=Battlefield 2 Complaint List=

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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TerribleOne
Posts: 586
Joined: 2005-06-26 16:00

Post by TerribleOne »

waffenbaum wrote:Dude, please, this is not meant as an insult, but your random spelling really makes it hard to decode your point. If you have time, try http://www.spellcheck.net
yea sorry i type to fast and never re-read what ive posted :( il try harden in the future.


^^ the spell mistake is a joke :p
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

i think Day Of Defeat does jumping/sprinting well, when your stamina goes down even your normal jog isnt as fast, and you cant jump as high and when your stamina is all the way down there is no jumping. also your stamina is lowered when trying to fire a machinegun while standing andd the weapon is not deployed AND the stamina goes down if you get hit or fall too far. i think they have the stamina refill done well also where if you are laying or crouched it refils faster than if you were on the move, although it does refil a little too fast i think DOD has a good stamina model to go on.
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

Okay here's another one...

Anyone here ever command a squad, your squad is doing good, and of course, sonner or later u die, but the worst part is you respawn on the other team!!! And you lose your squad... I think team auto-balance is a good idea, but it's just done wrong, i think Squad Leaders and Commanders should have immunity from auto team switch, and so not everyone creates their own squad to avoid being team switched, make it so only Squad Leaders with one or more other members in the squad can't be team switched... Well, any chance of this happening?
GOD BLESS AMERICA AND OUR ALLIES
gkanga
Posts: 5
Joined: 2004-09-18 17:37

Post by gkanga »

One thing that annoys me is how people in helicopters can capture points and be nearly immune from most ground fire. Attack helicopters can easily keep all the vehicles dead and very quickly wipe out infantry. An anti-tank guy has a chance to get a shot off, but they're the only ones that can really do damage and most people aren't anti-tank. In real life, air vehicles can't hold territory, that's the job of infantry and ground forces. I think that nobody in an air vehicle should be able to capture a point, and the pilot class should not be able to even when not in an aircraft. The only time they'd really be out of a vehicle is when they get shot down, and you don't see downed pilots going around capture enemy territory. What should need to happen is that you get a pilot in a transport helicopter and 4 or 5 regular guys, they land, the guys hop out, capture the point, then get back in and can take off. If two people want to stay in the chopper and man the guns that's ok but they won't contribute to the capture. I'm assuming that both crew members in an attack helicopter are going to have to be the pilot class, so that would rule them out altogether, which I think is good, they are there to eat tanks, not capture flags.
Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

Well,
If your planning on getting Project Reality, for the most part, your problems will be solved, no more 4 anti-tank rockets to kill a heli, more like 1 or 2 depending on hit, and hopefully as well all know, Project Reality may be including some anti-material sniper rifles to take out light armored vehicles including choppers, personally, im one of the few and proud to transport troops in my Blackhawk, nothing beats going in mini guns blazing and having your squad bail and get the flag, then jump back in and high tail it outta there :D
GOD BLESS AMERICA AND OUR ALLIES
waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

...only to be shot out of the air by a fighter jet, if the n00bs hasn't C4'rd your chopper first.
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

on the subject of choppers i think the height at which you can fall without being injured needs to be increased, everybody's seen the pics of nam troops hoppin out of hueys 8 ft above the ground, in BF2 you get hurt jumping 5. if you do jump from a high point you should be dropped into a crouch for a second or too as you recover, not able to run right away.
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Tactical Advantage
Posts: 587
Joined: 2005-02-10 20:43

Post by Tactical Advantage »

BrokenArrow wrote:on the subject of choppers i think the height at which you can fall without being injured needs to be increased, everybody's seen the pics of nam troops hoppin out of hueys 8 ft above the ground, in BF2 you get hurt jumping 5. if you do jump from a high point you should be dropped into a crouch for a second or too as you recover, not able to run right away.
GOOD POINT
GOD BLESS AMERICA AND OUR ALLIES
Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

Tactical Advantage wrote:
BrokenArrow wrote:on the subject of choppers i think the height at which you can fall without being injured needs to be increased, everybody's seen the pics of nam troops hoppin out of hueys 8 ft above the ground, in BF2 you get hurt jumping 5. if you do jump from a high point you should be dropped into a crouch for a second or too as you recover, not able to run right away.
GOOD POINT
X2
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waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Not to mention that choppers shouldn't explode mid air if hit, but rather begin burning and loosing control. Maybe even begin to spin as they so often do when the tail gets trashed. I imagine a fire on board would be a pretty good jump motivator, especially if everyones health started dropping to simulate the burn. And if you jump from say, 17-20 ft, you have a pretty good chance of breaking your legs, Ouch, imagine lying there till the medic comes.
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S.O.P
Posts: 180
Joined: 2005-05-28 04:20

Post by S.O.P »

This is both problems and suggestions for PR and acknowledgements of other people's points (almost all I have read are correct in some way).

* One of my main concerns/gripes is foot-firing of the Nade Launchers. Could a minimum distance be coded in?

* The Shoot-dive or Dolphin-Dive. Perfect accuracy as one dives to ground, no realism there. Perhaps the accuracy could be haywire and firm up quickly as the Prone key is pressed and the prone action settles. This would encourage more standing/crouched firing and more cover usage.

I've just started reading here since the annoyances of BF2 are starting to get to me. I notice a few posts that people would like the crosshairs removed. Can the logic behind this be explained? When one holds a rifle, one instinctively knows whereabouts the bullets will probably go by basic physics and the way it is being held. Unfortunately a video game cannot recreate this "feeling" so crosshairs are needed.

Also I notice that beta-testing selection will be coming up in the future, can I suggest approaching some of the Leaders in the "Kit Equipment" or Weapon Leaderboards for Infantry testing. A couple are from LAB, click on my sig and join up to the forums.

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Thought I might just chuck the sig in as I've spotted it around in my readings.
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waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

*moved*
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Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

S.O.P wrote:
I've just started reading here since the annoyances of BF2 are starting to get to me. I notice a few posts that people would like the crosshairs removed. Can the logic behind this be explained? When one holds a rifle, one instinctively knows whereabouts the bullets will probably go by basic physics and the way it is being held. Unfortunately a video game cannot recreate this "feeling" so crosshairs are needed.
that's exactly what i said a while ago but since the majority didn't agree i have never since brought that back up. anyway i agree with you on that.
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S.O.P
Posts: 180
Joined: 2005-05-28 04:20

Post by S.O.P »

I will take that onboard and attempt a game later on by looking through the crosshair and see if I can see the benefit in it. I remember I used to struggle in DC with the Iraqi sniper because it had no xhair whilst unzoomed and the US did. I'm using Iron Sights in BF2 at anything longer than 10 metres anyway but I figure if I had no xhair I'd be missing a lot more at anything under that. Good explanation though. This is definitely something that would need to be play-tested, with and without, pros and cons.

And another vote for removing the bunny-hopping. This, foot-firing of nades and the shoot-dive were three problems I hoped EA/DICE wouldn't be silly enough to include in their modern shooter yet alas... they did.

Edit: I know DoD and their heavies needed setting up whilst prone to get accuracy. I never really played FH enough to know the nuances, Aussie servers were always under-populated. Also accuracy whilst bunny-hopping is a problem as well. If the weapons can go inaccurate (and reach a maximum of inaccuracy) whilst firing, the reverse should be applied to hopping and diving and start inaccurate and work its way to accurate within 0.5 to 1 sec or so, enough to give the guy who is still and firing to put the hopper away.
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Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

solodude23 wrote:Well, no offence, I can do just fine without crosshairs. Not because of the way its being held and phyicics, because I know its always going to the middle of the screen..
yeah that may be true but as it seems right now pr might not always have it pointing at the center. (weapon sway etc)
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Wolfmaster
Retired PR Developer
Posts: 4927
Joined: 2004-09-05 16:00

Post by Wolfmaster »

i never shoot at long range targets anyway unless i'm sniper. ít's more useful to go capture a flag then shoot at eachother for a minute until someone is lucky enough to get a headshot. if the damage wasn't so rediculously low i'd probably do it more.
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