Searchlight and RPG suggestion.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Searchlight and RPG suggestion.

Post by Desertfox »

First lets start with a searchlight, I was fooling around in a local server on mash night and was flying around in a littlebird and I thought to myself "You know what would be awesome?" A SEARCHLIGHT! Think about this scenario. A squad is pinned down and cant get out they can see tracers and know the general direction of where the enemy is they get the LB to search the area and light it up getting the enemy to scatter (I know I would if it was overhead :D )

Now the RPG, in most of the real combat videos on like youtube and that showing the afghan army they have like 3+ RPG's on there back and im pretty sure the insurgents would also. My suggestion is give them 3 total.
APoutwest
Posts: 275
Joined: 2006-06-07 03:48

Post by APoutwest »

errr lights dont really work in the bf2 engine

and 3 rpgs...no do those insurgents have full rifle setups aswell?
Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Yeah, lights don't work in BF2. The lighting is done through a process called "lightmapping". It literally draws shadows on objects and terrain. There is the sun and several Global Illumination lights scattered about. This is what gives BF2 the realistic shadows effect, and is also the reason why there is no day/night cycle in BF2, as all the shadows have to stay the same. Dynamic lighting would screw that up, and without lightmaps, lights can shine through any static object.
IronTaxi
Retired PR Developer
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Post by IronTaxi »

actually there are some "kind of" dynamic light you can use in the editor...you can see them on the carrier in the hallways and i have played with them a bit...never put them in a level but they are there... now mobile dynamic lights im not sure...but fixed lighting effects seem to be in the engine and completely tweakable...have to take a look in the bf2editor forums if you want to know more....
Downtown_two
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Joined: 2006-06-19 11:59

Post by Downtown_two »

Sounds like alot of work for a searchlight, which in the way you described doesn't sound to me liek a valid tactic. If I were in a LB I would be doing my best NOT to mount my "shoot here" sign. Isn't this the purpose of flares?
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blud
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Joined: 2006-09-04 22:22

Post by blud »

Even if you could do it, the light probably wouldn't show up for people who run low settings.
V3N0N_br
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Joined: 2005-08-14 16:12

Post by V3N0N_br »

i would think it's okay 2 rockets for the RPG. I even think would do nice to have (like the shotgun) 2 different types of it, the AT and the AP rounds. And comon, 2 rounds isn't that much. When a guy knows he is under attack he will arm himself well, it's different from when he's on patrol.
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Mongolian_dude
Retired PR Developer
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Post by Mongolian_dude »

As i have said many times before, The insurgent RPG equivelenat should have 1+1 shots with the RPG. However, remove the AK. Give him something or nothing else. Maybe a Makarov pistol. But for short term, standard MEC pistol.

I dunno about search lights. would be nice, unlikely its possible and would give away your position more than tracers do anyway.

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Thunder
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Post by Thunder »

i vote for the RPG guy to lose his rifle in favor of 2 more rockets, but i hear the DEV's are aginst it for various balace reasons
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Eddie Baker
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Post by Eddie Baker »

Desertfox wrote:Now the RPG, in most of the real combat videos on like youtube and that showing the afghan army they have like 3+ RPG's on there back and im pretty sure the insurgents would also. My suggestion is give them 3 total.
This has been brought up many times before; please do a search. :) We are working on replacing it and the SMAW model with appropriate single-shot disposable LAW-type weapons in the Rifleman AT kits.
'[5NFSO wrote:Thunder']i vote for the RPG guy to lose his rifle in favor of 2 more rockets, but i hear the DEV's are aginst it for various balace reasons
The revised classes are a work-in-progress, pretty much; Egg said something that I think is very true of all mods, that it takes about three releases of changes to get one thing perfected. An alternate "Heavy AT" kit with a pistol, RPG and multiple rounds is something that I have not heard (or read) anyone say they'd be opposed to.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

RPG

Post by OverwatchX »

'[5NFSO wrote:Thunder']i vote for the RPG guy to lose his rifle in favor of 2 more rockets, but i hear the DEV's are aginst it for various balace reasons
If changes were made (like those I saw in the upcoming patch to this mod) that makes RPGs virtually useless against tanks, then I say add another RPG round or two (not reloadable unless from a crate or a vehicle) and drop the AK for a pistol.
Realism and fun aren't mutually exclusive.
Desertfox
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Post by Desertfox »

'[R-DEV wrote:Eddie Baker']This has been brought up many times before; please do a search. :) We are working on replacing it and the SMAW model with appropriate single-shot disposable LAW-type weapons in the Rifleman AT kits.



The revised classes are a work-in-progress, pretty much; Egg said something that I think is very true of all mods, that it takes about three releases of changes to get one thing perfected. An alternate "Heavy AT" kit with a pistol, RPG and multiple rounds is something that I have not heard (or read) anyone say they'd be opposed to.
I know its probally been brought up which is why I didnt make 2 seperate threads.
V3N0N_br
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Joined: 2005-08-14 16:12

Post by V3N0N_br »

I don't think vBF2 version would do ok, but how about using the Aks74u instead of the AK47 for the insurgent?
It would do much better, since they use that gun and it's lighter then the Ak47, so you could carry like a AKs74u with 2 rounds and an RPG with 2 rounds as well
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Xizor
Posts: 135
Joined: 2006-11-10 21:28

Post by Xizor »

Dynamic lighting works. Look at Battleracer, they put headlights in their cars that work.
mavit
Posts: 248
Joined: 2006-04-06 17:32

Post by mavit »

I heard the battleracers headlamps were very buggy :S

I would love to see the RPG gunner have 3 rounds, without a rifle. That would meen that they would be able to take out a tank if all shot from the behind. At the moment the RPG gunner is just a rifleman with an RPG that can abrely scratch a MBT. Maybe an RPG gunner with an automatic pistol or something? i dont know just throwing in ideas :S
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bosco_
Retired PR Developer
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Post by bosco_ »

I like the current RPG equipment.
In combination with the request system, it's perfect.
You want to shoot tanks? Take a heavy AT kit.
You want to be able to defend against APCs and jeeps? Take the RPG ;)
The only thing that bothers me is the Eryx shell on the back of the soldier, but I'm sure that will be fixed soon ;) .
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El_Vikingo
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Post by El_Vikingo »

You want ghetto birds in BF2 !??!
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jerkzilla
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Joined: 2007-03-07 12:04

Post by jerkzilla »

I don't think it would work on Bi Ming since I believe it has close range fog to make gamma settings useless.
Another thing, I think the A10 has lights (obviously that work) on the wing tips, but they're not always on. Try getting in an A10 and look at the tips while you start it up.
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