More Weapon Slots?

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PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

More Weapon Slots?

Post by PoisonBill »

Is it able to have extra weapon slots in BF2?

All kits are limited at 9 slots in PR, my idea is: Have optional weapon slots which you can use by Alt + (Number selecting) or Alt + Mouse Scrolling. Weapons in PR, scoped ones, tend to work much worse in close combat, compared to non scoped weapons.

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The German G36 which has two aim points, must either be selected for short ranges or long ranges (scoped or unscoped). This is a more arcade approach to reality, but is done because two types off rifles would take too much place in your inventory.

I don't believe that PR needs 18 weapon slots, but having to Alt + (number select) and still be able to do so with one hand, 12 slots could work very well - meaning that you use 1-6 for "most important" gear and Alt + 1-6 for less important gear.

Edit: I would like a confirmation if this is possible or not, new weapons could come, like flares showing where a cache is, trololol...
Last edited by PoisonBill on 2011-08-10 20:16, edited 1 time in total.
Reason: Need confirmation
Rudd
Retired PR Developer
Posts: 21225
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Re: More Weapon Slots?

Post by Rudd »

I find this quite interesting actually, iirc we can set weapons to other buttons, but I didn't think about using a Alt+number combination, which would be streamlined.
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Arnoldio
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Joined: 2008-07-22 15:04

Re: More Weapon Slots?

Post by Arnoldio »

Or just keep on developing the backup ironsights thingy and do it that way?
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Spec
Retired PR Developer
Posts: 8439
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Re: More Weapon Slots?

Post by Spec »

This isn't only about ironsights though.

If possible, alt+sth (turning off 3D markers would need to be remapped!) would be awesome for moar slots. Surprised this hasn't been considered yet if it's truly possible. Problem might be that there's no visual indication; then again, the inventory images could just contain the main as well as alternative slot, no matter whether alt is pressed or not. (Much like right-click requests ironsight kits and gives you secondary comm-rose and give up/call medic options)
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Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Re: More Weapon Slots?

Post by Sneak Attack »

maybe a right click on the gun would give it alternate sites kinda like when requesting some weapons.
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PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: More Weapon Slots?

Post by PoisonBill »

Sneak Attack wrote:maybe a right click on the gun would give it alternate sites kinda like when requesting some weapons.
That would make all people too start scroll selecting (It won't add extra weapons either), I never scroll select my weapons. If you are able too see the weapons as pictures when you alt + mouse scroll select, I don't think there will be any problem. This could be hardcoded though...
Rhino
Retired PR Developer
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Re: More Weapon Slots?

Post by Rhino »

90% this isn't possible, but would need mosquill to confirm.
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SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: More Weapon Slots?

Post by SGT.MARCO »

If we were to add more slots to players, besides backup sights, what would we replace it with?
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: More Weapon Slots?

Post by Sgt. Mahi »

Well Mosquill already kind of prooved that the back up iron sight works in BF2:


from thread

So it's possible to have different animations/deployments for a weapon via a third com rose to my understanding (like the UGL) but I think adding more weapon slots is a whole other issue... I would love to see the back up sight implemented some day.
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Tarranauha200
Posts: 1166
Joined: 2010-08-28 20:57

Re: More Weapon Slots?

Post by Tarranauha200 »

Can you make it the same way you select range for grenade launcher?
Or is it hardcoded :(
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: More Weapon Slots?

Post by Sgt. Mahi »

Animation/deployment for weapons, yes. But you won't be able to have extra weapon slots per se that way if that's what you're thinking. Meaning you won't be able to have have a secondary firing mode for your weapon by using the com rose.
Peace is that brief glorious moment in history when everybody stands around reloading
Yrkidding
Posts: 729
Joined: 2008-08-21 23:16

Re: More Weapon Slots?

Post by Yrkidding »

we need those alternate sights though, I'd love that (from the vid)
Last edited by Yrkidding on 2011-07-03 06:40, edited 1 time in total.
A.Filikov
Posts: 71
Joined: 2010-10-03 18:06

Re: More Weapon Slots?

Post by A.Filikov »

Is it possible to give soldiers two modes?
like a combat mode and a peacefull mode.
in combat mode all the slots may be about weappons. 1 to 9. Different sights, grenade launchers, grenades etc.
peacefull mode will be the other stuff. patches, med kits, shovels, signal grenades, radio etc. Even compass and map may be kits to be used in the peacefull mode.
If this is possible the modes can be even differ in stamina and speed so that soldiers will avoid using combat mode unless they are in a combat zone.

It's most likely hardcoded though.
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: More Weapon Slots?

Post by PoisonBill »

A.Filikov wrote:Is it possible to give soldiers two modes?
like a combat mode and a peacefull mode.
in combat mode all the slots may be about weappons. 1 to 9. Different sights, grenade launchers, grenades etc.
peacefull mode will be the other stuff. patches, med kits, shovels, signal grenades, radio etc. Even compass and map may be kits to be used in the peacefull mode.
If this is possible the modes can be even differ in stamina and speed so that soldiers will avoid using combat mode unless they are in a combat zone.

It's most likely hardcoded though.
That is a quite overreacting change, what I was suggesting is an easy way to have more weapon slots. It is a change which still keeps the gameplay intact, scrollselecting every weapon would just make everything sluggish and more slow. That's why I thought about having a Alt + Number select, it speeds things up and supports a more flowing gameplay.
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: More Weapon Slots?

Post by mangeface »

This is a great idea. I hate being in combat and not being able to use BUIS on scoped weapons, like with the SUSAT for instance. This opens a lot of doors also. Like being able to add magnifiers with Aimpoints and EOTechs. When you Alt+3, it could be animated so that the player flips the QD on the manifier and flips it to the side. I am quite surprised this hasn't been suggested before. Massive kudos to the OP.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: More Weapon Slots?

Post by Hunt3r »

It would be really nice if we could either use the mini red-dot on top of an ACOG, the BUIS, or just aim using the fiber optic as a general guide for CQB.

Flip to side 3X magnifiers would also be interesting to model.

Basically something to somewhat increase the autonomy of a rifleman would be nice. In real life it's rare to have anything but an M68 w/ magnifier, or just an ACOG (Unfortunately two eye aiming isn't modeled.)
Last edited by Hunt3r on 2011-08-31 14:00, edited 1 time in total.
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moj
Posts: 198
Joined: 2008-04-01 06:46

Re: More Weapon Slots?

Post by moj »

As referred to by Sgt. Mahi, is there really any reason we couldn't just hit 'Q' like with the UGL kit (or another key), to change from scoped to CQB/back-up sights?

Would be very sexy to have the G36 as it should be.
Spec
Retired PR Developer
Posts: 8439
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Re: More Weapon Slots?

Post by Spec »

That's already been proven to work for the SUSAT. I bet it'll be in PR at some point - if animations aren't the issue, with Chuc being no longer working on PR :(
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: More Weapon Slots?

Post by Psyko »

If this was worked in, it would work for Automatic rifles as well.

I wouldnt worry about the 3d attack marker, that can always be remapped or just written to stay on all the time.

If you make all rifles UGls does that mean they have limited firing modes?
Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: More Weapon Slots?

Post by Sgt.Desert Tiger[TR] »

[R-DEV]Rhino wrote:90% this isn't possible, but would need mosquill to confirm.
You are saying this but this tread approved.Also this suggestion opened too so this is resuggestion.

Admins let resuggestions publish but my tread about random spawn location for insurgency mod is not opproved.Whats the problem???

I check https://www.realitymod.com/forum/f18-pr-bf2-suggestions/18434-already-suggested-suggestions-***-disallowed-suggestions.html this its not in here so why my thread not allowed???
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