deconsturcting assets

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

deconsturcting assets

Post by Scared_420 »

very simple and useful idea for both teams

i find it unrealistic how an incindiary grenade can destroy a mound of dirt (foxhole/wire), it is also frutrating not being able to take down said assets when u run out of said device. would it be possible to "deconstruct" friendly or even enemy assets by simply right clicking with the shovel instead of left clicking to build? how hard would it be to reverse the animation of the shovel, i dont know how that is why im asking

comments on good idea or bad would be swell
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: deconsturcting assets

Post by Brainlaag »

Should be actually possible, in earlier version the commander had the ability to destroy FOBs just by using his map. Would be very useful IMO, I would appreciate such an idea
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: deconsturcting assets

Post by Elektro »

If I am not wrong, the shovel is uses the same principle as the medics healing bag. But instead of healing a bleeding soldier it heals deployable assests.

I dont think its possible for it to *unheal* enemy assests just like you cant use the medic bag to drain life. The problem with a tool to destroy enemy assests would be the weapons slot as there are very few of them.

The current system works for me.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: deconsturcting assets

Post by Dev1200 »

Elektro wrote:If I am not wrong, the shovel is uses the same principle as the medics healing bag. But instead of healing a bleeding soldier it heals deployable assests.

I dont think its possible for it to *unheal* enemy assests just like you cant use the medic bag to drain life. The problem with a tool to destroy enemy assests would be the weapons slot as there are very few of them.

The current system works for me.

I think you misunderstood what he said, or you think it's impossible for an item to have a negative effect ^_^ Basically it would be like a gun that destroys emplacements, similarly to the incendiary but right click on the shovel would make it destroy.


However, Current system works well. Don't think literally with PR. Although incendiary doesn't destroy dirt in real life, (or maybe it does, but find a video for me :P ) it is used to destroy enemy weapons, munitions, etc such as .50 cal emplacements and the like.
Image
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: deconsturcting assets

Post by Scared_420 »

the main reason i made this suggestion is because insurgents need to capture an enemy kit to destroy an asset, sure you can take out the fob with the knife but u cant destroy it completely and if there are well placed assets around you then need to call mortars on it
gets built with a shovel, should be able to take it down with a shovel
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: deconsturcting assets

Post by Scared_420 »

and yes i realize we have ied's but u need like 5 to take out an asset it doesnt work anymore
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: deconsturcting assets

Post by lucky.BOY »

Scared, plz dont double post..
Anyway, I have read somewhere that shovel cant be used to kill people in game, not sure if it answers the question though. Yes i know that a phosphor grenade shouldnt destroy a foxhole, but its not so bad imho.
And for that argument about insurgents not capable of destroying a fob, you nearly always find some kits near a fob, and these are your friends :)
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: deconsturcting assets

Post by goguapsy »

Dev1200 wrote:I think you misunderstood what he said, or you think it's impossible for an item to have a negative effect ^_^ Basically it would be like a gun that destroys emplacements, similarly to the incendiary but right click on the shovel would make it destroy.
No I'm pretty sure he's right, this is a GREAT suggestion but I don't think it's possible for a repair tool (ie. Healing bag or shovel alike) to "unheal". Shovelling = healing the asset.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: deconsturcting assets

Post by Bazul14 »

NO, because if you could unshovel an asset it would mean that the blast radius of the asset being destroyed would have to be 0. A small blast radius, wound people near the asset when it goes down is realistic and fairly cool. :P , just my 2 cents.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: deconsturcting assets

Post by dbzao »

In v0.95 there will be a "remove" option for SLs using the radio that will delete deployable assets that are WRECKED. Think of it as an "undo" if it got deployed badly.

As for this suggestion, there are technical issues.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: deconsturcting assets

Post by Startrekern »

[R-DEV]dbzao wrote:In v0.95 there will be a "remove" option for SLs using the radio that will delete deployable assets that are WRECKED. Think of it as an "undo" if it got deployed badly.

As for this suggestion, there are technical issues.

THANK YOU

Image

You're standing up there on top of that.
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: deconsturcting assets

Post by Bufl4x »

[R-DEV]dbzao wrote: Think of it as an "undo" if it got deployed badly.
I love you guys so much, i had to go CO way to many times just to delete a firebase that accidentally got deployed inside a building.
Slightchance
Posts: 49
Joined: 2007-12-12 12:14

Re: deconsturcting assets

Post by Slightchance »

Horray, an "undo" button. Does this work on enemy wrecked deployables or only on friendly wrecks?
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: deconsturcting assets

Post by dbzao »

Only friendly assets.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: deconsturcting assets

Post by Bringerof_D »

if i do recall the shovel idea is not possible due to the fact that a BF2 weapon cannot fire more than one type of projectile
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: deconsturcting assets

Post by Bazul14 »

Double post
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: deconsturcting assets

Post by Bazul14 »

Bringerof_D wrote:if i do recall the shovel idea is not possible due to the fact that a BF2 weapon cannot fire more than one type of projectile

Like the M16/M4 with the M203 'nade launcher? :mrgreen: :roll:
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: deconsturcting assets

Post by Bringerof_D »

Bazul14 wrote:Like the M16/M4 with the M203 'nade launcher? :mrgreen: :roll:
no, like the bayonet and rifle. the M203 is a separate weapon to the rifle, it simple shares the same model is how it's setup in game. it uses a separate weapon slot. what i mean is you cant left click and fire one thing then right click and fire another, while using the same weapon slot. vehicles dont have this restriction however.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: deconsturcting assets

Post by Bazul14 »

Oh, I see what you mean. Well, in that case, just make an additional slot, for the deconstructing shovel/radio. But wait a sec.
THE RADIO CAN DO A LOT OF SHIT, so does that qualify as a weapon? I guess, the deconstructing radio can be the best compromise.
Post Reply

Return to “PR:BF2 Suggestions”