What do you want to see in a Realism Mod?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Wolfmaster
Retired PR Developer
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Post by Wolfmaster »

srry, it's reality. and that's what we're here for.
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SnEaKy
Posts: 3
Joined: 2005-07-07 20:23

Post by SnEaKy »

damage on the helo missles to troops
just came out of a server hit a guy 3 times next to him behind him he said he wasnt even shellshocked i mean what bollocks is that they shoud kill in one
DuckCommander
Posts: 63
Joined: 2005-07-09 16:43

Post by DuckCommander »

Wolfmaster wrote:srry, it's reality. and that's what we're here for.
Well... I guess it could encourage moving around with a Medic..
3FJ_Werner
Posts: 94
Joined: 2005-06-13 15:55

Post by 3FJ_Werner »

Brentos wrote: 6. Timed rounds of 10 minutes
Could you eloborate on this one?

10. Aiming from hip is very inaccurate, but at close quarters it'll get the job done (unlike Red Orchestra)
I agree on you here, but in BF2 the weapons are in a shouldered position which also shouldn't be too accurate.
From the hip you shouldn't be able to hit anything i would think, probably it wouldn't even be fired that way.

Correct me if i'm wrong.
BrokenArrow
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Post by BrokenArrow »

i agree with sneaky, the rockets are so underpowered, theres virtually no shrapnel out of them.
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Brentos
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Post by Brentos »

Also, I think that when a soldier is wounded, his health becomes worse and worse depending on the injury, and if he is helped by a medic, the medic will only be able to stop the bleeding.

Less stingers on maps. Those things are extremely annoying... and magically track the closest aircraft to them, be it friend or foe.

And I don't like the idea of having these exploding helicopters. If a UH60 is hit by an RPG (please add!) in a vital spot (tail rotor), I think it should start spinning, and if it lands soft enough (if the crew is lucky), they will all experience that shock that you experience when you're near an explosion.

If a MiG29 gets hit by an AIM9 and its health reaches zero, the pilot should be given a short period of time to eject.
Tacamo
Posts: 602
Joined: 2004-07-24 14:10

Post by Tacamo »

Bumlingfool56 wrote:im pretty sure it was banned by the united nations but the united states never signed the agreement but said it had destroyed its napalm bomb arsenal. not fully sure though [my dad watches to much history channel :D ]
Yeah they eventual got rid of the napalm stocks sometime in the mid to late 90's. The vapors from it probably made it a PITA to store and keep in a useable form. Thermobaric weapons seem to be the weapons of choice now anyway.
Stadler
Posts: 52
Joined: 2004-12-29 13:00

Post by Stadler »

Brentos wrote:Also, I think that when a soldier is wounded, his health becomes worse and worse depending on the injury, and if he is helped by a medic, the medic will only be able to stop the bleeding.

Less stingers on maps. Those things are extremely annoying... and magically track the closest aircraft to them, be it friend or foe.

And I don't like the idea of having these exploding helicopters. If a UH60 is hit by an RPG (please add!) in a vital spot (tail rotor), I think it should start spinning, and if it lands soft enough (if the crew is lucky), they will all experience that shock that you experience when you're near an explosion.

If a MiG29 gets hit by an AIM9 and its health reaches zero, the pilot should be given a short period of time to eject.
Very Interesting ideas, I especially like the "Black Hawk Down" one. Seeing that would just make my mouth drool :wink:
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Rahabib
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Joined: 2005-07-11 16:00

Post by Rahabib »

Hopefully this hasnt been said already. I made through 12 pages.

1- No repairing vehicles in the vehicle. I cant drive and fix the fuel pump at the same time and neither should it be in this mod.

2- longer time for medical healing.

3- reviving at half strength.

4- Support ammo greatly limited.

5- Damage physics (limping, bleeding).

6- With #5 if you are shot in the arm or leg critically, you wont just keep limping and fighting unless you have no other alternative. Also, a medic isnt going to just slap something on you and your leg is magically repaired. I would think it would be cool to call for transport and if you can get back to the spawn you then respawn without a death accredited to you. If you cant get out then you have to fight with penalties and bleeding. The medics can keep you alive but not solve the penalty. This would give transport drivers especially helicopters the ability to pick up those and return them.

7- better scoring system. The system now seems off. Spec Ops should get points for blowing up stuff. Your team should get point bonuses for fewer casualties. Transporters that take someone back to the base for medical relief in #5 should get points. Medics should get the same points but take longer to heal, same with support and engineers.

8- I know you heard this a million times but leaning. Leaning is great but ONLY if the hitboxes can be fixed and if the accuracy of the guns are improved.

9- Aritllery should be slower to recarge (for balance not just realism)

10- Already mentioned C4 should be placed not tossed. This works better for gameplay balance issues anyway.

11- Tanks should be more powerful. 2 shots should take down an APC.

12- Anti tank projectiles should atleats immobilize APCs or Tanks in 1 shot maybe 2 for gameplay purposes with the 3rd shot destroying all in it.

13- sniper rifles should be far more accurate prone and staning still.

14- Using the comm radio forces iron sights to go down.

15- Mentioned already - Using VOIP makes you visiable to the commander momentarily. Although this is small since half the people still use Teamspeak or Ventrillo.

I dont care much about the cosmetic realism things about adding new weapons etc. atleast not at first.
BrokenArrow
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Post by BrokenArrow »

dunno if leaning is possible, i like your idea on c4, but i think that satchel charges should be added that can be tossed short distances and work on a timed fuse.
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Beckwith
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Post by Beckwith »

i disagree about the C4

if your willing to agree that C4 can be made sticky why not be able to toss it?

its not like c4 will go off if you handle it in a slightly ruff manner, c4 is one of the most stable explosives on the planet, iv heard stores of guys fireing bullets into it and it still doesnt trigger and you can even light it on fire with out it detonating
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BrokenArrow
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Post by BrokenArrow »

well i dont think its an issue of its stability as much as it is an issue of how its used. isnt c4 usually used as an explosive for breaching doors or taking out objectives? not so much as an explosive to be thrown around, regardless of its stability.
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Rahabib
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Post by Rahabib »

Beckwith wrote:i disagree about the C4

if your willing to agree that C4 can be made sticky why not be able to toss it?

its not like c4 will go off if you handle it in a slightly ruff manner, c4 is one of the most stable explosives on the planet, iv heard stores of guys fireing bullets into it and it still doesnt trigger and you can even light it on fire with out it detonating
For me its not really about premature detonation, but more for gameplay. It makes the spec ops choose thier sites more carefully and not run around and tossing stuff in the heat of the battle. I think it makes them a bit more rogue like.
Wolfmaster
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Post by Wolfmaster »

yeah, and also it would mean that the c4 actually goes where you want it to go and not fly around and you have to hope that it sticks on the place you intended.
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BrokenArrow
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Post by BrokenArrow »

not to mention that it wouldnt stick if you just chucked it at something.
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Wolfmaster
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Post by Wolfmaster »

well maybe if you submerged it in superglue before throwing...
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Rahabib
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Post by Rahabib »

Rahabib wrote:
3- reviving at half strength.

...

5- Damage physics (limping, bleeding).

6- With #5 if you are shot in the arm or leg critically, you wont just keep limping and fighting unless you have no other alternative. Also, a medic isnt going to just slap something on you and your leg is magically repaired. I would think it would be cool to call for transport and if you can get back to the spawn you then respawn without a death accredited to you. If you cant get out then you have to fight with penalties and bleeding. The medics can keep you alive but not solve the penalty. This would give transport drivers especially helicopters the ability to pick up those and return them.
To go with these points I thought of another thing for number 3.

3- reviving at half strength (edited - quarter strength). But when someone is revived if they had any damage penalties (limping, arm accuracy, etc.) they would revive with those penalties - since its not technically a "revive" but simply getting the heart pumping again. Then they can give blood (heal) to them - but would still have the damage penalties until they get off the battlefield.
DuckCommander
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Joined: 2005-07-09 16:43

Post by DuckCommander »

I think that if a Medic is in an LAV, it automatically qualifies as a Medevac and the damage penalties can be relieved on the spot. Same with the Blackhawk and the Opp counterparts. Because they'll have all the Medical Supplies loaded onto them to treat critical wounds.
Rahabib
Posts: 9
Joined: 2005-07-11 16:00

Post by Rahabib »

not that its important since all of this would come much later IF its implemented... but, They wouldnt magically cure an broken arm or a leg in an LAV or BlackHawk but it would stableize bleeding so you wouldnt die in route.

The point of this would be, you dont have a death counted against you or your team. Those getting you off the battlefield would get points. And after you got back the main spawn, you then come in as if you died (choosing your CP spawn area as normal). This was suggested as a realism teamplay enhancement not just for realism. I do see what you are saying though I just think its not enough.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

I'd like to see revived players come back at a 1/4 or 1/8 health myself with there being effects depending on the severity of ones injury level.
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