[HUD] Limited kits on spawn menu

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cfschris
Posts: 464
Joined: 2008-01-21 22:21

Re: [Hud] Limited kits on spawn menu

Post by cfschris »

Forgive me for going offtopic, but headshots do not instakill anymore?!?! This is news to me, and more important than any class changes/new weapons. Screw the new kits, fix this!!!

Seriously, that's just ridiculous. This is project reality, I expect that when I put a bullet through someones brain, they're out for the count. Aka, good n' dead.
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Alex6714
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Re: [Hud] Limited kits on spawn menu

Post by Alex6714 »

AnRK wrote:No DEV has chimed in about it but I'm sure they're aware of the potential for that kinda abuse. I imagine these limitations will be based on squad/team sizes aswell not just having 1 medic/mg per squad, I doubt you can get 9 MGs a side when you have 22 people in a server for example.
Yeah but I mean if one medic kit is always available per squad, and people are so obsessed with fireteams then there would be more 3 man squads, because with mumble it would be more effective to slip up squads to get that extra medic kit and rallypoint.


But I was more talking about people not going off in their own world with their own squad, rather keeping together and getting help from another squad, instead of just splitting into 2 fireteams to assault themselves.
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Drav
Retired PR Developer
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Re: [Hud] Limited kits on spawn menu

Post by Drav »

Heheh I always find these threads hilarious. On one hand you have people raging, bring back headshots, on the other hand we have people screaming, more medics!!

I think this will be a good change that solves both problems. If you dont want to die, dont get shot. 0.85 allowed people to get shot far to much and get away with it. In 0.86, if you are shot and bleeding you are a big burden on your squad, and possibly in deep trouble. As it should be.

In previous versions we'd be lucky if a squad had a medic at all. I think the one per squad limit is fair.
Rudd
Retired PR Developer
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Re: [Hud] Limited kits on spawn menu

Post by Rudd »

Maybe I'll be running a medevac squad from now on! :D lololo, the possibilities are endless
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[MPN]Slouch2
Posts: 139
Joined: 2009-04-15 06:03

Re: [Hud] Limited kits on spawn menu

Post by [MPN]Slouch2 »

[R-DEV]Drav wrote:Heheh I always find these threads hilarious. On one hand you have people raging, bring back headshots, on the other hand we have people screaming, more medics!!

I think this will be a good change that solves both problems. If you dont want to die, dont get shot. 0.85 allowed people to get shot far to much and get away with it. In 0.86, if you are shot and bleeding you are a big burden on your squad, and possibly in deep trouble. As it should be.

In previous versions we'd be lucky if a squad had a medic at all. I think the one per squad limit is fair.
+1. It is more realistic after all, having one medic per squad and this is Project Reality...

Hell, most of the time you would be lucky to have 2 medics in a platoon!
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Hud] Limited kits on spawn menu

Post by M.Warren »

[R-DEV]Drav wrote:Heheh I always find these threads hilarious. On one hand you have people raging, bring back headshots, on the other hand we have people screaming, more medics!!
Medics will always be based pretty much on a players skill and mindset. Tools that are available to Medics such as Epipens and Smoke Grenades that have had their quantity's increased, only further augment it's use to an acceptable level.

My main concern remains on the use of the SAW in this new patch. I personally don't mind SAW's being available as they are in the upcoming update. However what does bring me concern is how SAW's have always operated.

<Note: If you wish to read the original post that elaborates further upon the topic of SAW's (Squad Automatic Weapons). Click here.>

I still feel SAW's should have 1.5 - 2.5 times the suppression diameter/radius as a normal assault rifle. This will aid a player who is forced into a prone and stationary position in such a way that he can still manage to keep the enemy players heads down. Thus, the player can rely on the suppression effect to keep his enemies at bay, without becoming a lead magnet himself. Adding a Elcan scope is nice, but it doesn't solve all the problems a SAW gunner faces.

I personally think SAW's, Mounted MG's and COAXIAL machine guns should all have a suppression effect diameter/radius far greater than an average Assault Rifle. This would set a completely new bracket of abilities for weapons designed with volume of fire and suppression in mind.

Although SAW's at this time can be used to a great extent in certain situations. They don't really strike fear into the enemy or truly provide the kind of effect they should theoretically have on a battlefield. SAW's need a buff in the functionality department; not so much in the accuracy department in my opinion.
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Oldirti
Posts: 310
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Re: [Hud] Limited kits on spawn menu

Post by Oldirti »

I agree completly with M.Warren on the Suppression effects.

On medics, here's my two cents:

-1 medic is fine, it will make the game alot harder, and make people more cautious.
-Make headshots instakill for the sake of realism, and because stealth suffers if when you kill someone he might just come up behind you
-No Mo RP's. (make sure there is more Transport though.)
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Rudd
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Re: [Hud] Limited kits on spawn menu

Post by Rudd »

(make sure there is more Transport though.)
gotta avoid the muttrah syndrome though!

the USMC on that map have enough transport for a team twice their size, and more than a squads worth of men will be flying if all the choppers are utilised.

Less choppers, slightly reduced spawn times would be more effective.
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[NPK]ShieldBreaker
Posts: 90
Joined: 2007-09-07 18:17

Re: [Hud] Limited kits on spawn menu

Post by [NPK]ShieldBreaker »

First I was like
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Then I was like
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But when I have thought about it a little bit, this is really great! The medic becomes more important and appreciated :-) And for the other kits, it's a huge improvement. Always being able to have a lmg is awesome. Love the new Elcan-optics-sight-thingy on the SAW.

Awesome that one can choose ironsights for SL.

You are doing an excellent job folks!
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Rangu
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Re: [Hud] Limited kits on spawn menu

Post by Rangu »

hehe, way to go shield.
new Elcan-optics-sight-thingy on the SAW
Is pretty f'n ninja.
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
Mercenario(peru)
Posts: 100
Joined: 2009-04-15 23:36

Re: [Hud] Limited kits on spawn menu

Post by Mercenario(peru) »

Very good news, only one medic in a squad really makes the difference. The SL kit with Iron sight, its good for close combat, good idea. The machine gun like a regular kit , I love it
SinisterKill69
Posts: 15
Joined: 2009-02-25 20:06

Re: [Hud] Limited kits on spawn menu

Post by SinisterKill69 »

The medic thing is going to suck. There are certian squads where I would have all my squad members come in as a medic like in TOW squads on Qwai River. But, all in all, awsome changes, I can't wait for the iron sight squad leader kit. I hate using scopes.
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LeChuckle
Posts: 664
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Re: [Hud] Limited kits on spawn menu

Post by LeChuckle »

Rangu wrote:hehe, way to go shield.


Is pretty f'n ninja.
ninjas dont use scopes
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Re: [Hud] Limited kits on spawn menu

Post by 00SoldierofFortune00 »

Snazz wrote:That's exactly the same thing just worded differently.
No it isn't. With 2 medics, things went much more smoothly and the medics were able to get back the squad and themselves into the fight much quicker. I am just implying that with 1 medic now, he will spend almost 100% of his time either reviving or healing, turning people off from playing medic even more.

Because I don't find the medical role a burden, I think it's very beneficial teamwork element.
I don't mean a burden to a team, but a burden to the player. You may not have a problem with it, but a lot of people don't like going medic or find it appealing compared to some of the other classes.
TBH I don't personally care about whether head shots kill instantly or critically wound, either way the guys not shooting back anymore. Sure a medic can just revive him as it is, but that's why you try and kill the medic (more viable now that there's only 1 per squad).
The enemy medics were ALWAYS easy to kill. If you had a problem killing 2 medics who had no weapons out squatting down, then I don't know what to say. Since headshots don't kill, I can gurantee you that 3-5 guys will be yelling every second for that one medic to come revive them and then heal them. Maybe you like that, but I am sure a lot of players will not.

DNAz5646 wrote:what do you mean for a medic its healing first fighting second if one medic limit will make it that then thats PERFECT!
Of course it is, I didn't say it wasn't, but you guys are making it like the medic shouldn't be able to fight at all. Yea, tell someone in your squad that they shouldn't fight and see how well that goes.
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Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: [Hud] Limited kits on spawn menu

Post by Skodz »

SinisterKill69 wrote:The medic thing is going to suck. There are certian squads where I would have all my squad members come in as a medic like in TOW squads on Qwai River. But, all in all, awsome changes, I can't wait for the iron sight squad leader kit. I hate using scopes.
lol thats exactly the reason why they are doing this.
Spec
Retired PR Developer
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Re: [Hud] Limited kits on spawn menu

Post by Spec »

Afaik, the dev's wanted to make it so that dying twice within a minute makes you unrevivable. Less work for the medic if the squad's really getting wasted. Never more than 5 patients a minute, and that only during a huge fight.
sheggalism
Posts: 76
Joined: 2008-12-14 18:43

Re: [Hud] Limited kits on spawn menu

Post by sheggalism »

Glad to see the dev team is never short of good ideas, ideas to make PR evolve :grin:

Automatic Rifleman with Optics ? People will be more likely to play that kit for sure !

Is there a standard scope issued and attached to the PKM in the Russian Army ??? Isn't this weapon more like a "regiment asset" than a "squad asset" ? I mean, a Minimi and a PKM don't have the same role, doctrine wise ? I'm confused...if someone can enlighten me.
Threedroogs
Posts: 404
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Re: [Hud] Limited kits on spawn menu

Post by Threedroogs »

people are acting like a squad with one medic is too hard or too burdensome for the medic. this is NOT the case (as long as you have a good squad that stays together). i have been using one medic squads forever and it's VERY effective. in fact, it's MUCH more effective than having multiple medics. i think everyone that's been relying on two medics for the squad will be surprised at how unnecessary two medics are (after we get to play the new version a bit, of course).
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icemannor
Posts: 52
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Re: [Hud] Limited kits on spawn menu

Post by icemannor »

[R-DEV]Jaymz wrote:Just so everyone is aware, that's an ELCAN on the M249. It's the only MG optic that will be ready for 0.86 but they are planned for almost every faction (we'll change it to a SUSAT for the Brits in time).
what are you guys gonna do whit the mec isn't that a V BF2 ?
Mary.au
Posts: 131
Joined: 2009-02-05 23:30

Re: [Hud] Limited kits on spawn menu

Post by Mary.au »

icemannor wrote:what are you guys gonna do whit the mec isn't that a V BF2 ?
Say what?
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