=Battlefield 2 Complaint List=
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OverwatchX
- Posts: 258
- Joined: 2005-07-10 20:53
1) Give commanders ability to assign lone wolfs to squads.
2) Give any squad member ability to MANAGE SQUAD and INVITE other players to help fill squad when SL is busy.
3) Vehicle need to take less damage if any from grenades
4) Tanks rear armor weakened
5) C4 less potent to tank (requires all 5 charges from Spec ops to harm)
6) AT rockets more deadly to vehicles.
7) Splash damage increased on ALL explosions (tank rounds, rockets, grenades, chain guns)
Vehicles take less damage from small bumps in road
9) Vehicle smoke screen should block your nametag being shown to enemy who is shooting through it because it renders smoke useless as is. I say remove all nametags forcing player to perform target recognition and teamwork.
10) Independant volume slider to lower radio chatter while sound effects have own control slider.
11) Weapons more accurate and lethal
12) Medics should not be able to self heal
13) Engineer cant repair while inside vehicle
14) Radar, UAV, and Arty should be susceptible to damage from tank rounds and rockets.
15) Death to the bunny hopping
16) Remove jumping prone to immediate ultra aiming feature
17) CHAIN GUNS, MGs, VULCAN AA, AND APC CANNONS SHOULD NOT HEAT UP SOOOOOO FAST!
1
Setting English Dialouge VO in audio options only changes it to English when you are on Chinese or MEC. That way, while USMC, you hear foreign language being shouted nearby instead of English (confusing).
19) Tanks can be immoblized if hit in treads.
20) HUD OPTION to remove ALL text from gameplay screen (chat and death notifications)
21) Tank round should have less shell drop and should reload faster.
22) Remove parachuting from rooftops and cranes. Limit chutes to those escaping aircraft only. BASE jumping? No way.
23) Favorites list on server browser
24) Find friends via server browser.
25) Revived soldiers via paddles come back at 1/4 strength instead of full health causing medics to have to heal after reviving them
26) Weapon sway for snipers and iron sights..which is lessened if prone
27) SAW and MGs more accurate and deadly. Less heat up.
2
No crosshairs (Iron sights only for aimed shots).
2) Give any squad member ability to MANAGE SQUAD and INVITE other players to help fill squad when SL is busy.
3) Vehicle need to take less damage if any from grenades
4) Tanks rear armor weakened
5) C4 less potent to tank (requires all 5 charges from Spec ops to harm)
6) AT rockets more deadly to vehicles.
7) Splash damage increased on ALL explosions (tank rounds, rockets, grenades, chain guns)
9) Vehicle smoke screen should block your nametag being shown to enemy who is shooting through it because it renders smoke useless as is. I say remove all nametags forcing player to perform target recognition and teamwork.
10) Independant volume slider to lower radio chatter while sound effects have own control slider.
11) Weapons more accurate and lethal
12) Medics should not be able to self heal
13) Engineer cant repair while inside vehicle
14) Radar, UAV, and Arty should be susceptible to damage from tank rounds and rockets.
15) Death to the bunny hopping
16) Remove jumping prone to immediate ultra aiming feature
17) CHAIN GUNS, MGs, VULCAN AA, AND APC CANNONS SHOULD NOT HEAT UP SOOOOOO FAST!
1
19) Tanks can be immoblized if hit in treads.
20) HUD OPTION to remove ALL text from gameplay screen (chat and death notifications)
21) Tank round should have less shell drop and should reload faster.
22) Remove parachuting from rooftops and cranes. Limit chutes to those escaping aircraft only. BASE jumping? No way.
23) Favorites list on server browser
24) Find friends via server browser.
25) Revived soldiers via paddles come back at 1/4 strength instead of full health causing medics to have to heal after reviving them
26) Weapon sway for snipers and iron sights..which is lessened if prone
27) SAW and MGs more accurate and deadly. Less heat up.
2
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BrokenArrow
- Retired PR Developer
- Posts: 3071
- Joined: 2005-06-07 18:54
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Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
yeah good list, just one remark though.
b. medics should be able to bandage themselves to stop bleeding because obviously they can irl. they would then also have to go to the main base to be fully healed.
a. medics shouldn't heal at all, they should stop bleeding, thereby stopping loss of health. you should then go to the main base and go into a medical building/tent to be really healed, which should take longer than it does now.12) Medics should not be able to self heal
b. medics should be able to bandage themselves to stop bleeding because obviously they can irl. they would then also have to go to the main base to be fully healed.

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Psycho_Sam
- Posts: 255
- Joined: 2005-06-15 00:03
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Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
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PaveRogue
- Posts: 9
- Joined: 2005-06-21 15:10
My consilidated list
1. Shouldn't be able to shoot while jumping
2. Get rid of third person view while driving
3. Get rid of tags over enemy and the red Xs when you hit them
4. Get rid of skull and crossbones over mines and clays
5. FF should be on for clays
That's the short list. I'll post the long list later this week.
2. Get rid of third person view while driving
3. Get rid of tags over enemy and the red Xs when you hit them
4. Get rid of skull and crossbones over mines and clays
5. FF should be on for clays
That's the short list. I'll post the long list later this week.
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Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
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DrZero
- Retired PR Developer
- Posts: 936
- Joined: 2004-07-24 12:00
We've all debated the fuel problem for a vrey long time, and are still not decided. but its just, if we want to be realistic, something like an F-35 carrys at least 40 minutes of fuel, or about 12 minutes of afterburner fuel, implementing something that takes that long to run out is kinda pointless, barely anyone could keep afterburners on for 12 minutes, and not many people stay in the sky for 40 minutes, infact, most rounds dont last 40 minutesWolfmaster wrote:speaking of stamina, the afterburner bugs me. irl it's not a regenerating extra bit of power, it's just a thing that can be activated to go even faster but it takes more fuel. so that's why fuel should also be in pr.
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BrokenArrow
- Retired PR Developer
- Posts: 3071
- Joined: 2005-06-07 18:54
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
i think the jets should have an afterburner fuel, it can last 12 minutes (it is theoretically possible to last that long if we have more realism set in, people ar'n't gonna do stupid shit, etc) and when you run out of fuel... you glide
a question though (me hearing that you guys debated about stuff started the though)
do you know (i know, retards havent released the MDK yet) if its possible to give each different hitzone of a human its own amount of health, and the amount of health in each hitzone would determine things like how accurate and fast you could move?
also, sort of in the same line, is it possible to make it so that after being shot once in the leg or hip, your guy limps instead of walks, and can't crouch? after a couple more hits he can only be prone?
a question though (me hearing that you guys debated about stuff started the though)
do you know (i know, retards havent released the MDK yet) if its possible to give each different hitzone of a human its own amount of health, and the amount of health in each hitzone would determine things like how accurate and fast you could move?
also, sort of in the same line, is it possible to make it so that after being shot once in the leg or hip, your guy limps instead of walks, and can't crouch? after a couple more hits he can only be prone?

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Kozuka
- Posts: 21
- Joined: 2005-04-10 08:21
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Wolfmaster
- Retired PR Developer
- Posts: 4927
- Joined: 2004-09-05 16:00
yes, if you'd want to make it completely realistic fuel would last the entire round. but the round length isn't realistic either. ever seen a battle that was over in 15 min? i haven't. the point of having fuel in is to stop baseraping, which is even more unrealistic then having a very small fuel supply, for like 5 min.[R-DEV wrote:DrZero]We've all debated the fuel problem for a vrey long time, and are still not decided. but its just, if we want to be realistic, something like an F-35 carrys at least 40 minutes of fuel, or about 12 minutes of afterburner fuel, implementing something that takes that long to run out is kinda pointless, barely anyone could keep afterburners on for 12 minutes, and not many people stay in the sky for 40 minutes, infact, most rounds dont last 40 minutesWolfmaster wrote:speaking of stamina, the afterburner bugs me. irl it's not a regenerating extra bit of power, it's just a thing that can be activated to go even faster but it takes more fuel. so that's why fuel should also be in pr.

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3FJ_Werner
- Posts: 94
- Joined: 2005-06-13 15:55
I can imagine with this mod, the gameplay will be (much) slower than stock, so it might work.Wolfmaster wrote:yes, if you'd want to make it completely realistic fuel would last the entire round. but the round length isn't realistic either. ever seen a battle that was over in 15 min? i haven't. the point of having fuel in is to stop baseraping, which is even more unrealistic then having a very small fuel supply, for like 5 min.[R-DEV wrote:DrZero]We've all debated the fuel problem for a vrey long time, and are still not decided. but its just, if we want to be realistic, something like an F-35 carrys at least 40 minutes of fuel, or about 12 minutes of afterburner fuel, implementing something that takes that long to run out is kinda pointless, barely anyone could keep afterburners on for 12 minutes, and not many people stay in the sky for 40 minutes, infact, most rounds dont last 40 minutesWolfmaster wrote:speaking of stamina, the afterburner bugs me. irl it's not a regenerating extra bit of power, it's just a thing that can be activated to go even faster but it takes more fuel. so that's why fuel should also be in pr.
Best thing to stop the baseraping is probably; slower resupply of ammo and that you actually have to land and stand still before it resupplies.
And slower respawn times might also help.
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Figisaacnewton
- Posts: 1895
- Joined: 2004-11-23 05:27
MDK (for BF2 at least_ = Mod Development Kit
Will have:
map editor
object editor (static and non static, also does explosion and other effect sprites)
material editor (for what stuff is penetratable, what noise this makes when its this, etc)
Animation editor (for infantry)
not as cool as an SDK though
my guess is that for a good 50 % of the realistic things we want to do (blood meter, different damage zones = less accurate, maybe even fastroping) will require hard on code editing.
Will have:
map editor
object editor (static and non static, also does explosion and other effect sprites)
material editor (for what stuff is penetratable, what noise this makes when its this, etc)
Animation editor (for infantry)
not as cool as an SDK though
my guess is that for a good 50 % of the realistic things we want to do (blood meter, different damage zones = less accurate, maybe even fastroping) will require hard on code editing.

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CobraPhantom
- Posts: 689
- Joined: 2005-03-28 13:00
Mod development kit, much more than just for maps tho... praise hail winrfaKozuka wrote:SDK = Software Development Kitsolodude23 wrote:Ive always wondered, what are SDK's and MDK's?
Contains the source code for modifying what ever software your using.
MDK = Map (or mission) Development Kit
Contains everything you need to make a map or level inside a game.
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Peace
Kozuka







