Another Seat for 2-manned Vehicles

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CAS_ual_TY
PR:BF2 Contributor
Posts: 926
Joined: 2016-01-04 12:30

Another Seat for 2-manned Vehicles

Post by CAS_ual_TY »

THIS IS NOT WHAT IS SEEMS LIKE AT FIRST. I DONT SUGGEST A 3RD NEEDED CREWMAN FOR VEHICLES.


Thank you! My suggestion is simple: Give another seat to Tanks, AAVs, and ATMs. That seat only has the commander view and also requires a crewman. The driver and gunner seat do not lose anything.

The reason for this came when I was driving a scimitar. In order to cut the engine I had to get out of it. And the entrance was on top as well. So hopping back in in case of an attack on us would most likely not have worked (it didnt, infy picked me off). Same with Tanks: When getting into the 3rd seat you can take cover, but people can still shoot you out.

TLDR:
- Add another seat to Tanks, AAVs, ATMs
- Seat requires a crewman
- Seat only has the commander's view (or drivers view in case there is no commander's view)
- Meant for engine cutting etc.
- NOT meant for milsim crew commanders
- The other seats or their visions do not change
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Another Seat for 2-manned Vehicles

Post by rPoXoTauJIo »

Here you go camo
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assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.

Time to give up and respawn.
UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Another Seat for 2-manned Vehicles

Post by UTurista »

But the fact that is risky is what balances the current meta of sound checks.

If was not for that then there would be absolutely no risk in doing sounds checks
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Avatok
Posts: 32
Joined: 2016-05-08 15:36

Re: Another Seat for 2-manned Vehicles

Post by Avatok »

Need delay between switch from 1st(driver) to 3rd(commander)places.
FFG
Forum Moderator
Posts: 1468
Joined: 2014-03-18 04:47

Re: Another Seat for 2-manned Vehicles

Post by FFG »

maybe commander camera has a 20 second warm up time?
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Another Seat for 2-manned Vehicles

Post by viirusiiseli »

[R-CON]UTurista wrote:But the fact that is risky is what balances the current meta of sound checks.

If was not for that then there would be absolutely no risk in doing sounds checks
No, in order to hear entirely, one needs to hop out of the vehicle. 3rd seat offers limited audibility.
FlyingR
Posts: 311
Joined: 2014-08-05 22:42

Re: Another Seat for 2-manned Vehicles

Post by FlyingR »

Wouldn't it be easier to just have a button to cut off the engine entirely?
DusanYugoslavia
Posts: 67
Joined: 2010-01-07 12:32

Re: Another Seat for 2-manned Vehicles

Post by DusanYugoslavia »

Could it be possible that the current third seat has 3 options:

- MG station
- inside of the turret with commander optics
- MG station with binos in hand and 360 turn ability?

Thats irl.
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Menuen
Posts: 101
Joined: 2014-01-16 10:49

Re: Another Seat for 2-manned Vehicles

Post by Menuen »

The RC-10 is the worst. When you jump out on a small bump to do a sound check, your gunner needs to aim down for you to jump back inside. If not you gonna have hard time jumping back :/

Its really good idea to do 3rd sit, but also you could change exit place from the side to the top of the vechicle.
winject
Posts: 38
Joined: 2017-12-25 10:22

Re: Another Seat for 2-manned Vehicles

Post by winject »

Any updates on this? Or are you expecting the community to do it?
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Another Seat for 2-manned Vehicles

Post by doop-de-doo »

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The models don't need a whole rework or hatch. Just put the seat where the player sticks out the top. Wonky, but functional.

:evil: B4TM4N :evil:
CAS_ual_TY
PR:BF2 Contributor
Posts: 926
Joined: 2016-01-04 12:30

Re: Another Seat for 2-manned Vehicles

Post by CAS_ual_TY »

doop-de-doo wrote:Image

The models don't need a whole rework or hatch. Just put the seat where the player sticks out the top. Wonky, but functional.
No it doesnt. The idea was to have an "idle" seat inside the vehicle to cut engine. Read first post. Only code needs additions
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Hokunin
Retired PR Developer
Posts: 606
Joined: 2009-11-02 09:23

Re: Another Seat for 2-manned Vehicles

Post by Hokunin »

This promotes silly unrealistic behavior, that break immersion. I suppose in battle, tank crews keep their engine on in case to instantly retreat or change position in heated battle environment. They don't kill their engines every minute on off and be all ninja like, hearing stuff, they have recon teams for that. Do they do it in real life? If to implement this feature then, tank driver should also have warming up timer.

Also the sound gives the vulnerable infantry in PR a chance, awareness.
Last edited by Hokunin on 2018-02-21 03:22, edited 4 times in total.
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UTurista
PR:BF2 Developer
Posts: 985
Joined: 2011-06-14 14:13

Re: Another Seat for 2-manned Vehicles

Post by UTurista »

I already expressed my opinion, but since this was bumped, I may express it again.

I honestly don't know how anyone would think this would be a good idea. This is literally like saying players should have shields to not die while they're shooting - Its such an inconvenient when that happens.

Sound checks in PR, or simply having no engine sounds, have a big impact in the game. You can listen for enemies approaching while remain 'hidden".
And even with the limited audio that you would get for being inside, it would always be better than simply having the engine on, while keeping the full advantage of not being heard by enemy players.

This feature shouldn't even exist, the tank should always keep the engine sound, either with the driver or gunner in it but I don't believe this is possible.
So the best thing we can do is allow players to do "turn of" the engine but with the risk of being killed.
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Dont question the wikipedia! Just because it reports different things on different languages does not make it unreliable source!
Hunter291
Posts: 73
Joined: 2015-06-01 21:43

Re: Another Seat for 2-manned Vehicles

Post by Hunter291 »

Such a thing as holding left alt
Raidonrai
Posts: 90
Joined: 2015-01-23 15:17

Re: Another Seat for 2-manned Vehicles

Post by Raidonrai »

Not possible to blackscreen gunner with no driver?
Fastjack
PR:BF2 Contributor
Posts: 525
Joined: 2011-09-04 19:47

Re: Another Seat for 2-manned Vehicles

Post by Fastjack »

Raidonrai wrote:Not possible to blackscreen gunner with no driver?
Would be nice if the batteries of a tank can ran out of power and the gunners vision get reduced overtime as long as the engine is off like the NVG's did in BF2 Special Forces. :? ??:
assetruler69
Posts: 211
Joined: 2017-04-18 17:50

Re: Another Seat for 2-manned Vehicles

Post by assetruler69 »

sgt.maze2
Posts: 59
Joined: 2017-02-21 14:57

Re: Another Seat for 2-manned Vehicles

Post by sgt.maze2 »

Avatok wrote:Need delay between switch from 1st(driver) to 3rd(commander)places.
Not posibble unfortunately with the engine
winject
Posts: 38
Joined: 2017-12-25 10:22

Re: Another Seat for 2-manned Vehicles

Post by winject »

'[R-CON wrote:Hokunin;2183239']This promotes silly unrealistic behavior, that break immersion. I suppose in battle, tank crews keep their engine on in case to instantly retreat or change position in heated battle environment. They don't kill their engines every minute on off and be all ninja like, hearing stuff, they have recon teams for that. Do they do it in real life? If to implement this feature then, tank driver should also have warming up timer.

Also the sound gives the vulnerable infantry in PR a chance, awareness.
They do it. During the Bosnian war, tanks and not only tanks but also light apc and some ifvs -on both side - had to shutdown their engine as soon as they went into fire position in the mountains because their sound would expose the closest friendlies around.

Adding a warming up timer would definitely prevent the seat switching abuse.
'[R-CON wrote:Hokunin;2183239']This promotes silly unrealistic behavior, that break immersion.[/B]
as much as I respect you devs, please don't bring this argument.
I could start listing everything that makes the game unrealistic right now,but the only difference is that you get the last word on it by deciding whether to code it or not.
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