[HUD] Limited kits on spawn menu

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Mary.au
Posts: 131
Joined: 2009-02-05 23:30

Re: [Hud] Limited kits on spawn menu

Post by Mary.au »

'paratrooper[BG wrote:;1009553']vanilla vanilla vanilla remove automatic from spawn menu
You make no sense sir.

If you are referring to vanilla as in having unlimited kits, then are a wrong, hence the "restricted" next to the kit name.

If you are referring to simply having that kit on the kit selection screen, I don't think that's a big deal at all.
Viki
Posts: 196
Joined: 2008-08-29 14:35

Re: [Hud] Limited kits on spawn menu

Post by Viki »

Just of pure curiosity:

1) When a round starts, can everyone from the squad select a 'Limited'-kit? Let's say everyone chooses the AR-kit, what happens when everyone spawns? Who gets it or does everyone get it? Or will there be a message saying "this kit has already been selected by someone else"? :)

2) If one dies with a 'Limited'-kit, and the enemy, someone from your own squad or team picks it up, can you still spawn with it again?

Looking good! Image

All the best,
Viki
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Hud] Limited kits on spawn menu

Post by DankE_SPB »

1) When a round starts, can everyone from the squad select a 'Limited'-kit? Let's say everyone chooses the AR-kit, what happens when everyone spawns? Who gets it or does everyone get it? Or will there be a message saying "this kit has already been selected by someone else"?
i guess same system as with officer, you cant spawn or, if you forgot to choose another one and didnt open spawnmenu, you spawn and die
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
icemannor
Posts: 52
Joined: 2008-01-31 14:13

Re: [Hud] Limited kits on spawn menu

Post by icemannor »

thejollyroger12345 wrote:you know i think PoE has an MG3 model, could go ask politley :P
they don't share there models with PR
LeChuckle
Posts: 664
Joined: 2007-02-09 13:53

Re: [Hud] Limited kits on spawn menu

Post by LeChuckle »

PoE is dead. loot the corpse.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Hud] Limited kits on spawn menu

Post by General_J0k3r »

zomg an unscoped officer kit. my prayers have been answered. srsly, thank you :)
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: [Hud] Limited kits on spawn menu

Post by CAS_117 »

=(DK)=stoffen_tacticalsup wrote:If you need two medics in the squad youre doing something wrong.
Revive = "oops I fail. Can has nother try lol? :D "

No Squad Leader you may not...
Last edited by CAS_117 on 2009-05-01 12:05, edited 1 time in total.
icemannor
Posts: 52
Joined: 2008-01-31 14:13

Re: [Hud] Limited kits on spawn menu

Post by icemannor »

LeChuck wrote:PoE is dead. loot the corpse.
haha !! :twisted:
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: [Hud] Limited kits on spawn menu

Post by SocketMan »

LeChuck wrote:PoE is dead. loot the corpse.

Necromaniacs everywhere rejoice!

My main "concern" are the civilian casualties on the Insurgency maps,could possibly
get mowed down along side the actual insurgents.The innocent always suffer the most :( :wink:
M.Warren
Posts: 633
Joined: 2007-12-24 13:37

Re: [Hud] Limited kits on spawn menu

Post by M.Warren »

LeChuck wrote:PoE is dead. loot the corpse.
Is it really dead? Well if so, then you can have the rest of the loot. I'll be taking the AAV7, thanks.

Amphibious Assault Vehicle (AAVP7A1) - Picture 1
Amphibious Assault Vehicle (AAVP7A1) - Picture 2
Amphibious Assault Vehicle (AAVP7A1) - Picture 3
Take the Blue Pill or take the Red Pill?

Image
-=TB=- Sturmjaeger
Posts: 52
Joined: 2008-08-06 07:55

Re: [Hud] Limited kits on spawn menu

Post by -=TB=- Sturmjaeger »

PoE 2 is dead. But they continue work on PoE 1 based on the BF Vietnam Engine!
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Hud] Limited kits on spawn menu

Post by sakils2 »

Now, I'm going to spawn only with the AR kit... Good job, as always!
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Hud] Limited kits on spawn menu

Post by CodeRedFox »

sakils2 wrote:Now, I'm going to spawn only with the AR kit... Good job, as always!
Good job team player :mrgreen:
Last edited by CodeRedFox on 2009-05-01 22:31, edited 1 time in total.
Image
"apcs, like dogs can't look up" - Dr2B Rudd
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Hud] Limited kits on spawn menu

Post by sakils2 »

[R-DEV]CodeRedFox wrote:Good job team player :mrgreen:
Damn it, you got me! :(
TempesT
Posts: 152
Joined: 2009-04-11 05:08

Re: [Hud] Limited kits on spawn menu

Post by TempesT »

I don't know about having 1 medic kit per squad. There is an enormous work load for medics in squads if they are the only one, and most of the best squad leaders ask for 2 medics at least.
Also the fact that people might "take" the medic kit from your squad. I know it sounds kind of silly, but the medic is the best ramboer, considering you can take many hits if you keep patching yourself up.
It's not a gamebreaker, but I think there should at least be 2 medics per squad.
Skodz
Posts: 791
Joined: 2007-05-26 06:31

Re: [Hud] Limited kits on spawn menu

Post by Skodz »

It looks like a lot of people was/are over exploiting this kit... Having only 1 medic/squad will be very nice :)
\/\/007-1337
Posts: 4
Joined: 2009-04-16 00:04

Re: [Hud] Limited kits on spawn menu

Post by \/\/007-1337 »

brown toung'

How many more changes are going to be made to this mod ?
its the bugs that need addressing not different things added weapons changed just to create more bugs
work on fixing the
1 ctd
2 general crashes
3 sqaud bug thats plauged since early PR
4 insurgent cell leaders dying of fire too easy
5 braking your ankles of slinding down a 3 foot hill
6 getting stuck in scenery and having to suicide cos u can't move
7 server lists not updating
8 assets killing teammates when placed
9 placed assets being able to be hidden inside so you cant be shot, or seen
10 so called weapons deviation' yet guys can still kill you whilst running and shooting yet ur lay prone

i could go on the list is endless glitching inside walls vehicle bugs weapons bugs nades not exploding
etc etc TRY FIXING THESE BEFORE LOADING A WHOLE NEW BUNCH OFF BUGS INTO THE GAME

your going to slowly kill the game off whith this never ending constant modding stuff
i see ppl play it every day and ppl still cant get to grips with how PR works some can some cant,
but the one thing i hear in all the sqauds i leed is abouts bugs dying off simple things like jumping a wall
or barbed wire or cumbersum graphics changes that take the soldier 10 seconds to actually re **** his rifle every time he holds it or changes it from another utility.

Im so tired of this mod i gave up playing it last year after 2 yrs of playing it i thought id give it another go but its got worse since 0.7 so much so now that some of the bugs make ppl simply quit out of game and turn off there pc it happens all the time pple leaving servers because of the bull***t

ahh what the heck............

Edit: User was warned for "attitude problem"... 3 strikes and your out :roll:
Last edited by Saobh on 2009-05-02 11:10, edited 1 time in total.
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: [Hud] Limited kits on spawn menu

Post by Maxfragg »

lol, could you please have a short guess what the news and what the bugs forum is used for?
okay, both are not meant for crying around
USA-Forever932
Posts: 113
Joined: 2009-02-03 21:23

Re: [Hud] Limited kits on spawn menu

Post by USA-Forever932 »

I really have to disagree with the 1 medic per squad thing. A prime example of why having two medics is useful was found in a game of Jabal I had yesterday.

I led a USMC infantry squad comprised of the following
  • -------------------------Cover Team--------------------------------
    [1]Officer
    [1]Automatic Rifleman
    [1]Medic
    -------------------------Assault Team--------------------------------
    [2]Roflman
    [2]Roflman
    [2]Medic
We were mechanized with a group of PRCata guys who operated an LAV-25 for us. They drove us across the bridge and in range to dam for an attack. The enemy however, was well prepared with machine gun nests and a firebase. The APC, drove onto the dam and opened up on the enemy while supporting my assault fireteam (All of the people with 2s by their names). Meanwhile, myself, the automatic and the medic provided more flanking suppressive fire our side of the dam. I used my GLTD and attack markers to mark out targets for the automatic who had poor vision due to his irons. Sadly though, the automatic took a round through the chest delivered by a marksman who I shot quickly after. Luckily for us, we had a medic on standby who was also assisting in suppressing fire. He quickly got the automatic back on task and firing at the enemy. Needless to say, in the thick of the enemy forces, the assault team also took casualties. But because they were supported by the APC and suppressive team, the medic had the cover he needed to deal with any casualties. Just imagine for a second, that we did NOT have that medic. What would the situation have been like, do we have a medic running back and fourth to heal the automatic rifleman and the now four man assault team? This seems incredibly inefficient. A medic works well as a close range defender who can cover backsides and assist in attacks.

This may seem like a one time thing but it has happened again on Operation Ghost Train. This time in a different fashion. Again, leading an infantry squad for the British army with the same setup as the last time, my squad defeated the enemy by dividing up into two "Buddy teams" of three. Our task was to break the stalemate by using a small rope bridge to cross the river and take the Chinese held side of the bridge. The rope bridge looked dangerous, a squad that had been sent over before which was now defending, had just been lost. I setup my cover team with a good sight range of the far side of the bridge. It was now time for the assault team to cross. With the riflemen in front and the medic in back. The assault team crossed without any trouble, I ordered them towards the edge of the map to avoid any Chinese forces and they began to move north, still in our sight range but away from bridgehead. That was the easy part, one of the rifles quickly called in contact, and I ordered him to open fire. The tracer fire revealed the position of the Chinese to the cover team and the automatic rifleman, coupled with my GLTD, quickly took advantage of the situation. We killed several Chinese soldiers before being spotted. The enemy obviously had a rally nearby as no matter how many times we would kill them, they just got back up! Also, due to the density of the enemy, we were obviously dealing with more than one squad.

After making a large sum of kills, our automatic took a well-placed round which put him into blackscreen. He was totally unable to fire and required a medic. I now took the charge of suppression while the medic did his job. Unfortunately, our assault team had taken losses as well! Now it was up to their medic, covered by our automatic rifleman, to revive his team. The Chinese tried to take advantage of our casualties by making a push towards the bridge. The cover team took withering amounts of fire and had to pull back a few meters in order to get a better position. However, the cover team used this chance to strike back! They quickly regrouped and scoured through the area and located the Chineese rally points. Upon their destruction, the cover team made their way back to the bridge and shattered the remaining Chinese troops in a powerful pincer movement. The only thing that our squad was short on was ammo and epipens. We realized that the Chinese would regroup soon so, short on ammunition, we made our way across the bridge to attempt to break the stalemate. Proud that single handedly, through determination, tactics and teamwork, we had singlehandedly halted the advance of two Chinese squads.

These kinds of fire teams may seem difficult to organize, but they really aren't. I've jumped into pub games and have organized these teams. They allow squads to flank by them selves and more successfully spread out to cover more ground. Handcuffing squads to only one medic forces not only single squads to stay together, but multiple squads to bunch together around the two medics. IMHO, the difference between having one and two medics is like night and day. Having one medic slows you down and prevents you from moving fast and bringing shock. Having two allows one medic to function as a doctor, and another to focus on a slightly more combative role, still hanging in the back but acting as an extra gun as well as a bag when the time comes.

If this was TL;DR, I'm just asking for two medics per squad.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: [Hud] Limited kits on spawn menu

Post by nick20404 »

\/\/007-1337 wrote:brown toung'

How many more changes are going to be made to this mod ?
its the bugs that need addressing not different things added weapons changed just to create more bugs
work on fixing the
1 ctd
2 general crashes
3 sqaud bug thats plauged since early PR
4 insurgent cell leaders dying of fire too easy
5 braking your ankles of slinding down a 3 foot hill
6 getting stuck in scenery and having to suicide cos u can't move
7 server lists not updating
8 assets killing teammates when placed
9 placed assets being able to be hidden inside so you cant be shot, or seen
10 so called weapons deviation' yet guys can still kill you whilst running and shooting yet ur lay prone

i could go on the list is endless glitching inside walls vehicle bugs weapons bugs nades not exploding
etc etc TRY FIXING THESE BEFORE LOADING A WHOLE NEW BUNCH OFF BUGS INTO THE GAME

your going to slowly kill the game off whith this never ending constant modding stuff
i see ppl play it every day and ppl still cant get to grips with how PR works some can some cant,
but the one thing i hear in all the sqauds i leed is abouts bugs dying off simple things like jumping a wall
or barbed wire or cumbersum graphics changes that take the soldier 10 seconds to actually re **** his rifle every time he holds it or changes it from another utility.

Im so tired of this mod i gave up playing it last year after 2 yrs of playing it i thought id give it another go but its got worse since 0.7 so much so now that some of the bugs make ppl simply quit out of game and turn off there pc it happens all the time pple leaving servers because of the bull***t

ahh what the heck............
Most of those bugs are VBF2 bugs and the devs can't do anything to fix them only EA/Dice can. The PR devs can only do so much to the engine. If you quit PR a year ago why are you still here posting how bad it is. In your first thread you said you were not coming back anymore but here you are trying to say the mod needs fixing but its fine. If you want those Vbf2 bugs fixed than go tell EA/Dice about it but you should change your tone.

If you don't know how the weapon deviation works than play in the training servers more often there are plenty of people who play all the time and know how to shoot properly you can't just jump on the game and expect to be the best.
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