by dbzao »

We didn't have time to work on the unlock system. We will try for the next version.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Rico
Retired PR Developer
Posts: 1345
Joined: 2004-08-06 16:28

Re: [Hud] Limited kits on spawn menu

Post by Rico »

One concern about the SAW spawnable kit that just sprang to mind. Take an insurgency map for example, say the SAW gunner is killed and the enemy steals his kit (as seen ALL the time with any kit). Now, this squad member who just died would normally have to spawn on the RP, now no longer equipped with this powerful weapon. However, now he can spawn straight back into the fight with his trusty SAW again, again potentially to be stolen once more.

I foresee a Taliban team equpped with many 4x scoped SAW's because its no longer limited and too plentiful, possibly tipping the balance. The argument against of course is players should be more careful, not spawn in if too dangerous yada yada. Players are hardcoded and do stupid things.

I'm not saying I don't like the change, in fact I really like the fact that a squad can always have a SAW gunner. Just thought I'd point out a potential game play change that could tip the balance slightly.
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