Real Deployable Machine Gun

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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: Real Deployable Machine Gun

Post by Expendable Grunt »

I'm also concerned that spawning it in a destroyable house would kill said house.

M.
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Real Deployable Machine Gun

Post by ma21212 »

really cool idea. if you ever played BFv thiers something exacly like it (or even in FH 1 )
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Real Deployable Machine Gun

Post by dtacs »

Expendable Grunt wrote:I'm also concerned that spawning it in a destroyable house would kill said house.

M.
How can that happen if it doesn't give off an explosion?

But if an Abrams rolling through one house destroys all the other ones in the village I suppose something like that happening has a high chance....
Red Feniks
Posts: 53
Joined: 2009-06-10 09:58

Re: Real Deployable Machine Gun

Post by Red Feniks »

Oké, I really like this idea,
if the flaws could be overcome, this will definitly be in the game!
I wish I could help you at any point, but i'm not realy captain 1337 concerning coding and stuff

So, keep up the good work! (same for your other proposals!) and patience is a nice virtue :)

Greetings,
Red Feniks
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Real Deployable Machine Gun

Post by PatrickLA_CA »

Nice Idea, BTW the stupidest thing in BF2 and all of it's mods is that the MG's can't be placed on windows!
Napoleon_TR
Posts: 303
Joined: 2008-03-18 13:10

Re: Real Deployable Machine Gun

Post by Napoleon_TR »

I want to see this in 0.9
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Real Deployable Machine Gun

Post by Rudd »

PatrickLA_CA wrote:Nice Idea, BTW the stupidest thing in BF2 and all of it's mods is that the MG's can't be placed on windows!
doesn't matter what stance your in if ur deployed with teh MG.
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Real Deployable Machine Gun

Post by illidur »

new way to suicide. putting ur machine gun on the at mine :)
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Real Deployable Machine Gun

Post by Ccharge »

damn... this is amazing. Hope this makes it into pr sometime. Not only would this stop people from rofl spamming mg fire from a hilltop uber accurate, it would be alot more realistic then the current system. add crosshairs to the deployment throw or what ever u wanna call it, last thing you need is to drop ur mg outside the house your in, in a big fire fight.

Also are you able to make it go around 360 degrees or only a certian amount? the best would be if your players stops as soon as its model hits something rigid that there unable to go through.
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Hitperson
Retired PR Developer
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Re: Real Deployable Machine Gun

Post by Hitperson »

a problem i see is the complete lack of re-loading animations as this is a vehicle.
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McBumLuv
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Joined: 2008-08-31 02:48

Re: Real Deployable Machine Gun

Post by McBumLuv »

[R-DEV]Hitperson wrote:a problem i see is the complete lack of re-loading animations as this is a vehicle.
Really you'd have to make it so that each deployed MG is only composed of one magazine anyways, otherwise you'd also get problems with ammo count if it was a single gun that was continually deployed as new despite "picking up" a used one.

In otherwords, if the gun had all four mags in the vehicle, and you shot off like 3 of them, but then got out and picked it up, you could redeploy it elsewhere with all 4 mags again.

Instead, you could use some python most likely so that you can only actually "pick it up" when it has full ammo in it, otherwise it would disappear on exit to avoid exploitation. That way you'd also have reload animations for each time you used the thing, or rather "deployed" it. you'd also have to make sure that people only have one weapon deployed on the field at a time (like with the field dressings), and that only MG kits can use the vehicle otherwise you'd run the risk of having both the undeployed and deployed MG in play.
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sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: Real Deployable Machine Gun

Post by sniperrocks »

Really good!!!
If only the gun would fall off the ledge of the window once unmanned :P Floating machine guns
^ is that even possible with the bf2 engine?
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: Real Deployable Machine Gun

Post by Zeno »

We should have ATGMs and AGLs with this system! :D

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Russian?
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MK19
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my favourite:

TYPE 87:
The Type 87 is described by NORINCO as "Mini Infantry Artillery". The 35 mm grenade pierces armour up to 80 mm thick and produces fragments to kill or wound personnel within 10 meters of the point of impact.
The launcher is capable of attacking low-flying air targets as well as targets on the ground.

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Rudd
Retired PR Developer
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Re: Real Deployable Machine Gun

Post by Rudd »

I really don't think this would work gameplay wise as a squad weapon.


HOWEVER! Can this somehow be used with firebases? LMG positions rather than HMG positions?
Adriaan
Retired PR Developer
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Re: Real Deployable Machine Gun

Post by Adriaan »

It would work well for man portable mortars i think
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RHYS4190
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Joined: 2007-08-30 10:27

Re: Real Deployable Machine Gun

Post by RHYS4190 »

Dr2B Rudd wrote:I really don't think this would work gameplay wise as a squad weapon.


HOWEVER! Can this somehow be used with firebases? LMG positions rather than HMG positions?
stole my thunder.



I happen to agree, the deployable HMG's are pretty loasy they don't provide good protection, , there rate of fire really let them down.

Iv been thinking for a while that maybe it be a better idea to replace them with a sort of machine gun nest that offers better protection for the user, and put in it a machine gun that has a lower calibre but a higher rate of fire. for a example for the mec a Mg3, with the light bolt assembly and a cycle rate of 1200 rounds a minute. and for blue force/ a M240 with 900 rounds a minte

The best this the 50 does is provide, VERY accurate and devastating fire, but with out a zoom it loses that pin point accuracy, and it not very good for any thing else it only has a rate of fire of 600 rounds a minute so it not very ideal for suppression, Ideally if you don't have any zoom you want a weapon that at least spits out 1000 rounds a minute, just to condensate for you lack of accuracy.
Last edited by RHYS4190 on 2009-12-08 11:14, edited 3 times in total.
Rhino
Retired PR Developer
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Re: Real Deployable Machine Gun

Post by Rhino »

The thing the MG is lacking is optics, with optics they would be a lot more powerful.
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Spuz36
Posts: 533
Joined: 2007-08-11 11:52

Re: Real Deployable Machine Gun

Post by Spuz36 »

I think it is a good idea, minus some of the issues like picking it back up and such. If those could be worked out I think it would make it more a squad weapon.


I was thinking the same thing about latching on to vehicles. We could have jets flying around with a little added firepower :P Imagine the sound of that baby, the sweet engine wash, the GAU.........then the rat-tat-tat-tat of 4 SAWs on the wings lol
BreepZz
Posts: 121
Joined: 2008-02-04 13:16

Re: Real Deployable Machine Gun

Post by BreepZz »

Must be ADDED quickly!
ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Real Deployable Machine Gun

Post by ShockUnitBlack »

Would it be possible to implement this system for mobile HMGs, TOWs, and Mortars with specialized, corresponding kits for each weapon (eg. a heavy machinegunnner kit).

First, because it would be absurdly OP for a single guy with a mortar or any other heavy weapon to be running all over the map by himself, would it be possible to make it so the mortar can only be deployed if a squad member with the same kit (for example, another heavy machinegunner kit) is nearby, like the current rallypoint system. This would mean these weapons would have to be deployed in two-man teams.

Second, the ammo problem could be solved by manually throwing ammo onto the weapon (rather than it having ammunition the moment it's deployed).

Third, the weapon would have to be set up using a "repair" system identical to the one currently used by all deployables.
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