Love the game, but here are some peeves:
Can't get a kit. Last night the QM refused to issue me with a kit! The message was something along the lines of: "You don't know how to use your weapon, so I'm not giving you another one". I think it was because of a teamkill but I've gotten my share of those in the past and have never encountered that situation before. So I was being punished, but as I was a squad leader, so was my squad and the whole team in a situation with no rally points on a large map with a long way to travel. Is this the way it should be?
In a small squad, you can't get the officer kit. Last night I was on a 32 player map with 30 players ( 2 x 6 man squads + 3 man squad). I was in the 3 man squad and we were hosed because I was in the small squad, couldn't get the officer kit, so a lot of walking for us. I can understand the limit to squad kits to prevent 10 x 1 man squads, but is it possible to make the officer kit an exception?
Reload times? What are they? I'm getting old and my memory is failing. Remembering all the ins and outs of computer games is just too much for me. In real life would I know exactly how long it takes me to load a tank round, or RPG or get ammo from an ammo source, because I am doing it and I can see. Can we have some sort of reload indicator, showing the progress when a weapon is reloading?
Bandages & ammo. I'm a bit uncertain how these work - do you have to put your crosshair (if there were any) over them for them to work or is it proximity based? There seems to be a lack of consistency. Sometimes you see the white cross and hear the bandaging sound/see the ammo icon and hear the reloading sound. This relates to above when I've been trying to get more ammo for an RPG and it just didn't seem to happen.
Who's in vehicle positions? When people hop in and out of vehicle positions, it's nice to be able to see who's where so you can refer to them by name over VOIP. The indicator appears when someone changes position - can you make it always visible so we can always know?
Cobra gunners. In my experience this causes the most amount of confusion and greatest number of questions in-game. Do you have to be a pilot/crewman or anything? Whenever I get in I die after about 15 seconds and I have no idea why.
Landmines. Is there any way to clear of them? Every now and again some smarty pants mines every vehicle in a home base. I have found that each shot of a pilot's pistol moves the landmine an inch or so, so with enough shots you can move it out of the way and use the vehicle. You can't blow them up and the engineer doesn't seem to be able to clear them as they could do in BF1942. Can you give us some way to clear them other than the one I mentioned or suiciding in a vehicle? How about letting the engineer do it, but with a chance of it exploding, or being able to pick it up and move it. Or give the engineers a secondary mine that's very difficult to see, but takes a long time to place to increase the exposure while doing it.
On maps with the US start on a carrier and only have choppers or boats you can often have the situation where failed land raids result in all choppers and boats in enemy territory and all the US on the carrier without any transport. Apart from restoring the time to self-destruct unmanned vehicles I can't think of any other solution to this.
Fixed MGs. It can be very difficult to see where you're shooting with these. I've seen video of big MGs being fired and you can pretty clearly see the tracer rounds as a gunner. In PR, without a crosshair or iron sight it's pretty hard to see the tracer from directly behind, so the fixed MGs are a bit useless. They need some fix or should be removed.
Miscellaneous suggestions
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vonWitzleben
- Posts: 26
- Joined: 2007-02-13 19:31
You need to be in the same squad as the pilot, same for tanks and apcs.spudgun wrote: Cobra gunners. In my experience this causes the most amount of confusion and greatest number of questions in-game. Do you have to be a pilot/crewman or anything? Whenever I get in I die after about 15 seconds and I have no idea why.
Pilots should never land on those maps, instead they must do a kind of shuttle service.spudgun wrote: On maps with the US start on a carrier and only have choppers or boats you can often have the situation where failed land raids result in all choppers and boats in enemy territory and all the US on the carrier without any transport.
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spudgun
- Posts: 8
- Joined: 2007-02-21 02:54
...unless you're on a map where you can't have everyone in a full squad, in which case the smaller squad is doubly penalised.Engineer wrote: I think you need 4 men in your squad to request a Officer kit, and I think its a good amount.
No I can't. I can't remember the load times for ALL weapons. I have a life and so do most people. And you're even admitting you can't remember for sure. So the benefit of not showing reload progress is what exactly?Engineer wrote: You can calculate the reload time with experience. For heavy AT it takes 20 seconds to reload, for tanks you can hear the reloader's voice when you are good to go and with resupplying you just need to wait and check how many clips you have. If I remember right, it takes 15 seconds for one AT mine to be supplied.
I've been on maps where a good, organised squad has had someone trying to resupply someone with an RPG. We waited and waited and eventually gave up because none of us knew how long it took and the RPG guy could see no progress. It was simpler for that person to suicide and come back with a full load. This is the way it's meant to be?
This is interesting. In the example above the ammo guy threw a bunch of ammo on the ground but it still didn't work.Engineer wrote: With ammo bags, you need to throw them onto ground for resupply. Best practice is to throw all them onto ground, then resupply the ammo bags back. 1 bag is too little to resupply a AT-guy, so thats why all of them.
Wouldn't it be simpler to have that info visible the whole time?Engineer wrote: You can change your vehicle position with function keys (F1, F2, etc...), and when you press one, the list comes visible. If you are currently in position F3, just hit F3 and you'll see the players inside.
That's my point exactly. No-one seems to know. Why should it matter what kit it is? It's not as if a fully crewed cobra dominates the battlefield - they are just as vulnerable as any other vehicle.Engineer wrote: You need a pilot kit, or a crewman kit (not exactly sure?) to operate Cobra's guns.
If there was a progress indicator, then people would be aware that an engineer could clear a landmine. And if you can't clear a landmine, suiciding is the only other choice - there is no other. So how is that stupid?Engineer wrote: With the Engineer and Crewman wrench you can remove the landmines, it takes some time, but its possible. Also suiciding with cars is stupid thing to do, since cars wont respawn fast.. And suddenly your team has to walk big distances, because someone was clearing the land mines with jeep... Hello?
Ah, take better care. Simple. Yet somehow when I've suggested that there have still been instances when the team has been stranded. I guess that good defence from the MEC and the fact that pilots can be sniped/shot out of a littlebird has nothing to do with it - IT'S THE PILOTS'S FAULT. And if he makes a mistake - the whole team deserves to be punished! Very fair....Engineer wrote: Take better care of those vehicles, they are important team assets and should be not used without thinking. If someone flies the chopper in the middle of enemy flag, its his fault that the team now suffers greatly due his mistake. Use choppers to transfer people to safe areas, setup rally points, and prevail.
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Clypp
- Posts: 2148
- Joined: 2006-07-17 18:36
Reload time does not take long. You say you don't want to worry about learning them all, then don't. You are not going to be the elite player who slaps his mag in just as he rounds a corner with perfect timing. That takes time of course. Nobody has every complained about this system before.
The passenger display operates just like vanilla and is very simple to operate.
You need a pilot kit for the Cobra of course. Everyone knows that, it fits with the entire kit system.
Landmines don't take long to clear with the wrench, just like vanilla.
The passenger display operates just like vanilla and is very simple to operate.
You need a pilot kit for the Cobra of course. Everyone knows that, it fits with the entire kit system.
Landmines don't take long to clear with the wrench, just like vanilla.
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workingrobbie
- Posts: 188
- Joined: 2007-02-22 23:45
This maybe because you died too many times using the same specialised kit and your rights to it have been revoked.spudgun wrote:Love the game, but here are some peeves:
Can't get a kit. Last night the QM refused to issue me with a kit! The message was something along the lines of: "You don't know how to use your weapon, so I'm not giving you another one". I think it was because of a teamkill but I've gotten my share of those in the past and have never encountered that situation before. So I was being punished, but as I was a squad leader, so was my squad and the whole team in a situation with no rally points on a large map with a long way to travel. Is this the way it should be?
Kinda agree with this. It's a tough one though - think it should be reduced to 3 men to get an officers kit. That's 50% of a full squad after all, and it can be a bit hard to get that 4th person. However, upon saying that, I acknowledge Officer + 2 isn't really much of a team and it's a really a fine line on which is better (3 men or 4).spudgun wrote: In a small squad, you can't get the officer kit. Last night I was on a 32 player map with 30 players ( 2 x 6 man squads + 3 man squad). I was in the 3 man squad and we were hosed because I was in the small squad, couldn't get the officer kit, so a lot of walking for us. I can understand the limit to squad kits to prevent 10 x 1 man squads, but is it possible to make the officer kit an exception?
I find more that the general placement and location of the fixed mgs to be useless compared to actually using them. Granted when the opportunity does come up and someone actually DOES use the fixed it surprises the foe and they get satisfactorily cut down.spudgun wrote: Fixed MGs. It can be very difficult to see where you're shooting with these. I've seen video of big MGs being fired and you can pretty clearly see the tracer rounds as a gunner. In PR, without a crosshair or iron sight it's pretty hard to see the tracer from directly behind, so the fixed MGs are a bit useless. They need some fix or should be removed.
As for all your other quesiton... been answered already.
El_Vikingo wrote:I understand you're new to the forums... so your "Castle Fortress" would be just...(how can I say this without getting banned...?) not good?
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
spudgun wrote:Love the game, but here are some peeves:
Can't get a kit. Last night the QM refused to issue me with a kit! The message was something along the lines of: "You don't know how to use your weapon, so I'm not giving you another one". I think it was because of a teamkill but I've gotten my share of those in the past and have never encountered that situation before. So I was being punished, but as I was a squad leader, so was my squad and the whole team in a situation with no rally points on a large map with a long way to travel. Is this the way it should be?
You were probably killed too many times with the same kit or something. Make sure to be careful with yourself when using a limited kit.
In a small squad, you can't get the officer kit. Last night I was on a 32 player map with 30 players ( 2 x 6 man squads + 3 man squad). I was in the 3 man squad and we were hosed because I was in the small squad, couldn't get the officer kit, so a lot of walking for us. I can understand the limit to squad kits to prevent 10 x 1 man squads, but is it possible to make the officer kit an exception?
No. Then you would have about half a dozen or more "one man squads" with rally points all over the place.
Reload times? What are they? I'm getting old and my memory is failing. Remembering all the ins and outs of computer games is just too much for me. In real life would I know exactly how long it takes me to load a tank round, or RPG or get ammo from an ammo source, because I am doing it and I can see. Can we have some sort of reload indicator, showing the progress when a weapon is reloading?
Does it really matter? After a while you get a natural feel for when a certain weapon will finish reloading (Like an internal clock or something). Patience is key if you ask me.
Bandages & ammo. I'm a bit uncertain how these work - do you have to put your crosshair (if there were any) over them for them to work or is it proximity based? There seems to be a lack of consistency. Sometimes you see the white cross and hear the bandaging sound/see the ammo icon and hear the reloading sound. This relates to above when I've been trying to get more ammo for an RPG and it just didn't seem to happen.
With medical bags you need to be fairly close to the wounded player in order to heal. With ammo, you need to throw it on the ground and stand/crouch/lay down next to it to retrieve ammunition.
Who's in vehicle positions? When people hop in and out of vehicle positions, it's nice to be able to see who's where so you can refer to them by name over VOIP. The indicator appears when someone changes position - can you make it always visible so we can always know?
You can simply press one of the F keys (preferably your own position) to find out who's where.
Cobra gunners. In my experience this causes the most amount of confusion and greatest number of questions in-game. Do you have to be a pilot/crewman or anything? Whenever I get in I die after about 15 seconds and I have no idea why.
Well, I think you have to be in the same squad for one, and it's not too hard to figure out that you need a pilot kit in order to fly or gun on the attack helicopters.
Landmines. Is there any way to clear of them? Every now and again some smarty pants mines every vehicle in a home base. I have found that each shot of a pilot's pistol moves the landmine an inch or so, so with enough shots you can move it out of the way and use the vehicle. You can't blow them up and the engineer doesn't seem to be able to clear them as they could do in BF1942. Can you give us some way to clear them other than the one I mentioned or suiciding in a vehicle? How about letting the engineer do it, but with a chance of it exploding, or being able to pick it up and move it. Or give the engineers a secondary mine that's very difficult to see, but takes a long time to place to increase the exposure while doing it.
Personally I don't like the fact that landmines can be deployed in the first place. Though I do agree in that the engineer should be capable of disarming the landmines and any other explosive devices for that matter (PoE2 has this feature).
On maps with the US start on a carrier and only have choppers or boats you can often have the situation where failed land raids result in all choppers and boats in enemy territory and all the US on the carrier without any transport. Apart from restoring the time to self-destruct unmanned vehicles I can't think of any other solution to this.
This is really human error for the most part. Not too smart for a pilot to land and then abandon his/her chopper in a hostile environment. I see this happen with other vehicles too, where someone drives a tank somewhere and then jumps out, leaving it there for the whole round. If you ever see a friendly vehicles sitting out in the middle of nowhere and you have the firepower to take it out, do so (Only bad side being that you'll recieve a few negative points for team vehicle damage).
Fixed MGs. It can be very difficult to see where you're shooting with these. I've seen video of big MGs being fired and you can pretty clearly see the tracer rounds as a gunner. In PR, without a crosshair or iron sight it's pretty hard to see the tracer from directly behind, so the fixed MGs are a bit useless. They need some fix or should be removed.
Nothing is wrong with the sighting if you ask me, it's pretty easy to tell where your shots are going. What is wrong with them though is most of them are badly placed. Lack of concealment for the gunner is a big part of it, because most of the player's upper body is exposed. Not to mention the fact that most stationary weapons are SAWs for the most part. We should have 7.62mm to 12.7mm/.50caliber machine guns for stationary weapons. But that's my opinion.
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50





