Suggestion, to clean up the kit selection menue how about using the unlock cycle function from vanilla to cycle between scoped and unscoped versions of the weapon ?
And while I am at it even if it has been suggested, can we get an unscoped version of the Machinegun ? Though I guess that specific point can be discussed in the already existing thread.
Scope unscoped unlock cycle
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Scope unscoped unlock cycle
This is a resuggestion EoD got it working, and the DEVs have stated they will look in to this, but its not particularly high on their priority list pre-.86, but who knows now.
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: Scope unscoped unlock cycle
Ah well, if they have to bend themselves out of shape to get it working we can easily manage without, though I guess the problem would be having a limited number of slots in the spawn menue.
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Scope unscoped unlock cycle
I actually think it should be pretty high up on their to-do list. Its a real important aspect of the game that should be implemented. I mean how many times have you seen an insurgent running some 20 feet in front on you, you know you can't hit him for shit without scoping and your rifle recoils too much for scope to be handy. This will get rid of the "dead zone" for bluFOR soldiers.
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: Scope unscoped unlock cycle
How would this suggestion make that any better?SkaterCrush wrote:I actually think it should be pretty high up on their to-do list. Its a real important aspect of the game that should be implemented. I mean how many times have you seen an insurgent running some 20 feet in front on you, you know you can't hit him for shit without scoping and your rifle recoils too much for scope to be handy. This will get rid of the "dead zone" for bluFOR soldiers.
I have either misunderstood you or the OP, or you have.
The suggestion is just about cleaning up the menu and collapsing the Officer/Rifleman scoped/unscoped to use on menu slot and the "unlocks" feature (with server setting it so that all unlocks are globally available.) right?



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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Scope unscoped unlock cycle
I was thinking for other kits too...same thing works with the MG, at least with his suggestion you can change it, but at the present you can'tIAJTHOMAS wrote:How would this suggestion make that any better?
I have either misunderstood you or the OP, or you have.
The suggestion is just about cleaning up the menu and collapsing the Officer/Rifleman scoped/unscoped to use on menu slot and the "unlocks" feature (with server setting it so that all unlocks are globally available.) right?



