Fire extinguishers?

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colodorian
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Re: Fire extinguishers?

Post by colodorian »

Im just an old rifleman but from what im reading the idea of a special crate drop may work but it may be impossible to do since ammo is stupid in this game...and if my memory serves me right dont you take damage to your avatar by jumping out of a burning vehcile so after you heal your self the vehicle goes boom...and last if you make the canister do like a burst of whiter signal smoke like say an m16 off the top of my head and limit it to idk 20 shots? wouldnt that keep some exploits out?
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sylent/shooter
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Re: Fire extinguishers?

Post by sylent/shooter »

the major exploit is the fact of reloading it from ammo crates and such, AND if you have like 6 crewmen running around in a trans truck healing anything that is damaged to full health xD

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Hunt3r
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Re: Fire extinguishers?

Post by Hunt3r »

Once again, why bother with such a complicated mechanic when you can do it the easier way that doesn't have to work out the complicated, unrealistic mechanics of a "fire extinguisher"?
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Fastjack
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Re: Fire extinguishers?

Post by Fastjack »

Hi all,

I have an generell modding question to this topic (maybe that solves the reload-exploit too).

Is it possible to give handheld weapons another ammoType ? Like this :

Code: Select all

ObjectTemplate.ammo.ammoType 1
to

Code: Select all

ObjectTemplate.ammo.ammoType 15 
Maybe another option to prevent the reload exploit is, to give the extinguisher an reloadtime of 60 minutes. After extinguishing the fire, the vehicle must RTB to repair. So the Gunner can request a new crewman kit with an fresh extinguisher. That is realistic reloading for extinguisher or near to that.

And for gameplay : i can't really believe, that 8 rifleman driving around on deployment, to resupply the extinguishers. I think they have other important things to do :neutral:

But at all, i think all comes good ;)

Nice weekend all
Bringerof_D
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Re: Fire extinguishers?

Post by Bringerof_D »

'Sgt.Desert Tiger[TR wrote:;1663045']I dont say improve opfors long range fight power.I am saying decrease bluefors long range fight power little bit because they can act like sniper with their rifleman weapons.
then you are clearly playing the insurgent mode wrong. the entire point of insurgency is to force the OPFOR to learn to draw the enemy in. if they can just sit back and fire shots at you you are doing it wrong. don't expose yourself, dont let them see you and they cant snipe you.
crew bail out and nobody died because of injury or apc explode.Even they open fire on me after leave apc.
DO NOT OPERATE ALONE. the effectiveness in an IED even IRL is not it's immediate killing potential but the few seconds immediately afterwards where you ambush the panicked and confused targets. operate with your squad to mow down the targets as they bail.
This mod going unreal more than real in last few patches and if this going on like this nobody want to play on insurgency maps as opfor.
Like i said I would still play Opfor and i can sure as hell say a lot of others would. the insurgent side is the fun side. in PR unlike most other shooters, it is the grueling task of gaining the upper hand which makes this game worth playing. Victory is simply the cherry on top.

as for realism, IED's are a lot of the time buried, which cannot be simulated in game. that usually means even the larger single artillery shell types usually do not immediately destroy any armored vehicle. again the main killer in an IED strike is the ambush which almost always follows.

next time work with a squad and place TWO of them. A) you would have the ammo to do so, B) you have guns up to take out survivors.

@Sylent/shooter: i still think it very unlikely for a squad to decide to take 6 men off the ground to go repair a vehicle to full health. think about it. with a high reload time this would still require at least 10 to repair to full health if each repairs by 10% and you manage to catch it just before it blows. In most cases a vehicle damaged to the point of burning will be finished off by whatever hit it. i would not waste having 4 players sit in the back with extinguishers hoping for the off chance that i get that chance to save it
Last edited by Bringerof_D on 2011-09-10 23:13, edited 1 time in total.
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goguapsy
Posts: 3688
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Re: Fire extinguishers?

Post by goguapsy »

Why can't you make so you can only request crewmen kits with extinguishers at main?
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

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Spec
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Re: Fire extinguishers?

Post by Spec »

I suggested that already, was too complicated apparently. I guess there simply is no simple, smooth solution for this, however... Apart from just not having fire extinguishers :p
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Rhino
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Re: Fire extinguishers?

Post by Rhino »

Spec wrote:I suggested that already, was too complicated apparently. I guess there simply is no simple, smooth solution for this, however... Apart from just not having fire extinguishers :p
Actually I said the separate driver and gunner kits would drastically overcomplicate things.

Having the kit only requested at main would reduce the amount of flexibility you could have, although wouldn't be too bad but doesn't solve the issues tbh.



I think we have seen enough to say that the fire extinguishers idea is not only unrealistic, but also doesn't add anything to the gameplay and only brings up ways of it being exploited.


Best idea I've heard so far is removing the "bleed" all together but tbh, I don't think that would really improve anything much tbh.
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Spec
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Re: Fire extinguishers?

Post by Spec »

I suggested that already, was too complicated apparently. I guess there simply is no simple, smooth solution for this, however... Apart from just not having fire extinguishers
Actually I said the separate driver and gunner kits would drastically overcomplicate things.
If you don't do the driver/gunner seperation however you can have more than 1 crewman with extinguisher per vehicle. Since a tank can have more crewmen than an APC, that'd be somewhat unfair I thought. Unless of course two / three crewmen are required to stop the burning, anyway.
So while I suggested an extra step, that was only because I tried to think it through and came upon this balancing issue that needed to be solved.

But ya, might not make much sense anyway to add an extinguisher just for the sake of it if it doesn't really make gameplay any better.
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Rudd
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Re: Fire extinguishers?

Post by Rudd »

.and if my memory serves me right dont you take damage to your avatar by jumping out of a burning vehcile so after you heal your self the vehicle goes boom.
Actually iirc players are bleeding when they disembark a vehicle that is 'burning'
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Spec
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Re: Fire extinguishers?

Post by Spec »

Burning vehicles do cause damage in theory, but afaik on dedicated servers there's a bug with that, so it only really happens on locally hosted ones, which is why people don't really experience it.

Unless that was fixed already at some point, I'm really not sure right now.
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Bringerof_D
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Re: Fire extinguishers?

Post by Bringerof_D »

Spec wrote:Burning vehicles do cause damage in theory, but afaik on dedicated servers there's a bug with that, so it only really happens on locally hosted ones, which is why people don't really experience it.

Unless that was fixed already at some point, I'm really not sure right now.
in most cases where i hop out of a burning vehicle which i remember i take damage on the way out. though that could just be due to the vehicle still somewhat in motion
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Spec
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Re: Fire extinguishers?

Post by Spec »

Might be that it now causes damage on online servers too. Or maybe it's random, dunno, I get that mixed up. I know it was advertised as a feature around 0.5ish :)

(btw, thanks to Rhino for the participation, suggestions threads are so much more fun when we get a little insight in what the Devs think ^^)
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Sgt.Desert Tiger[TR]
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Re: Fire extinguishers?

Post by Sgt.Desert Tiger[TR] »

Bringerof_D wrote:then you are clearly playing the insurgent mode wrong. the entire point of insurgency is to force the OPFOR to learn to draw the enemy in. if they can just sit back and fire shots at you you are doing it wrong. don't expose yourself, dont let them see you and they cant snipe you.



DO NOT OPERATE ALONE. the effectiveness in an IED even IRL is not it's immediate killing potential but the few seconds immediately afterwards where you ambush the panicked and confused targets. operate with your squad to mow down the targets as they bail.



Like i said I would still play Opfor and i can sure as hell say a lot of others would. the insurgent side is the fun side. in PR unlike most other shooters, it is the grueling task of gaining the upper hand which makes this game worth playing. Victory is simply the cherry on top.

as for realism, IED's are a lot of the time buried, which cannot be simulated in game. that usually means even the larger single artillery shell types usually do not immediately destroy any armored vehicle. again the main killer in an IED strike is the ambush which almost always follows.

next time work with a squad and place TWO of them. A) you would have the ammo to do so, B) you have guns up to take out survivors.

@Sylent/shooter: i still think it very unlikely for a squad to decide to take 6 men off the ground to go repair a vehicle to full health. think about it. with a high reload time this would still require at least 10 to repair to full health if each repairs by 10% and you manage to catch it just before it blows. In most cases a vehicle damaged to the point of burning will be finished off by whatever hit it. i would not waste having 4 players sit in the back with extinguishers hoping for the off chance that i get that chance to save it

You are not response or read all I have write???So I will not spend more time for tell you something because you dont get the idea what I a saying.Because I said direct hited apc by arty ied move more than 100 meter and crews bail out than they moved safer distance than apc explode.

Too many times in rl ied same as arty ied in game can throw apc to air and even apc land on his sides sometimes when fall.I watch dozens of ied etc. video so I know it.
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Bringerof_D
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Re: Fire extinguishers?

Post by Bringerof_D »

'Sgt.Desert Tiger[TR wrote:;1665098']You are not response or read all I have write???So I will not spend more time for tell you something because you dont get the idea what I a saying.Because I said direct hited apc by arty ied move more than 100 meter and crews bail out than they moved safer distance than apc explode.

Too many times in rl ied same as arty ied in game can throw apc to air and even apc land on his sides sometimes when fall.I watch dozens of ied etc. video so I know it.
i have read your posts thoroughly and i disagree. i'm sure we've all seen those youtube videos, and as i have actually been trained by crews which have been hit by IEDs i can tell you that the ones you see on YT where an APC gets thrown around are much larger than the in game arty IED. YES an arty IED may cause it to flip or roll, however that still does not necessarily mean destruction. the ones featured in most of those videos are several artillery shells wired together and in many cases supplemented by ANFO or other explosive and flammable materials.

as for that matter it is also irrelevant to the fire extinguisher. this is an entirely different matter which, yes, needs to be dealt with; though should be discussed as a separate matter rather than used as a point against new ones.

if you ever ask why you dont get IEDs that big in game, i'll answer that here too. you get in game the "holy **** they're here, we need to lay something out" IEDs not the "lets set this up good, they should have a patrol through here within the month" type IEDs.
Last edited by Bringerof_D on 2011-09-12 23:33, edited 1 time in total.
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Hunt3r
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Re: Fire extinguishers?

Post by Hunt3r »

I just wonder how many people really dedicate serious time into learning how to fight in AFVs, because really, by the time you've reached the HP level to get on fire from being shot at, you're already a dead man, and if you aren't, it's because you've taken too much terrain damage on the way back.

In this game 1 shot as an IFV like the Bradley will instantly set you on fire, and really, with the TOWs now requiring an inordinate time to deploy, you will be DEAD before you can even have a chance of firing an ATGM off, because MBTs make it a habit to keep shooting at something until it's confirmed dead. If you're in a tank trading shots, it may make a difference in Abrams vs T-72 duels due to the Abram's faster reload time, but that's something that was present from the start that makes defeating an Abrams in a T-72 easily dealt with by 1-2 shots to the GPS glass.

I wish I didn't have to repeat myself so many times, but when people simply don't stop to think about whether this suggestion is necessary in the first place, it gets immensely frustrating.

Just keep the damage to the internal passengers, because that's quite realistic, spall liners can't catch everything.
Last edited by Hunt3r on 2011-09-13 00:24, edited 1 time in total.
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FLAP_BRBGOING2MOON
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Re: Fire extinguishers?

Post by FLAP_BRBGOING2MOON »

'Sgt.Desert Tiger[TR wrote:;1665098']You are not response or read all I have write???So I will not spend more time for tell you something because you dont get the idea what I a saying.Because I said direct hited apc by arty ied move more than 100 meter and crews bail out than they moved safer distance than apc explode.

Too many times in rl ied same as arty ied in game can throw apc to air and even apc land on his sides sometimes when fall.I watch dozens of ied etc. video so I know it.
holy shit just use a second ied and stop spamming this thread with your "feedback"
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Sgt.Desert Tiger[TR]
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Re: Fire extinguishers?

Post by Sgt.Desert Tiger[TR] »

Bringerof_D wrote:i have read your posts thoroughly and i disagree. i'm sure we've all seen those youtube videos, and as i have actually been trained by crews which have been hit by IEDs i can tell you that the ones you see on YT where an APC gets thrown around are much larger than the in game arty IED. YES an arty IED may cause it to flip or roll, however that still does not necessarily mean destruction. the ones featured in most of those videos are several artillery shells wired together and in many cases supplemented by ANFO or other explosive and flammable materials.

as for that matter it is also irrelevant to the fire extinguisher. this is an entirely different matter which, yes, needs to be dealt with; though should be discussed as a separate matter rather than used as a point against new ones.

if you ever ask why you dont get IEDs that big in game, i'll answer that here too. you get in game the "holy **** they're here, we need to lay something out" IEDs not the "lets set this up good, they should have a patrol through here within the month" type IEDs.
In rl arty shell not small as in game so I write it like that I know that size of(in game size) bomb not do much.
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