Instead of pick up kits.

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Ugly Duck
Posts: 975
Joined: 2004-07-26 02:23

Instead of pick up kits.

Post by Ugly Duck »

This idea just kinda popped into my head while browsing the forums. But I think it would be a very handy solution to the problem in game of magical kits that give you insta training for that field.

What if when someone was killed instead of dropping a kit they dropped a special ammo pack like the ones support troops carry? Now it would have to be more detailed than that of course, but that's just the basic idea. That little pack would be the 1 time use kind and only give out say... half of the maximum capacity of ammo. It would also only be the ammo type of his main weapon.

I think that could be possible. FH managed to get their ammo crates to only give out certain amounts of grenades and rockets and EOD took out grenade reloading all together.
keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

i think thats the best idea for kit drops ive heard
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"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
Bumlingfool56
Posts: 87
Joined: 2004-08-18 18:46

Post by Bumlingfool56 »

that sounds better than 42's change ur whole class idea maybe they culd make it so that whatever ammo the guy had left you could get if it was the right kind of ammunition
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TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

I think personally CSS has it right. you kil somone there guns drops (you can even shoot the gun in mid air if you are spraying them) and whatever was on them either stay on the body for you to collect or physics has let it travel somwhere else. then instead of swapping guns it would be cool to not only be able to switch guns but to also reload if its the same type of magazine or possibly rounds.

Also will this mod allow snipers to zoom in and out????? i cant belive bf2 doesent have this! And when you shoot dont unzoom for each shot because its unreal and spoils your shots since at range you cant see where the bullet hit.

^^ sorry for going offtopic a bit.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

the kit drop thing has been discussed in a different thread and (coincidentally) the same ideas have been tossed around, its good to see were all pretty agreeable! as for sniping different zooms are a goal of this mod i believe and if you dont like the scope coming off just hold the fire button and it will stay zoomed as long as you want (you'll still have to let go to chamber another round)
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Eddie Baker
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Joined: 2004-07-26 12:00

Post by Eddie Baker »

TerribleOne wrote:Also will this mod allow snipers to zoom in and out????? i cant belive bf2 doesent have this! And when you shoot dont unzoom for each shot because its unreal and spoils your shots since at range you cant see where the bullet hit.

^^ sorry for going offtopic a bit.
Not all sniper rifles have variable magnification telescopic sights; most have fixed magnification sights. We'll see what we can do for the rifles that are issued with variable magnification sights.
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

i understand scouts etc wil have a fixed scope but for the mega sniper guns its a must!!!

also a bit offtopic but will there be any anti material sniper rifles available? because that would add some serious fun to the mod.
HarbingerCMT
Posts: 29
Joined: 2005-04-29 18:04

Post by HarbingerCMT »

I appologyze too if this idea has already been tossed out regarding kit drops:

My idea is that since in real life when you give up the gohst on the battle field whatever you were carrying at the time stays on you until someone goes rumaging through your pockets and pulls it out. My idea is that while crouching or Prone next to a body hitting "G" would not just instantly switch inventories but rather a progress bar with the sound of someone rummaging through fabrick would appear. This progress bar would count down for about ten seconds after which time one of two things would happen. If you were carrying the same equipment as the dearly departed then that soldiers excess ammo and grenades would transfer to you. If the fallen soldier were carrying different euipment, then that equipment would transfer to you. I know I've been frustrated before by switching classes and finding the pack I switched for had no grenades...so it would be great that no matter how the dropped pack is worked out that id doesn't result in the loss of grenades.
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m0ldym1lk
Posts: 368
Joined: 2004-08-25 20:28

Post by m0ldym1lk »

That's an interesting idea. I don't have anything to add though, everyone else beat me to it :P
TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

good idea. but 10sec is too long mabe 4sec. youd grab and run i think.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

TerribleOne wrote:i understand scouts etc wil have a fixed scope but for the mega sniper guns its a must!!!
The US Marines and Army don't seem to think so. They have used a fixed x10 telescopic day sight for their primary sniper weapons (M40 for Marines and M24 for the Army) since the 1980s. The AN/PVS-10 passive night vision / day sight for sniper rifles is also fixed magification (x8.5 for 7.62mm, x12 for the .50). The Marines also use a x10 fixed optic for their M82A3s, but the Army adopted a variable magnification (x4.5-14) day sight for the M107 anti-material rifle.

For US designated marksman type weapons, like the Mk-11, Mk-12 and USMC SAM-R variable magnification optics (x3-9) seem to be the norm. Oddly enough, a x3-9 variable magnification telescopic sight was the type used on the first M40s and M21s in Vietnam.
TerribleOne wrote:also a bit offtopic but will there be any anti material sniper rifles available? because that would add some serious fun to the mod.
One of the Barrett models of .50 caliber rifle is in BF2 already; we may be remodeling it and adding another type.
keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

hmm i think when he was taking about anti-material rifles... i think he may have been getting at sniper rifles that can shoot through a wall or whatever.. and if he wasnt, that would be a really addition to the game, but i dont think its possible with BF2s engine.
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"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I think the barret is an M95, and it's workings are all messed up.

Question directly to RDEV Eddie Baker: DO you know at this time whether or not it is possible to make weapons seperate from kits, such as in AA, Halo 2, etc, where every piece of weaponry is a different thing?
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Figisaacnewton wrote:I think the barret is an M95, and it's workings are all messed up.
How so? The real-life M95 is a bullpup configuration, bolt-action repeater with a detachable magazine. How does the one in game work?
Figisaacnewton wrote:Question directly to RDEV Eddie Baker: DO you know at this time whether or not it is possible to make weapons seperate from kits, such as in AA, Halo 2, etc, where every piece of weaponry is a different thing?
I don't know, myself. That would be a better question for our lead coder.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Damn that was fast response.

Um M95, I'm 99% sure this is what is in BF2, can't find a BF2 pic, but here is a RL pic:

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Now, for workings messed up. I've played in a unlocked server, with the m95. Every time you shoot, your guy takes his head of the scope, and does some animation of grabbing the back of the gun and pushing/clicking something into place. This makes the gun operate single shot, with a 3 second or so period between shots.

Does the gun not eject the casings when you fire the round, so you'd have to get rid of the casing every time? I've never heard of the that before...

Either way, it can't disable things from a shot to the engine, which it should be able to do. I know that that is possible to code into the BF engine, I hope you guys fix that.

Has anyone else noticed this...?
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Figisaacnewton wrote:Damn that was fast response.

Um M95, I'm 99% sure this is what is in BF2, can't find a BF2 pic, but here is a RL pic:

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World.guns.ru doesn't allow image in-linking. Otherwise, it's a very good resource. Manufacturer's pic:

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Figisaacnewton wrote:Now, for workings messed up. I've played in a unlocked server, with the m95. Every time you shoot, your guy takes his head of the scope, and does some animation of grabbing the back of the gun and pushing/clicking something into place. This makes the gun operate single shot, with a 3 second or so period between shots.

Does the gun not eject the casings when you fire the round, so you'd have to get rid of the casing every time? I've never heard of the that before...
Bolt-action repeaters do not eject the casing until you manually operate the bolt, chambering a new round from the magazine and ejecting the spent casing. The in-game operation is correct. :) Bolt-action rifles are preferred for sniping since you can easily police your spent cartridges, wheras a semi-automatic rifle pops them several feet and could potentially give away your position.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I knew the whole bit about discarding the casing when you want is advantageous to you, i just ifgured the m95 was a smaller version of the m82, which just ejects the casing when you fire. oh well.

Can you ask the lead coder my question? Thanks.
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ArchEnemy
Retired PR Developer
Posts: 1285
Joined: 2004-08-16 16:00

Post by ArchEnemy »

Figisaacnewton wrote: Question directly to RDEV Eddie Baker: DO you know at this time whether or not it is possible to make weapons seperate from kits, such as in AA, Halo 2, etc, where every piece of weaponry is a different thing?
He's a military advisor not a scripter :?
Retired PR Lead Coder
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

But he is smart.
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Figisaacnewton wrote:Question directly to RDEV Eddie Baker: DO you know at this time whether or not it is possible to make weapons seperate from kits, such as in AA, Halo 2, etc, where every piece of weaponry is a different thing?
I asked our primary scripter and he's said it looks impossible at the moment. Once the mod tools get released, not sure if it will change, but there's always hoping.
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