AK-101 Reloading and small suggestion

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youm0nt
Posts: 4642
Joined: 2007-03-16 15:13

AK-101 Reloading and small suggestion

Post by youm0nt »

Hello, I'm new the PR forums, been checking out the forums for a bit and decided to register. Anyway, I've been playing PR for a bit and I have a few questions about the AK-101 and its reloading, even though the problem lies with EA...

Anyway, the AK-101 reload has been bothering me ever since VBF2. Most players know that the two magazines of the gun are taped together and flipped when reloaded. This gives the impression the two magazines have a total of 270 rounds in PR, 1+8 (one loaded magazine and 8 spares). Isn't this kind of, odd and unrealistic in a way that just two magazines have that much rounds when they aren't actually taken out when reloaded, like putting in a new double magazine after you used up the first double magazine?

In short, I'm suggesting that the AK-101 in PR should have 1+1, (one loaded and 1 spare) only. Or, if it is possible, have it so that when the player uses up all rounds in the first of the double magazine, have it flip to the second and when that is used up, the player puts in a new double magazine.

Small suggestion:
Have the Insurgent's Policeman kit have tear gas, I know, I searched the forums and it said it was unrealistic... But hey, it is an Insurgent Policeman... I know, policemen don't use tear gas...

One more question, where is the AKS-74U? It says on the PR Wiki that the gun is in the Insurgent Leader kit but which map has that kit?
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

Anyway, the AK-101 reload has been bothering me ever since VBF2. Most players know that the two magazines of the gun are taped together and flipped when reloaded.
When you're playing you shouldn't notice it. I completely forget about it. It doesn't really matter.



I know, policemen don't use tear gas...
Where did you here that, if there's a riot, how do you think they scatter the b@stards???!

ne more question, where is the AKS-74U? It says on the PR Wiki that the gun is in the Insurgent Leader kit but which map has that kit?
The "insurgent leader" kit is for 0.6 most likely. They would be on....insurgent maps maybe!?
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Wattershed
Posts: 177
Joined: 2006-10-07 22:35

Post by Wattershed »

I say get rid of the ak101 for insurgets and give them the AK47 with the UGL.. If there should be and specialops in the insurget team at all....
k30dxedle
Posts: 163
Joined: 2007-01-20 18:31

Post by k30dxedle »

The AK-101/GP-30 will be gone in 0.6, replaced with the G3A3/A6 with HK79.
soggy
Posts: 16
Joined: 2006-10-07 21:15

Post by soggy »

Yeah I had noticed that the 101 keeps reloading the same Clips but I try not to let it bother me. I don't think there is anything that can be done about it.
youm0nt wrote: Have the Insurgent's Policeman kit have tear gas, I know, I searched the forums and it said it was unrealistic... But hey, it is an Insurgent Policeman... I know, policemen don't use tear gas...
Unless your talking only about police in Iraq, I can tell you for a fact that police use tear gas. Here in Seattle Police are currently using it to break up war protesters down at the navy docks, and in 1999 the used tons of teargas aginst the rioters.

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Blackhawk 5
Posts: 1607
Joined: 2006-08-25 02:23

Post by Blackhawk 5 »

El_Vikingo wrote:



Where did you here that, if there's a riot, how do you think they scatter the b@stards???!


Water Hose :p

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Simio1337
Posts: 333
Joined: 2007-02-11 23:32

Post by Simio1337 »

AK-47, the very best there is. When you absolutely, positively have to kill every motherfucker in the room... Accept no Substitute. - Samuel L. Jackson.
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Gunwing
Posts: 184
Joined: 2007-02-16 18:21

Post by Gunwing »

Why not do this to fix the problem:

Chop off the Second mag of the AK-101, then simply use the AK-47 reloading animation? It easy and would work as they both reload the same way normaly anyway. EA just wan'ted to make it different so it looked cool thats all.
{9thInf}GunnyMeyer
Posts: 164
Joined: 2006-08-15 02:31

Post by {9thInf}GunnyMeyer »

soggy wrote:Yeah I had noticed that the 101 keeps reloading the same Clips but I try not to let it bother me. I don't think there is anything that can be done about it.



Unless your talking only about police in Iraq, I can tell you for a fact that police use tear gas. Here in Seattle Police are currently using it to break up war protesters down at the navy docks, and in 1999 the used tons of teargas aginst the rioters.

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Yeah, i remember all those things. My dad is a cop here in Seattle n they use that, beanbag shotguns, and rubber bullets (still pierce flesh the same lol). Not fun riots though...
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

youm0nt wrote:Hello, I'm new the PR forums, been checking out the forums for a bit and decided to register. Anyway, I've been playing PR for a bit and I have a few questions about the AK-101 and its reloading, even though the problem lies with EA...

Anyway, the AK-101 reload has been bothering me ever since VBF2. Most players know that the two magazines of the gun are taped together and flipped when reloaded. This gives the impression the two magazines have a total of 270 rounds in PR, 1+8 (one loaded magazine and 8 spares). Isn't this kind of, odd and unrealistic in a way that just two magazines have that much rounds when they aren't actually taken out when reloaded, like putting in a new double magazine after you used up the first double magazine?

In short, I'm suggesting that the AK-101 in PR should have 1+1, (one loaded and 1 spare) only. Or, if it is possible, have it so that when the player uses up all rounds in the first of the double magazine, have it flip to the second and when that is used up, the player puts in a new double magazine.
This is a hard problem to solve, really. The PR team lacks (or atleast lacked one for a long time, I'm not entirely sure on the current situation) an animator. And solving this problem would require a new reload animation for the AK-101, and I'm pretty sure they've got other things they consider more important for an animator to work on. Reducing the ammo load to 1+1 would put the users at a serious disadvantage, and so isnt really an option.
youm0nt wrote:Small suggestion:
Have the Insurgent's Policeman kit have tear gas, I know, I searched the forums and it said it was unrealistic... But hey, it is an Insurgent Policeman... I know, policemen don't use tear gas...
Back in v0.4 policemen used to have tear gas and striker shotguns, however, tear gas was often fired directly into enemy spawn points (remember this is in pre rally point days), and was an especialy large problem on "Street" where the British side often spent the entire round being blinded with tear gas and cut to shreds with strikers, PKMs and SCARs before they could even move more than 10m from thier spawn point.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Griffon2-6
Posts: 2487
Joined: 2006-05-26 04:21

Post by Griffon2-6 »

Too bad the only animator we had that did work disappeared, and then our second one mysteriously got fired, and now, our 3rd one has some trouble with the PR server admins. Not gonna say what though.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

lol. seems like animators are unreliable ppl :D
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

What is used to animate?!?! (Program Wise)
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jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

I swear, every mod team I ever saw had problems with animations...
Seems they're in short supply on the internet...
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Short supply in general.

Animators
Programmers
Skinners
Modelers
Mappers

In decreasing rareness as you go down.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

maybe it's all so tedious work?
daschewy
Posts: 54
Joined: 2007-02-11 16:23

Post by daschewy »

Expendable Grunt wrote:Short supply in general.

Animators
Programmers
Skinners
Modelers
Mappers

In decreasing rareness as you go down.

Amen to that. Im in a mod group for red orchestra, the community more or less has one animator working on our mod and two other mods.
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Post by Viper5 »

El_Vikingo wrote: The "insurgent leader" kit is for 0.6 most likely. They would be on....insurgent maps maybe!?

INS Leader Kit was in .4 on Gulf of Aqaba. Is the INS version of the Pilot for XTract. For some reason Gulf of Aqaba didnt make .5 but I'd think the INS kit will see some future maps.
daschewy
Posts: 54
Joined: 2007-02-11 16:23

Post by daschewy »

El_Vikingo wrote:What is used to animate?!?! (Program Wise)
Most people usually use maya or 3ds max to do the rigging and animating. It all depends on what the majority of the models were modelled in, but that really shouldn't affect what program is choosen. So I guess in the end it comes down to the person doing the work.
El_Vikingo
Posts: 4877
Joined: 2006-11-27 01:50

Post by El_Vikingo »

daschewy wrote:Most people usually use maya or 3ds max to do the rigging and animating. It all depends on what the majority of the models were modelled in, but that really shouldn't affect what program is choosen. So I guess in the end it comes down to the person doing the work.
I'll download a copy and check it out, if it i like it i might try to anitmate something myself.
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