[HUD] Limited kits on spawn menu

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Warpig-
Posts: 1610
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Re: [Hud] Limited kits on spawn menu

Post by Warpig- »

[R-COM]Cpl.Small wrote:Also on maps like Ghost Train with long jungle grass, try using optics lying down and see how far you can see, go on, try it :)
Amen. The number of times I've gotten kills in that bloody grass using iron's, they're worth their weight in gold
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Loller
Posts: 64
Joined: 2009-03-16 09:11

Re: [Hud] Limited kits on spawn menu

Post by Loller »

hey loving the new spawn menu selections however one issue:
If theres one medic per squad, then if someone selects medic and leaves the squad what happens, squads are gona be left with no medics arent they? and someones ran off with that squads medic kit, unless theres a plan to credit the squad a medic kit back once their medic leaves?
Masterbake
Posts: 363
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Re: [Hud] Limited kits on spawn menu

Post by Masterbake »

Loller wrote:hey loving the new spawn menu selections however one issue:
If theres one medic per squad, then if someone selects medic and leaves the squad what happens, squads are gona be left with no medics arent they? and someones ran off with that squads medic kit, unless theres a plan to credit the squad a medic kit back once their medic leaves?
We shall have to rely on the maturity of the PR community.

One issue I can see is that squads in matches and the like may be reduced to 4, maybe even 3 people, so they're simply:

Officer
LMG
Medic
Rifleman (maybe)

I think the LMG should only be available to squads with at least 5 people in.
Otherwise there may just be mad spraying on every map with the LMGs just killing everyone.


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SkaterCrush
Posts: 1173
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Re: [Hud] Limited kits on spawn menu

Post by SkaterCrush »

Also I usually like the have 2 medics in case one goes down, it DOES make it more realistic. As for the LMG....I just jizzed my pants. Great job, but I too am worried about it not being used for suppresion etc. and more as a killing machine. Look at Operation Archer for example. An LMG gunner could rule the whole city from the castle if he has a spotter, and with the crazy deployed accuracy he'll be able to take guys out as far as he can see.
Pvt.King
Posts: 24
Joined: 2007-06-23 03:41

Re: [Hud] Limited kits on spawn menu

Post by Pvt.King »

SkaterCrush wrote:Look at Operation Archer for example. An LMG gunner could rule the whole city from the castle if he has a spotter, and with the crazy deployed accuracy he'll be able to take guys out as far as he can see.
I think it's pretty realistic thought :|
Royal_marine_machine
Posts: 183
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Re: [Hud] Limited kits on spawn menu

Post by Royal_marine_machine »

tbh, tactically 2 Medics is a waste, one decent medic shouldn't go down, medics do not fight, they hide :D

So i think 1 medic per squad is gurd.

Also, LMGs should be limited because IRL they are expensive so most armies can't afford many :D
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MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: [Hud] Limited kits on spawn menu

Post by MCI »

Masterbake wrote:We shall have to rely on the maturity of the PR community.
Well that's just great, just great... Good luck with that.
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Nagard
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Re: [Hud] Limited kits on spawn menu

Post by Nagard »

SkaterCrush wrote:Also I usually like the have 2 medics in case one goes down, it DOES make it more realistic.
I think this has been mentioned several times before: How much medics are assigned to a squad in real life? (Before you answer: This is a rethorical question!) And if your medic gets hit IRL you ARE screwed. That's the way it goes.

A little tip: Tell your medic to stay OUT of danger and IN cover. Should help to keep him alive.
Threedroogs
Posts: 404
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Re: [Hud] Limited kits on spawn menu

Post by Threedroogs »

Loller wrote:hey loving the new spawn menu selections however one issue:
If theres one medic per squad, then if someone selects medic and leaves the squad what happens, squads are gona be left with no medics arent they? and someones ran off with that squads medic kit, unless theres a plan to credit the squad a medic kit back once their medic leaves?
if i see someone try to steal the medic kit in my squad he will get hit by about 200 bullets into his back. if i get random guys in my squad stealing (or taking the kit when i've had someone else playing a good medic the entire round who is waiting to respawn), i will deal with it one way or the other. most people act in a mature manner and do what the SL wants...the others will be shot.
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Loller
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Re: [Hud] Limited kits on spawn menu

Post by Loller »

Masterbake wrote:We shall have to rely on the maturity of the PR community.
As optimistic as some of us are im just not confident in the PR community noobs to abuse this , the majority of players in PR are willing to work as a team however i just see them getting impatient and fighting the battle and then the squad bleeds to death while the medics imaptience has cost the squad their ability to operate. PR will have to rely much more on SL discretion and admins i guess
daranz
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Re: [Hud] Limited kits on spawn menu

Post by daranz »

Sounds like I'm gonna have to get used to the idea of playing kits other than medic. D:
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ChiefRyza
Posts: 620
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Re: [Hud] Limited kits on spawn menu

Post by ChiefRyza »

This system is highly open to abuse now that I think about it. People could just make 3 man squads and 1/3 of the team would be LMG's. That would be stupid....

It should be limited to a squad with at least 5 people, no exceptions.


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Warpig-
Posts: 1610
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Re: [Hud] Limited kits on spawn menu

Post by Warpig- »

You can already do that now though
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Su34
Posts: 97
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Re: [Hud] Limited kits on spawn menu

Post by Su34 »

No, because as far as I know, the Automatic Rifleman-Kit is limitied to a certain number for in one team.
In 0.86 you can have on Automatic Rifleman/squad, no matter how many Kits are already in use, as long as you have 3 guys in your squad.

So, I like the idea of limitting the kit to 5/6 man squads.
Masterbake
Posts: 363
Joined: 2009-03-13 16:34

Re: [Hud] Limited kits on spawn menu

Post by Masterbake »

Masterbake wrote:One issue I can see is that squads in matches and the like may be reduced to 4, maybe even 3 people, so they're simply:

Officer
LMG
Medic
Rifleman (maybe)

I think the LMG should only be available to squads with at least 5 people in.
Otherwise there may just be mad spraying on every map with the LMGs just killing everyone.
ChiefRyza wrote:This system is highly open to abuse now that I think about it. People could just make 3 man squads and 1/3 of the team would be LMG's. That would be stupid....

It should be limited to a squad with at least 5 people, no exceptions.
Echo...


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sickly
Posts: 96
Joined: 2009-01-29 20:06

Re: [Hud] Limited kits on spawn menu

Post by sickly »

Loller wrote:As optimistic as some of us are im just not confident in the PR community noobs to abuse this , the majority of players in PR are willing to work as a team however i just see them getting impatient and fighting the battle and then the squad bleeds to death while the medics imaptience has cost the squad their ability to operate. PR will have to rely much more on SL discretion and admins i guess
This is a good point; noob kit-whores will force SLs to be stricter (e.g. kicking squadmates that don't do their jobs).

Three problems: 1) squads with irresponsible SLs will suffer, 2) I can see overly-strict SLs kicking people for accidentally getting fragged (we all have our moments), and 3) the increased responsibility placed on the shoulders of player with the medic kit in particular may scare people away, so you may end up with no medics at all.

Generally speaking though, limiting these two kits this seems both realistic and balances gameplay.

In RL, medics are few in number in that they require higher-level medical training and as said before, LMGs are pricey--they are also slow to handle so not as versatile as assault rifles).

And tactical gameplay suffers when half the guys on a squad are medics and just revive each other, albeit not as quickly as vanilla---thank God (how many times did I just keep fragging the same guy with his little noob medic buddy sprinting out and instantly reviving him to full health!). Or in the case of LMGs, I remember armies of them in vanilla because people could be sure of a kill at closer ranges....after diving to prone of course. :roll:
Zynk
Posts: 16
Joined: 2008-07-31 15:48

Re: [Hud] Limited kits on spawn menu

Post by Zynk »

hmm...I'm positive someone' already said this somewhere, but what about having one rifleman/officer kit on the spawn menu and having the little arrows toggle between ironsights/optics? :neutral:

(my guess is, you would have done that already in an earlier release, but it causes glitches somewhere within spawning...)
Expendable Grunt
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Re: [Hud] Limited kits on spawn menu

Post by Expendable Grunt »

SL + Medic + LMG = squad lacking in sustainable firepower, eyes, staying power, and mobile fire power. LMG can't deploy in the open because he'll get shot, and if the medic runs to get him they'll both be shot, meaning the LMG is now dead. If the unit's on the move, they'll not be able to cover their advance well, or quickly. In CQC, they only have 2 effective members, as the moving spray is horrendous, and you are a frag magnet.

M.
McBumLuv
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Re: [Hud] Limited kits on spawn menu

Post by McBumLuv »

Exactly. People arguing that there'll be some sort of spam are simply being ridiculous, because it's all about context. If you're trying to be a support team, then yes, it's possible to have a 3 man squad with an LMG. But then it's always been possible for that, and you're still limited to one sort of thing, and if you're flanked, you're F*cked.
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sickly
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Re: [Hud] Limited kits on spawn menu

Post by sickly »

Zynk wrote:hmm...I'm positive someone' already said this somewhere, but what about having one rifleman/officer kit on the spawn menu and having the little arrows toggle between ironsights/optics? :neutral:

(my guess is, you would have done that already in an earlier release, but it causes glitches somewhere within spawning...)
Yeah that's something I really wanted to see in a mod (i.e. the ability to switch between variations of a single kit type using BF2's weapon unlock function) but I think I remember reading somewhere that this was very difficult or not possible to implement. It's too bad because that would have made for a simpler kit limiting system.

Expendable Grunt wrote:SL + Medic + LMG = squad lacking in sustainable firepower, eyes, staying power, and mobile fire power. LMG can't deploy in the open because he'll get shot, and if the medic runs to get him they'll both be shot, meaning the LMG is now dead. If the unit's on the move, they'll not be able to cover their advance well, or quickly. In CQC, they only have 2 effective members, as the moving spray is horrendous, and you are a frag magnet.

M.
Aside from the unrealistically high deviation for movement (I'm guessing this is for game balance purposes--too keep LMG from being over-powered), this is pretty much how it works in RL so why would PR any be different?

Btw, LMG is usually not in the open but rather in a hidden position overlooking a choke point or commonly used route (i.e. so he can wait for enemies to enter the area and then mow them down before they can react). This is the point to the 'deployed' option for LMGs--highly stable (i.e. low deviation/recoil) so finding a good spot where you can't be attacked from the side is essential. (Only a fool would be out in the open for a sustained period of time....with any kit type.)
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