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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Super Six Three
Posts: 13
Joined: 2005-07-20 19:51

Post by Super Six Three »

fastroping?
waffenbaum
Posts: 478
Joined: 2005-06-22 04:32

Post by waffenbaum »

Dude, no. No more please.
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Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

lol...

Reviving... no...

I say, at the most, we have a guy go unconsious from his wounds or a nearby explosion, and a medic can wake him up with whateve methods, but, you just cannot heal a guy with a gaping bullet hole in his face or chest by defibrilating him!!! it makes no sense at all...

critically wounded needs to be turned into unconscious, a state you enter temporarily (like 20 seconds) when you are really close to an explosion, or have lost a lot of blood (see my ideas on blood meters) or when you encounter too many gforces in a jet (maybe possible) , at which point a medic can inject you with some drug or something to get you back and concious, but none of this has anything to do with your health.

as it is, most things that critically wound you in BF2 are wounds that are soo bad that, with immedieat complex mecial assistance, you MIGHT live, and even if you did, you'd never walk again, that sorta bad wounded. for the sake of the game, if that happens, we are gonna call you dead, simply as you are not gonna be fighting anymore.

all other wounds would not render you tottally useless at fighting, just about 1% above totally useless (arm shot = can't use arm anymore, leg shot = have to go prone)
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MadMan
Posts: 25
Joined: 2005-07-10 19:02

Post by MadMan »

No spawning anywhere except for at the main base. Which includes not spawning at the SL.
Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

Spawning should be limited to Main base. Capture SL points should not offer a spawn point. Uncapturable Main spawn points should cause opponents to lose health constantly like been out of the battle defined area (to stop base raping).

Maybe selectable ammo type for various weapons when you spawn eg: Hollow points ammuntion or AP rounds depends on the weapon that you choose.

Bleeding damage, when on 10% or less or just whatever you seem appropiate, you constantly lose HP due to blood lost, and require medical aid. All Classes should carry a personal survival kit, eg: small medikit for themselves, to heal superficial wounds, or stop blood loss for a rather short time. To enable them to quickly get to a medic/medivat.
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3FJ_Werner
Posts: 94
Joined: 2005-06-13 15:55

Post by 3FJ_Werner »

If you can only spawn at your base i'm pretty sure every game will end up in base/exit camping/raping.
3FJ_Werner
Posts: 94
Joined: 2005-06-13 15:55

Post by 3FJ_Werner »

Red Orchestra has it aswell on some maps and that resulted in exit camping.
On another note, i don't think it will help to keep your squad together if you have to run from your base all the way to your sl imho.
I would suggest to keep the respawning on CP IF there is no enemy in the capture zone.
Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

- Tanks should be able to destroy nearly every ground vehicles in 1 hit from its APFSDS rounds, this include other MBTs, if they are hit in Side Skirt, Rear engine compartment and Top sections. Frontal sections of MBTs should be slightly more resilient then, leaving the tank on fairly low hp.

- Penetration value of AP rounds increased with deviation factored into exiting. AP 5.45/5.56/6.8/7.62 rounds should be able to penetrate level III/IV body armour, but have no penetration value. While on lesser armoured target like level II body armours; the rounds should penetrate and leave a deviation factor and reduced damage from the exit.

- Thin sheets of steel/aluminium/wood/trees and concrete should allow AP rounds to penetrate.

- 20/25/30/35mm rounds should penetrate medium thickness brick/concrete/steel objects while leaving a slight deviating flightpath.

- Personnel inside APCs should be allowed to take damage from .50 caliber SLAP rounds.

- Speed deviation on different terrian (if its possible)
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MadMan
Posts: 25
Joined: 2005-07-10 19:02

Post by MadMan »

3FJ_Werner wrote:On another note, i don't think it will help to keep your squad together if you have to run from your base all the way to your sl imho.
But its more realistic. This is a reality mod afterall.
3FJ_Werner wrote:I would suggest to keep the respawning on CP IF there is no enemy in the capture zone.
The thing is, it hurts the realistic feel of the game to have people constantly respawning around you from any direction when you're trying to cap a base (even if its just trying to get to the cap zone). If you're going to cap a base you should be able to clear everyone out of it without worrying about random people "resurrecting" around you. Its unrealistic and not to mention annoying.
Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

Chinese Weapons that i recommend

- A specialised .50 caliber AMR for the PLA

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- Silenced JS 9mm, used from special ops


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- QBZ-95 for Assault, instead of the Older Type-81 (AK-47)

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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

all your pics except the first one come up as big yellow blocks... dunno if thats just me...
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

China-Defense.com does not allow image in-linking.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

okay good im not crazy
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Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

awww it works for me >.<
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

Could you please edit them into the pages for each weapon and in your other post? They're eating bandwidth.
Djuice
Posts: 310
Joined: 2005-07-24 16:00

Post by Djuice »

kk done :D
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Tom#13
Posts: 477
Joined: 2005-05-22 13:32

Post by Tom#13 »

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 Very Happy ]

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
i know this post was ages ago but i just wanna cear it up. the US admitted that they did use napalm in the second gulf war as well as a next generation incendary bomb named mk77, napalm was also used in the us assault on falluja. if the US thought incendary bombs were neccesary there then they would surely use it in a ww3 scenario (china invading tawan, the mec declares war on the west etc). This seems realistic so maybe it should be included in the mod?
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/

Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.

Retreating?! Hell no, we're just attacking the other direction!
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

yeah i think geneva tried to ban incendiaries but the US kept them.
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