More Weapon Slots?

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ChallengerCC
Posts: 401
Joined: 2010-08-21 10:35

Re: More Weapon Slots?

Post by ChallengerCC »

I think it works and was coded bevore or did i miss something?
Why this was never implemented ?

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Sgt.Desert Tiger[TR]
Posts: 195
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Re: More Weapon Slots?

Post by Sgt.Desert Tiger[TR] »

ChallengerCC wrote:I think it works and was coded bevore or did i miss something?
Why this was never implemented ?

This is in game for a long time.

You need to take aim with gl than press Q and select distance.
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Spec
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Re: More Weapon Slots?

Post by Spec »

Dude. Watch the video. It shows more than the UGL.
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PoisonBill
Posts: 682
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Re: More Weapon Slots?

Post by PoisonBill »

'Sgt.Desert Tiger[TR wrote:;1655187']This is in game for a long time.

You need to take aim with gl than press Q and select distance.
I think that he is referring to the backup sights, and ease down on the attitude, it's not my fault that your thread wasn't accepted and it's not Hunt3r's fault that he showed interest.
Sgt.Desert Tiger[TR]
Posts: 195
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Re: More Weapon Slots?

Post by Sgt.Desert Tiger[TR] »

PoisonBill wrote:I think that he is referring to the backup sights, and ease down on the attitude, it's not my fault that your thread wasn't accepted and it's not Hunt3r's fault that he showed interest.
Probably I understand wrong his message.

And when you write something will be very useful for gameplay and it will not accepted for publish and publish your thread which was suggested before(more slot) you gone mad you know?

All bluefor improvment idea or somethings not interest insurgency will be published but when you try to make improment idea for insurgent side(and its not unreal) they ignore you.Thats my problem.
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Psyko
Posts: 4466
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Re: More Weapon Slots?

Post by Psyko »

'Sgt.Desert Tiger[TR wrote:;1655311']Probably I understand wrong his message.

And when you write something will be very useful for gameplay and it will not accepted for publish and publish your thread which was suggested before(more slot) you gone mad you know?

All bluefor improvment idea or somethings not interest insurgency will be published but when you try to make improment idea for insurgent side(and its not unreal) they ignore you.Thats my problem.
on korengal, theres a random spawn (accidental as far as i know) and it doesnt help at all.
Sgt.Desert Tiger[TR]
Posts: 195
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Re: More Weapon Slots?

Post by Sgt.Desert Tiger[TR] »

Psykogundam wrote:on korengal, theres a random spawn (accidental as far as i know) and it doesnt help at all.
They are not interested about random spawn points so they are not fix it too.
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PoisonBill
Posts: 682
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Re: More Weapon Slots?

Post by PoisonBill »

'Sgt.Desert Tiger[TR wrote:;1655311']Thats my problem.
Wrong thread for your problem and I'm not angry, I'm just trying to teach you respect.

So, ot: anyone know if this is possible or not, if it isn't it's just an substitute for "q button" scope selection.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: More Weapon Slots?

Post by Dev1200 »

[R-DEV]Rhino wrote:90% this isn't possible, but would need mosquill to confirm.
Mosquil isn't the only one that can troll the code you know xD


More weapons slots isn't really needed. However, things like deployed bipod, BUIS, etc can all be done with what mosquil has showed us.
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Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: More Weapon Slots?

Post by Hunt3r »

Either way, I have a feeling that this suggestion will be shot down for "balance" and "gameplay" and "teamwork".

Not to be a negative nancy, but there's some sort of emphasis on TF2-esque overspecialization of the game where there's a scoped rifleman class that only has 4x zoom, then a CQC kit with iron sights or a red dot. Corpsmen/Medics tend to only have iron sight rifles, Snipers never have the ability to peer below the scope and use the iron sights (SVD, anyone?). All of these little things that while it would take some work to put in the game, it seems to me that we already have a system that "works", and it would invalidate much of the effort invested by the devs for the previous system.
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PoisonBill
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Re: More Weapon Slots?

Post by PoisonBill »

Hunt3r wrote:Either way, I have a feeling that this suggestion will be shot down for "balance" and "gameplay" and "teamwork".

Not to be a negative nancy, but there's some sort of emphasis on TF2-esque overspecialization of the game where there's a scoped rifleman class that only has 4x zoom, then a CQC kit with iron sights or a red dot. Corpsmen/Medics tend to only have iron sight rifles, Snipers never have the ability to peer below the scope and use the iron sights (SVD, anyone?). All of these little things that while it would take some work to put in the game, it seems to me that we already have a system that "works", and it would invalidate much of the effort invested by the devs for the previous system.
Yeah that's true, this change should only be done if the use of scopes needs to be changed. They don't, right now actually.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: More Weapon Slots?

Post by Bringerof_D »

@hunt3r: not necessarily. From experience i know that most BUIS on scopes get worn down over time simply due to the nature of our work in the military. So if the devs do put this in, we can always make BUIS which are built into a scope off zero on the Y axis and maybe slightly off on the X. that way a red dot or normal iron sight kit would still be superior in short range (25-75m) engagements as well as mid range to them.

and lets not forget that most times in CQC you need to be fast. with a red dot or IS rifle, you sight in and shoot. with a BUIS, you need to make the switch if you weren't already set up.
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Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: More Weapon Slots?

Post by Sgt.Desert Tiger[TR] »

In other hand this will make game too unbalanced than now(is still like that anyway).Only bluefors+mec+rus kits nearly used all slots but opfor teams using few slots so they dont need more slots.

This only make bluefors superior than now + I dont think pll in battle will change their sights with another or even they have more than 1 sight

So this suggestion ruin itself I think.
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Spec
Retired PR Developer
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Re: More Weapon Slots?

Post by Spec »

Why that? The all but the unconventional factions have the same kit layout, so AAS maps will in no way be unbalanced by this change. Insurgency already is unbalanced as the main premise of the game mode - or rather, the balance is not a mirror balance, so if it turns out that having backup ironsights really greatly alters the gameplay, all that'd need to be done would be giving the insurgents a completely different advantage, like a new weapon or something.
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Sgt.Desert Tiger[TR]
Posts: 195
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Re: More Weapon Slots?

Post by Sgt.Desert Tiger[TR] »

Spec wrote:Why that? The all but the unconventional factions have the same kit layout, so AAS maps will in no way be unbalanced by this change. Insurgency already is unbalanced as the main premise of the game mode - or rather, the balance is not a mirror balance, so if it turns out that having backup ironsights really greatly alters the gameplay, all that'd need to be done would be giving the insurgents a completely different advantage, like a new weapon or something.
Do you believe they will give anything to opfors???

No they are changing kit geo only when they update.They took molotov because of bug but they didnt give insurgents anything(like rkg3) for attack on jeeps or humvees effectively.They only change sl kit weapon G3 to FN FAL. :d uh: :d uh: :d uh:
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Von_Gnome
Posts: 563
Joined: 2010-10-22 13:00

Re: More Weapon Slots?

Post by Von_Gnome »

Insurgents do have Rkg, atleast the aks-74u does.
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Spec
Retired PR Developer
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Re: More Weapon Slots?

Post by Spec »

Besides, the insurgents just recently got these fancy new recoilless rifles as anti-vehicle weapons.
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: More Weapon Slots?

Post by dtacs »

Which kills a Stryker in one shot to the side, I would assume it does the same for every other APC excluding the Namer/Puma.

The Insurgents' AT capabilities are fine at the moment, the more pressing issue is the BLUFOR's ability to destroy caches with ease.
PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: More Weapon Slots?

Post by PoisonBill »

Has there ever been any item suggested but turned down because of the lack of item slots?
Lugi
Posts: 590
Joined: 2010-10-15 21:36

Re: More Weapon Slots?

Post by Lugi »

I remember some, but it will be hard to point them out in this moment. I'll try to find a few.
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