Captured weapons

General discussion of the Project Reality: BF2 modification.
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Captured weapons

Post by waldov »

Hi, in PR I think being unable to use most of the weapons they capture has deprived the insurgents of a decisive aspect of Guerrilla warfare ie. that of using your enemeys weapons. I know this is done for the sake of balancing and so on but when it comes to insurgency i dont think there is any point weakening the insurgents. To be honest balancing insurgency has always been a matter of not giving Blufor there full number of assets (for example CAS).
So i have heard that in 1.0 the insurgents will get AA techies to counterbalance the re-introduction of Blufor CAS in some maps. But seeming as CAS is such a decisive advantage why not balance things more by reintroducing the insurgents the ability to capture weapons.

Ways it could work:
Using enemy weapons could work again with some key variations mainly the following.
-Insurgents cant capture HAT,AA and Sniper kits.
-Blufor are alerted each time the insurgents capture a Marksman,LAT,MG,Automatic rifleman or grenider kit. in other words discouraging teams from allowing there positions being overrun and the enemy capturing good weapons. ie. "thanks a lot squad 4 for letting them take that MG and Marksman rifle."
-Insurgents cant resupply captured weapons.
-Insurgents are less accurate with captured weapons.
-Blufor can be leant a few more of the advantages they should have in exchange for insurgents being able to use captured weaponry such as Body Armour, CAS etc.

I dont know if all those are possible but any mixture of them should work that way the gameplay of insurgency will become a lot more interesting.

Taliban with M240
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ExeTick
Posts: 855
Joined: 2011-01-13 22:50

Re: Captured weapons

Post by ExeTick »

this is a suggestion and it should be in suggestion thread.

I do like the part where you cant rearm your captured weapon, but it would also be frustrating if you are running low on ammo in a captured weapon you like :-P
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Mineral
Retired PR Developer
Posts: 8534
Joined: 2012-01-02 12:37
Location: Belgium

Re: Captured weapons

Post by Mineral »

https://www.realitymod.com/forum/f255-i ... sense.html


pretty much explains it on the first page for you. Also this is a suggestion which should be moderated in the the suggestion forum I believe to avoid duplicate threads like this. I'm not trying to be your moderator just trying to explain you this has been discussed in the past to great lengths :p

edit: also this :https://www.realitymod.com/forum/f10-pr ... t-3-a.html
Last edited by Mineral on 2013-04-25 10:56, edited 2 times in total.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Captured weapons

Post by Pvt.LHeureux »

-Blufor are alerted each time the insurgents capture a Marksman,LAT,MG,Automatic rifleman or grenider kit. in other words discouraging teams from allowing there positions being overrun and the enemy capturing good weapons. ie. "thanks a lot squad 4 for letting them take that MG and Marksman rifle."
This would lead to too much bitching :/

-Insurgents cant resupply captured weapons.
-Insurgents are less accurate with captured weapons.
I don't think those 2 are possible codewise, sadly...
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
IINoddyII
Retired PR Developer
Posts: 2268
Joined: 2008-02-06 03:12

Re: Captured weapons

Post by IINoddyII »

Closed. Search the forums on how to make suggestions correctly.
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