light AT
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77SiCaRiO77
- Retired PR Developer
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light AT
right now the light AT is like a sniper with splash , you can run and a second later shoot the missil with out using the ironsight (if you put a dot on the screen)
i know , sway is not possible in the engine , but i hear that a simulted sway is feasible .
my suggestion is making all the light AT innacuarate (like the insurgents rpg) only for 3-4 seconds after that you press the right button of the mouse .in that space of time , your sight would be swaying , so you know that if you shoot , your rocket are gon to impact the floor .
AFTER those 3-4 seconds your weapon would be very acuarate .
something like the panzerfaust of FH .
i know , sway is not possible in the engine , but i hear that a simulted sway is feasible .
my suggestion is making all the light AT innacuarate (like the insurgents rpg) only for 3-4 seconds after that you press the right button of the mouse .in that space of time , your sight would be swaying , so you know that if you shoot , your rocket are gon to impact the floor .
AFTER those 3-4 seconds your weapon would be very acuarate .
something like the panzerfaust of FH .
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NavalLord
- Posts: 239
- Joined: 2007-02-14 17:39
I hate anything like that. If I can't see swaying, then I don't know where it's pointing. In the game it just seems like ****. Your aiming it at something, fire, and it hits the ground 5ft to your left. The rocket show go where it's pointed. I understand what you're saying about it always being accurate, but having random sway is not the way to go.
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Arnoldio_SLO
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77SiCaRiO77
- Retired PR Developer
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- Joined: 2006-05-17 17:44
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77SiCaRiO77
- Retired PR Developer
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- Joined: 2006-05-17 17:44
-UPDATE-
eggman say that light AT would be a limited kit , dont know why , since that this is in the near future , so "old" weapons like the AT4 and law would be very common .
well , the pf-89 ONLY weight 4 kg , compared to de AT4 or law , its very light , so the chinise light AT would carry 2 pf-89 rounds , or make him more fast compared to the other factions light AT.(screw balance , in RL chinise AT carry more than one round and his AR)
now concedning about the desviation of the rockets , i was thinking in somethign like this :
when you are walking without ironsigh, the desviation would be liek this (for ALL the factions , not only insurgents)

when you are walking with the ironsight , would be like this

when you are not moving , and with ironsight , the desviation would be like this

and when you stop running , for the first two seconds , the desviation would be like this, or maybe more

of course , this will not be inmediate , the desviation would take time to become more acuarate , like the PANZERFAUST or PIAT from forgotten hope , you will need to wait like 3-4 seconds for a better aiming .
and finally , can you make this animation for all the rockets weapons?
http://www.youtube.com/watch?v=JLD4XQxcnf0
eggman say that light AT would be a limited kit , dont know why , since that this is in the near future , so "old" weapons like the AT4 and law would be very common .
well , the pf-89 ONLY weight 4 kg , compared to de AT4 or law , its very light , so the chinise light AT would carry 2 pf-89 rounds , or make him more fast compared to the other factions light AT.(screw balance , in RL chinise AT carry more than one round and his AR)
now concedning about the desviation of the rockets , i was thinking in somethign like this :
when you are walking without ironsigh, the desviation would be liek this (for ALL the factions , not only insurgents)

when you are walking with the ironsight , would be like this

when you are not moving , and with ironsight , the desviation would be like this

and when you stop running , for the first two seconds , the desviation would be like this, or maybe more

of course , this will not be inmediate , the desviation would take time to become more acuarate , like the PANZERFAUST or PIAT from forgotten hope , you will need to wait like 3-4 seconds for a better aiming .
and finally , can you make this animation for all the rockets weapons?
http://www.youtube.com/watch?v=JLD4XQxcnf0
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Wasteland
- Posts: 4611
- Joined: 2006-11-07 04:44
It's going to be limited because it seems like half the insurgents have RPGs. The other half have SF
. You can't ever seem to stumble upon an insurgent around the corner without him pointing at the ground and blowing you both to hell.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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$kelet0r
- Posts: 1418
- Joined: 2006-11-15 20:04
Kit limiting RPGs and light AT is a very bad idea 
It would seem that Al Basrah has become the PRM Karkand - where the experience there dictates changes for the rest of the game.
If the Bf2 experience has taught anything is that basing changes and nerfing on the gameplay of one map is disastrous
The changes that need to be made is remove the GP30 from the insurgents and make the RPG reload much longer - anything more drastic would be detrimental to the game
It would seem that Al Basrah has become the PRM Karkand - where the experience there dictates changes for the rest of the game.
If the Bf2 experience has taught anything is that basing changes and nerfing on the gameplay of one map is disastrous
The changes that need to be made is remove the GP30 from the insurgents and make the RPG reload much longer - anything more drastic would be detrimental to the game
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77SiCaRiO77
- Retired PR Developer
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rpg are easy to reaload , and are VERY comon in the ME , and , if you areleady dont notice it , insurgents dont have another weapon to kill, ak are very inacuarate cmopared to the americans weapon. in RL the rpg are used for kill infntery , becouse they dont do anything agains hevy armor , and with the stupid desviation that have now , you cant hit something at long range , thats why in pr they are used at close/medium range .
my suggestion about the desviation *maybe* can change that panorame
my suggestion about the desviation *maybe* can change that panorame
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eL33t
- Posts: 39
- Joined: 2007-02-19 16:23
Since a standard RPG will not cause too much damage in real life to an APC or Tank, why not make it so there are only a couple of kits that the insurgents can request that have some shaped charges for RPG ammo. This way the standard RPG ammo is only good for Blackhawks, Cobras, Infantry, and the like.
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$kelet0r
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Wasteland
- Posts: 4611
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How are the caches a disaster? I fail to see that. And besides, IRL, half the insurgents don't have RPGs. No matter what map you're talking about, it's not realistic. I do think that they should be able to have a significant amount of RPGs, but not as much as they want.
Also, the AKs aren't that bad. They just have more recoil. No deviation though.
Also, the AKs aren't that bad. They just have more recoil. No deviation though.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
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$kelet0r
- Posts: 1418
- Joined: 2006-11-15 20:04
1) No one knows where the weapons caches are - they are all over the place and when they are found the entire cache consists of one SVD sinking through the floor of the building. It would be more effective to have a supply crate in a room right beside the control point where you can request kits as normal.JP*wasteland.soldier wrote:How are the caches a disaster? I fail to see that. And besides, IRL, half the insurgents don't have RPGs. No matter what map you're talking about, it's not realistic. I do think that they should be able to have a significant amount of RPGs, but not as much as they want.
Also, the AKs aren't that bad. They just have more recoil. No deviation though.
2) As for RPGs, make the current HE round like the light AT class for every other army and make an Anti armour PVRPG a requestable kit through the squad system in the safehouses. Problem solved.
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77SiCaRiO77
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MADTKBOY
- Posts: 76
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I dont really see a problem with the abundancy of rpgs since in the words or one friend I have from the middle east, "every few households has a old one (rpg) from somewhere somehow". Those things are just so dirt cheap and simple to manufacture that it is not unknown for people to tote around homemade ones. After all, it isnt anything more sophiscated than a tube with a firing pin really.
As for the problem of walking around corners only to be blown up at point blank by a suicidal rpg man, well, to the dead american I'd say: "you should brush up on your squad tactics and make use of the air and armored support that you have" After all, you dont see real soldiers complaining to the insurgents they're fighting that they have too many rpgs every time someone fires one at them.
However, that rpg diviation suggestion seems like a good solution. No weird sudden loss of rpgs for insurgents when in fact theres like god knows how many of these things lying around in the middle east, and as an added plus, no more unrealistic pin point boom sticks for the insurgents. (those few extra seconds it takes to steady your rocket DOES make a difference, if you played Forgotten Hope you know what I mean. btw, I played as a tanker in my clan, not an AT man. so yes the extra 3-4 seconds does give your tank a chance. just track the antagonist quickly and co-ax him. If you're really paranoid then use your he rounds whatever)
As for the problem of walking around corners only to be blown up at point blank by a suicidal rpg man, well, to the dead american I'd say: "you should brush up on your squad tactics and make use of the air and armored support that you have" After all, you dont see real soldiers complaining to the insurgents they're fighting that they have too many rpgs every time someone fires one at them.
However, that rpg diviation suggestion seems like a good solution. No weird sudden loss of rpgs for insurgents when in fact theres like god knows how many of these things lying around in the middle east, and as an added plus, no more unrealistic pin point boom sticks for the insurgents. (those few extra seconds it takes to steady your rocket DOES make a difference, if you played Forgotten Hope you know what I mean. btw, I played as a tanker in my clan, not an AT man. so yes the extra 3-4 seconds does give your tank a chance. just track the antagonist quickly and co-ax him. If you're really paranoid then use your he rounds whatever)
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Expendable Grunt
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fuzzhead
- Retired PR Developer
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an example of a typical break down of squads:
Armor Support Squad (6)
Crewman x4
engineer x2
Air support squad (4)
Pilotx4
APC Support Squad (4)
crewman x4
Infantry#1 (6)
Officer
medic
support
light At
marksman
rifleman
Infantry#2 (6)
Officer
medic
support
light At
marksman
rifleman
Infantry AT #1 (6)
Officer
medic
support
light AT
heavy AT
rifleman
Infantry AT #2 (6)
Officer
medic
support
light At
Heavy AT
rifleman
Sniper Squad (2)
sniperx2
as you can see, that is MORE than 32 players. So that means every infantry squad will have plenty of AT capability. I hardly think its "just a couple spread out on the whole map".
What it means? More thought taken by the players over what roles they take. Not "Oh shit, APC, everyone spawn AT!!! okay good its dead now, when we die we come back in medic"
Armor Support Squad (6)
Crewman x4
engineer x2
Air support squad (4)
Pilotx4
APC Support Squad (4)
crewman x4
Infantry#1 (6)
Officer
medic
support
light At
marksman
rifleman
Infantry#2 (6)
Officer
medic
support
light At
marksman
rifleman
Infantry AT #1 (6)
Officer
medic
support
light AT
heavy AT
rifleman
Infantry AT #2 (6)
Officer
medic
support
light At
Heavy AT
rifleman
Sniper Squad (2)
sniperx2
as you can see, that is MORE than 32 players. So that means every infantry squad will have plenty of AT capability. I hardly think its "just a couple spread out on the whole map".
What it means? More thought taken by the players over what roles they take. Not "Oh shit, APC, everyone spawn AT!!! okay good its dead now, when we die we come back in medic"
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Sneak Attack
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$kelet0r
- Posts: 1418
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Fuzzhead - almost every option there has 5 out of 6 kits in a squad needing to be requested. That simply can't happen and won't happen. The whole point of the Requestable kits was that weapons that required high levels of training in real life like the SAW and DMR were not abused by allowing everyone to have one. Where do you stop if you make a soldier with just ONE rocket a limited kit. Medics? Engineers? Grenadiers? Spec Ops? Only have the basic rifleman grunt as the spawn option?


