BlazeDBe3 wrote:As for the ammo dropping from APC exploit, just have set so the engie only gets 2 refills of the Fire Ext. If you can.
Not possible.
BlazeDBe3 wrote:Maybe have the abrams drop say light repair kit from the drivers seat, and just drops a look a like toolbox for the engie and resupplys him?
This A) makes it somewhat still realistic
B) limited re-supplys takes abuse away
C) makes it so tanks dont get screwed (no ammo drop VS. APC drops ammo crates. My Toolbox suggestion. fixes this)
Not having the crewman getting out in order to repair the vehicle and still being able to fire in this situation sort of defeats the point.
Spec wrote:I don't think that'd work. You can't have specific items only rearm specific classes/weapons, otherwise we'd not have medics taking the same 'ammo' for their epipens as machine gunners for their SAWs. The amount of ammo can also only be limited by how much is in the box, it can't be limited depending on what item is refilled. The devs can't even make one item 'worth' more ammo than another: it only depends on the ammo count. Otherwise the riflemans' ammo bag could be worth a LAT missile but not a rifleman ammo bag at the same time. As it is, it can only have enough ammo for neither or both.
Ammo in the BF2 engine is somewhat of a weird thing.
Indeed, this is how it works and its very limited. We are lucky enough to have different types of vehicles being able to be reloaded from different supply groups in BF2
lukeyu2005 wrote:Or just make it fire extinguishers = stop bleeding but not gain any health. Just stablise it until you can rtb or find a repair crate thing. If this is possible.
Too bad i don't think you can link something to stopping the bleeding effect otherwise they should've done that with the field dressings long ago.
I don't know please look into this
That's not possible. Bleeding is directly linked to HP in BF2 which is a big shame as if we could do it this way, we would with normal field dressings.
ComradeHX wrote:How about only make the fire extinguiser give a continuous hp increase to counter act against the burning effect?
Maybe make it like a wrench with very low repair power so the vehicle has to stay put/move very slowly while the crewman is outside spraying at the engine? Also, there is a need to limit the effect so people cannot repair the vehicle with multiple crewman kits.
This will make the logi truck more useful as the repair station will need to be dropped next to the damaged vehicle near the frontlines instead of just dumped somewhere far away while the logi truck is sent elsewhere for other business.
Interesting but the problem with this idea is that you could still do full field repairs on your vehicle when it was not bleeding after a small hit from an RPG etc.
But if we made the bleed very slow and the repair of the fire extinguisher very slow as well then it might not be worth the time doing a full repairing in the field and make more sense just to put out the fire (if there was one) with the help of a logi truck possibly and then / or RTB for a full repair.
Hunt3r wrote:Why not just remove the burning altogether and as health decreases, first is a master caution that would indicate that the vehicle is at 50% health or below, then at the threshold where the vehicle would normally be burning, burning is taken out altogether, and instead there's a master warning and alarms blaring and flashing red lights, etc.
Of course, we still need to keep the ability to be immobilized, just the fire part is annoying when in most vehicles they either die immediately from a hit to the ammo w/ no blowout ammo racks, or have to have the vehicle hit until enough components are damaged to consider it a mission-kill. Either way, fires are unlikely in vehicles with automated fire suppression systems, even if the Halon gas is bad for the crewmen, at least they get away with their lives.
I would honestly rather not have the health at all instead of having it burn down when I accidentally hit a bump on my way back to the repair station and blow up just outside the base entrance. Nothing is more irritating and unrealistic.
Interesting idea, but the problem I see with this is that if your vehicle dose become demobilized it may just become ditched in the field and then will sit out there for possibly the entire battle until someone decided to destroy it... Could possibly get around that with the vBF2 abandoned code being put back in where a vehicle self destructs after a certain amount of time if no one is in it but would still need to be like 10mins or something to make sure it didn't interrupt with game play. Could possible add an incendiary grenade to the crewman kit so they could also destroy the vehicle themselves if they are forced to abandon it. But ye this idea dose sound quite interesting to me. Would like to hear some more thoughts on it
