Spawnable weapon list/Kits suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Spawnable weapon list/Kits suggestions

Post by samogon100500 »

Hello
When i playing on PR0.8 - am use scoped weapon most of the time,because on 0.8 it's main weapon of all squad members!And all be alright,because enemy have similar weapon!Office have optics only!
0.85 - Russian forces release!mostly maps where playing RF - wood!How I like weapon without optics,because shooting with optics is unpossible,but officer have optics,and only optics(All squad members have iron sight weapon)!Of course office die first in close combat!
0.86/0.87 - Officer have iron sight,how battles have more fun!
0.9/0.91 - How mostly of the kits have ironsight analog,but only near supplies!AR spawnable only with optics,but sometimes iron sight AR are really powerful kit,but you can take that only on FB,if squad leader set rally - you can't get him =(
My suggestions:
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1)Make more kits on spawn menu,if needed - without pictures(Just name of the gun example:M4 ACOG,G3 ironsight,AK74M ironsight etc)(Programme minimum)
2)Add Mashinegunner kit.If AR use LMG(FN MINIMI,MG4,RPK etc),Mashingunner use GMPG(FN MAG,MG3,PKM etc)
Difference(What am think):
1.Automatic rifleman
-Small recoil
-Effective range(Bipod down) - 400m(Before that distance - bullet going down on a parabolic trajectory)
-Mediun damage(Like M4)
2.Mashinegunner
-Heavy recoil
-Effective range(Bipod down) - 600-700m
-Heavy damage(Like G3)

I know - DEV team want make FN MAG(For vehicles),it's called M240 in US,and used in mostly factions on PR!Of course some factions no have LMGs or GMPG(Like MEC,they have GMPG only),but that disbalance more interesting,because i suggest take that not 2 MG on 1 squad,just choose for close and long distance combat,big damage or small recoil!
About factions MGs,what they have:
USA/USMC/GB/Canada - FN MINIMI/FN MAG
IDF - NEGEV/FN MAG
Russia - PKP(PKM is placeholder how)/RPK-74
MEC - ...../MG3
China - Type95(QBB-95)/Type88(QJY-8 8)
Germany -MG4/MG3
(Programme maximum)
3)Add grenadier as spawnable!
Just some people want that kit as spawnable,why not,thats kit not effective that LAT or AR!
I think it's save more LAT and HAT kits,cuz 3/4 players who spawned near supplies - choose kit!
4)Taking AR,MG or/and UGL if squad is full!

Please DEVs if you don't wan't add my "Maximum programme",add "Minimum programme"
Thanks! ;)
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Exterior
Posts: 105
Joined: 2009-12-09 00:48

Re: Spawnable weapon list/Kits suggestions

Post by Exterior »

Or for the more kits do what they did in *gulp* vanilla. Make it with the little switch between kit types button on the menu. Saves room and gives them more options.
____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Spawnable weapon list/Kits suggestions

Post by Arnoldio »

Only layout i find somewhat useful is this.

I - Irons, A - Aimpoint/Holo, O - Optics (you click the one you want to spawn with)
Image

Its a lot of work, but gets the space problem out of the way
Image


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Wolfguard
Posts: 86
Joined: 2005-03-07 05:41

Re: Spawnable weapon list/Kits suggestions

Post by Wolfguard »

How about something like this, which I just quickly put together in Paint?

There are two options to go with here:
A: Either you left or right click on the weapon to select the corresponding aim.
B: Or you simply left click on the left or right side of the slash, to select the aim you want.

Either way we save two slots that can be used for other kits, such as the grenadier and marksman.

Shouldn't be that difficult or time-consuming to do?
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TheOldBreed
Posts: 637
Joined: 2009-05-08 23:03

Re: Spawnable weapon list/Kits suggestions

Post by TheOldBreed »

yeah, i think being able to choose what sights you have on your primary would be pretty decent.
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Spawnable weapon list/Kits suggestions

Post by samogon100500 »

Exterior wrote:Or for the more kits do what they did in *gulp* vanilla. Make it with the little switch between kit types button on the menu. Saves room and gives them more options.
I know that,but if R-DEVs not make that system how - it's not easy!
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Spawnable weapon list/Kits suggestions

Post by iwillkillyouhun »

Wolfguard wrote:How about something like this, which I just quickly put together in Paint?

There are two options to go with here:
A: Either you left or right click on the weapon to select the corresponding aim.
B: Or you simply left click on the left or right side of the slash, to select the aim you want.

Either way we save two slots that can be used for other kits, such as the grenadier and marksman.

Shouldn't be that difficult or time-consuming to do?
this one is really a good idea.... but there is one thing that i dont get ... why do you want to put the GLs in the spawnable kits list? it would eleminate a los's of close fights !! and if some one can use it it's really effective becuase of the high explosive !!!

sorry but i am agains the GL idea :S
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Spawnable weapon list/Kits suggestions

Post by samogon100500 »

iwillkillyouhun wrote:this one is really a good idea.... but there is one thing that i dont get ... why do you want to put the GLs in the spawnable kits list? it would eleminate a los's of close fights !! and if some one can use it it's really effective becuase of the high explosive !!!

sorry but i am agains the GL idea :S
Why not?Mashinegun sometimes better that Sniper rifle!It's better weapon in game!
If you don't want killed by UGL - move "cover to cover" and go with squad with safe distance(15-20m near members)
But i think if make to grenadier 5 FRAG/5 Smoke - thats very balanced spawnable kit!
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Spawnable weapon list/Kits suggestions

Post by iwillkillyouhun »

samogon100500 wrote:Why not?Mashinegun sometimes better that Sniper rifle!It's better weapon in game!
If you don't want killed by UGL - move "cover to cover" and go with squad with safe distance(15-20m near members)
But i think if make to grenadier 5 FRAG/5 Smoke - thats very balanced spawnable kit!
well i dunno i guess it's my opinion only ..... but 5frag and 5 smoke is sometimes no enough tough are you using the GL a lot? if not i can see the 5 frag than..
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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Wolfguard
Posts: 86
Joined: 2005-03-07 05:41

Re: Spawnable weapon list/Kits suggestions

Post by Wolfguard »

Although grenadiers would be realistic to have in the game, it may lead to grenade spamming - which I definitely think we should try to avoid as much as possible.

The grenadier and marksman kits were only examples of kits that could now be selectable due to my new kit selection rearrangement.

However, an idea would be to keep the current amount of grenadier kits, and only make the kit selectable from the kit selection menu, if the maximum number allowed per team hasn't been reached.

That would make it easier to get hold of a grenadier kit, as in real life, without risking the horrific grenade spamming.

I really hope the developers read this thread :D
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Spawnable weapon list/Kits suggestions

Post by PatrickLA_CA »

Exterior wrote:Or for the more kits do what they did in *gulp* vanilla. Make it with the little switch between kit types button on the menu. Saves room and gives them more options.
Do you mean the switch button like the one for weapon unlocks if you mean that one than it can work im sure, and also what ChizzNizzle said can work:
ChizNizzle wrote:Only layout i find somewhat useful is this.

I - Irons, A - Aimpoint/Holo, O - Optics (you click the one you want to spawn with)
Image

Its a lot of work, but gets the space problem out of the way
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USMCMIDN
Posts: 981
Joined: 2009-07-25 16:32

Re: Spawnable weapon list/Kits suggestions

Post by USMCMIDN »

Wolfguard wrote:How about something like this, which I just quickly put together in Paint?

There are two options to go with here:
A: Either you left or right click on the weapon to select the corresponding aim.
B: Or you simply left click on the left or right side of the slash, to select the aim you want.

Either way we save two slots that can be used for other kits, such as the grenadier and marksman.

Shouldn't be that difficult or time-consuming to do?
I like this idea but not with a marksman... but BF handle this? I mean is it compatible?
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Spawnable weapon list/Kits suggestions

Post by Excavus »

Or we could also do it like Battlefield 2 Sandbox, they have openable menus on the spawn screen for each class so you have more choices.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Spawnable weapon list/Kits suggestions

Post by CodeRedFox »

I would love if no weapons were spawn able and could only be issued at a armory (or crates off base)
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Spawnable weapon list/Kits suggestions

Post by Arnoldio »

[R-DEV]CodeRedFox wrote:I would love if no weapons were spawn able and could only be issued at a armory (or crates off base)
Or the only one would be just basic rifle and 1 patch, if you want more, request it.
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: Spawnable weapon list/Kits suggestions

Post by iwillkillyouhun »

[R-DEV]CodeRedFox wrote:I would love if no weapons were spawn able and could only be issued at a armory (or crates off base)
loll that would ruin the game xD
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Spawnable weapon list/Kits suggestions

Post by Redamare »

ChizNizzle wrote:Only layout i find somewhat useful is this.

I - Irons, A - Aimpoint/Holo, O - Optics (you click the one you want to spawn with)
Image

Its a lot of work, but gets the space problem out of the way
... I think this is the best solution.. There was talk about a type of menue where you Select One weaopn and on the RIGHT pops out 3 slots either...

A.Iron sights
B. Scoped
C. Alternative weapon If available

then the weapon you selected should pop up in a secondary Box labled ... LOADOUT

Showing you the Weapon kit you selected.

Its SO MUCH work to do for the Devs but in the end .... I think it will be Way worth the decission to incorporate it into PR.. i wouldnt expect this system to be finished untill a much later version of PR is relased.
Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: Spawnable weapon list/Kits suggestions

Post by Sgt.BountyOrig »

I agree with the above, except Use the old Up/Down arrows from vBF2, to change the kits.
Rifleman Iron, Rifleman Optics and Rifleman specialist can take one box.
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Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Spawnable weapon list/Kits suggestions

Post by Excavus »

Sgt.BountyOrig wrote:I agree with the above, except Use the old Up/Down arrows from vBF2, to change the kits.
Rifleman Iron, Rifleman Optics and Rifleman specialist can take one box.
Not possible. The maximum amount of kits you can have on the spawn screen is 7 kits. With the little buttons that change weapons in vBF2, the weapons will be available for all factions when you switch, which will make it unrealistic if a MEC soldier spawns with an M4. Besides, it's simply a pain in the *** to get the unlock system working how you guy's want it to. It's impossible on the BF2 Engine.
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