Kit Access?

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bobfish
Posts: 217
Joined: 2007-03-11 11:41

Kit Access?

Post by bobfish »

Been playing this far too much recently but I've seen a lot of talk about snipers and marksmen being lone wolves, and well it's not just them others join a squad and wonder off too.

Isn't it possible to make it so that if you get kicked from a squad your kit reverts to a default one? Thus giving the Squadleader some semblance of control over what kits his squad has, maybe even requiring the SL to authorise a kit request of one of his squad members?

I don't see anything wrong with the number of kits, just think that something could be done to.. curb the non-teamplay element.
Croix
Posts: 94
Joined: 2007-02-09 08:34

Post by Croix »

I think that it's not a bad idea to have kit requesting routed through a squad leader in some cases, the DMR and Sniper roles especially since they seem to be the most abused (in terms of non-squadding players using) kits on the field at this point.

I think there are other methods that would entice players to work more cooperatively, for instance making friendlies invisible on the minimap if they are out of a certain range from their squadleader. Point incentives aren't enough to drive players to play as squads, or don't seem to be. It's reasonable for a commander to have access to the full minimap and all the visuals, but it really doesn't make much sense to give the average grunt an intelligence report that is updated in real-time.

Anyway, this brings me back to the topic at hand - if players found that they were not only alone as lone wolves, but entirely without the support of the intelligence that functioning squads have, I bet you'd find there to be far fewer lone wolves. The only problem would be a short-term uptake in the number of TK's as people got used to the system. It would slow down the game play to a more realistic pace though, and help to promote squad cohesion.

Not trying to hijack your thread bob, but there are a few things that could be done to reduce the problem of lone wolves and 'nilla wafers.
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bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

All suggestions are good, I really do think the problem is the player mentality, anything that can be done to discourage lone-wolfing is a plus imo. Whilst I may break off from my Squad a lot, it's always at the benefit of the squad and team, ie point man or cover fire from a vantage point.

The loss of intel would be cool, if the Squad Leader directs two of his people to flank the enemy, then those two would have to operate on limited intel once they leave their Squad Leader. :)

EDIT: I think if anything like this happens, they should make it so the Squad Leader can't pick a scope kit too.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

i've also been thinking about SLs assigning kits by force. would be nice imho.
mammikoura
Posts: 1151
Joined: 2006-09-19 04:26

Post by mammikoura »

SL authorizing kit requests would be awesome!
Maybe something similar to the TK punish message.
Like
"Player XxX is requesting the support kit. Press page up to accept..."
Shorty17
Posts: 10
Joined: 2007-03-03 14:47

Post by Shorty17 »

that kind of system could and would be easily abused by squad leaders.
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

I just had an different idea how SL could choose what kits are in their squad. Since Snipers usualy act not as part of a regulary squad, lets make 2 different kinds of SL kits, one for a basic squad (the members can get most off the kits, exept a saboteur (kind of better specop) and a sniper kit, those 2 kits are only available when your SL has a SpecOp SL kit, with eg a unskoped m-14 smokes, slam and a pistol. In that squad your are able to request the sniper and the saboteur, but no support.
[PTG]Z.user
Posts: 142
Joined: 2007-02-06 18:52

Post by [PTG]Z.user »

hhmm sounds ok but what about the squad leader keeping kits for his clan member or something.
And a squad leader hitting page up everytime someone wants something would be annoying imho.
If you look at the vids of fuzzhead about how to manage a squad you will get rid of the dicks who fanny about and just want a sniper kit. KICK HIM OUTTA THE SQUAD.
If I make a squad..or usually Hoot when people join we ask
1. if they have VOIP working?
2. The SL will advise as to what kits he wants
3. mark on the map where he wants the squad to go. If someone walks off they get kicked. In the last two months or so i've been playing this has worked everytime! There is always players out there who want to play PR the way its meant to!

P.S the squad is always called PTG+VOIP :thumbsup:
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bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

The other suggestion was to have kits revert to normal from special, ie from Sniper back to Rifleman, when kicked from a squad, meaning kicking from a squad actually stops the lone wolf, rather than just lets him carrying on being a ****.

These idiots don't just impact squads, they have a negative affect on the whole team, especially when you've got four or five of them on your team.
wooly-back-jack
Posts: 940
Joined: 2007-01-14 17:20

Post by wooly-back-jack »

Im not fussy, if the snipers are sticking with my squad or at least covering the rest of the squad while we take a flag they are most welcome.
people join my squad at start of round and say something like "what kit do you want me as?" Ill just tell them to pick what they want for now, if we desperately need a certain kit during the game I will ask the next person to die to respawn as one. If they stay as spec-ops (that annoys me the most, team full of stubborn spec ops) die, I request them to be medic/rifleman and they keep spawning as spec ops then I will warn/kick them.
and I wont discriminate against people without mics either, so long as they let me know and still listen well. (if I tell them to do something and they page-up and say ok then do it, thats good enough for me tbh)
Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

I think it is impossible to force-change players kit.
@[PTG]Z.user
I have seen for a numerous times that those who joins squads because they want to get sniper kit for lonewolfing doesn't care a bit if they are kicked out afterwards. I don't think they will loose that kit because they are not in a squad anymore.
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Evolution: The realization by the organism that those things inside the white lab coats are pretty damned tasty!
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Think, you should remove the Spec Ops and replace them with Light Infantry or something...basically Riflemens without body armor, so they can run faster...
And make the Spec Ops a kit, such as the Sniper or Marksman.
bobfish
Posts: 217
Joined: 2007-03-11 11:41

Post by bobfish »

Well, I only see Spec Ops being used a lot as USMC cause it's full auto, where as on the other teams most of the kits have a full auto setting on their respective rifles.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

wooly-back-jack wrote:Im not fussy, if the snipers are sticking with my squad or at least covering the rest of the squad while we take a flag they are most welcome.
people join my squad at start of round and say something like "what kit do you want me as?" Ill just tell them to pick what they want for now, if we desperately need a certain kit during the game I will ask the next person to die to respawn as one. If they stay as spec-ops (that annoys me the most, team full of stubborn spec ops) die, I request them to be medic/rifleman and they keep spawning as spec ops then I will warn/kick them.
and I wont discriminate against people without mics either, so long as they let me know and still listen well. (if I tell them to do something and they page-up and say ok then do it, thats good enough for me tbh)
agree. but the snipers that are lone wolfing keep your squad from getting a sniper kit if you need it badly very often (e.g. on EJOD, when you've taken the city and advance to open ground it often is beneficiary to have a marksman/sniper in the squad).
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