Closed rooms versus AT/RPGs and generals

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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nk87
Posts: 129
Joined: 2008-08-11 17:38

Closed rooms versus AT/RPGs and generals

Post by nk87 »

I couldnt find this in the already suggested thread.

When firing AT weaponry inside closed rooms through windows or door openings... Well, nothing happens in there, three puffs of smoke scattering half a second later.

In reality if you fire an AT weapon inside a building, well, you will be deaf, coughing and most likely bleed from an array of openings in your head caused by the pressure.

Im pretty aware that this might be hardcoded, in the way that the engine wouldnt be able to regonize if your standing inside or outside. But what about atleast adding alot more smoke, longer lasting smoke aswell, just in general? And perhaps the ringing tone to the ears for a few seconds.

Think the backblast been suggested a good few times aswell, but I wouldnt mind seeing a blastzone behind the person firing an AT weapon, perhaps not killing the person, but knocking him black and white if standing too close. Wouldnt do any harm to gameplay!
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AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Closed rooms versus AT/RPGs and generals

Post by AquaticPenguin »

I quite like the idea of a "backblast". Could this be implemented as a secondary projectile which is fird backwards from the user, and has a large low damage explosive effect? If this was possible it wouldn't exactly be a priority but something nice for an extra bit of polish.

Also could the same idea be used for weapons fired into buildings, maybe a couple of big radius, low damage projectiles could "test" for collisions with nearby internal walls?

Just brainstorming here, it's a resuggestion though.

Edit: And to add to your suggestion, perhaps a tweak to make there a little more smoke when firing RPGs, I'll search for sources but iirc when rpgs are fired the smoke that they give off often gives away their position?
nk87
Posts: 129
Joined: 2008-08-11 17:38

Post by nk87 »

Shouldn't be locked, no. It's a general suggestion thread on the way the AT's work atm.

Too often I see 4 guys with bino's clashed behind, over, under and infront of people with AT's while tracking targets. Or people just popping up a window shooting an RPG the proning with no track of where the heck this ROCKET was fired from or no impact on the guy shooting it - or the guys standing behind him with bino's ;)
Draakon wrote:Not possibile in BF2 engine. Also, next time you should read the *** thread(one of the stickies). As this thing been succested many times.
Sorry, but would you please give a link, I could honestly not find anything on the general effects pointed out here.

And I think you shot too fast aswell, what parts of the topic isnt possible?
AquaticPenguin wrote: Edit: And to add to your suggestion, perhaps a tweak to make there a little more smoke when firing RPGs, I'll search for sources but iirc when rpgs are fired the smoke that they give off often gives away their position?
few examples.

http://www.youtube.com/watch?v=AoyfFGmenjE

http://www.youtube.com/watch?v=O_wgFaKIvdU

And how it works in PR

http://www.youtube.com/watch?v=4PuVEFs-CIw
Last edited by nk87 on 2010-01-14 02:02, edited 2 times in total.
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AquaticPenguin
Posts: 846
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Re: Closed rooms versus AT/RPGs and generals

Post by AquaticPenguin »



http://www.youtube.com/watch?v=wh1UmgJ2 ... re=related

There's one with a bit of smoke as well, there's not a huge amount in that one but it could be down to the dusty environment.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Closed rooms versus AT/RPGs and generals

Post by Rudd »

mate, use the edit button

afaik the engine cannot discern between out and inside

backblast has been suggested numerous times, the idea was to have a second projectile fire out the back, but this proved to be too problematic or something iirc.
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Closed rooms versus AT/RPGs and generals

Post by killonsight95 »

couldn't we use the moltove kind of thing? and spurt flames out the back or is that the same?
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nk87
Posts: 129
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Re: Closed rooms versus AT/RPGs and generals

Post by nk87 »

AquaticPenguin wrote:http://www.youtube.com/watch?v=wh1UmgJ2 ... re=related

There's one with a bit of smoke as well, there's not a huge amount in that one but it could be down to the dusty environment.
Maiwan missed ;-)

But yeah, still you see something whirling around for a good few seconds, not just a poof and everything is like motherearth left it. Theres pressure and energy being released, this have impact on the enviroment, desert, jungle, city or a room...
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gazzthompson
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Re: Closed rooms versus AT/RPGs and generals

Post by gazzthompson »

http://www.youtube.com/watch?v=7IH5nFAi16E

there is a AT4 version that allows you to fire in rooms, dunno how much its fielded if at all.


ZOMGFUTUREWEAPONZ!!1!1five!2o""!, deal with it.
nk87
Posts: 129
Joined: 2008-08-11 17:38

Re: Closed rooms versus AT/RPGs and generals

Post by nk87 »

gazzthompson wrote:http://www.youtube.com/watch?v=7IH5nFAi16E

there is a AT4 version that allows you to fire in rooms, dunno how much its fielded if at all.


ZOMGFUTUREWEAPONZ!!1!1five!2o""!, deal with it.
Ive seen this on discovery a good while ago, and that episode just proves my point even further.

Some point he goes "No trained soldier would ever do this... With any other launch module."
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Eddie Baker
Posts: 6945
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Re: Closed rooms versus AT/RPGs and generals

Post by Eddie Baker »

gazzthompson wrote:there is a AT4 version that allows you to fire in rooms, dunno how much its fielded if at all.
AT4-CS has been in service for several years now with the UK (as the ILAW) and US (as the M136E1; it is phasing out the old M136).

Also, this subject has been discussed many times in the threads regarding back-blast. Please use search in the future.
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