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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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

a guy i used to play with made a map based on BHD

go to http://www.bf2files.com

and in the search section type DC Black Hawk Down there should be to things that come up the one the better looking one is his(the other ones a bad looking version of berlin)

he did it to the movie and did and amazing job that being sayd its not perfect theres a few floating buildings and some fences sunk into the ground but other than that its amazing
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Haker
Posts: 20
Joined: 2005-10-28 00:54

Post by Haker »

How about RPG's and SRAW's for the AT class. Instead of swithcing betweem MP5 to Shotty you have a choice betweeen SRAW and PREDATER
[TW]Fox
Posts: 34
Joined: 2005-03-31 22:22

Post by [TW]Fox »

Increased agility for the LB

More damage or at least a little more of a visual clue of hits with the mounted 50 cals on jeeps/tanks against helos

most importantly IMO.
replace the Su-34/mig-29 (haven't tested any others yet) 250lb B, notes on the HUD, with FAB-250 (the russian general purpose weapons, and the guided versions are the KAB-250/500
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Woest
Posts: 1
Joined: 2005-10-29 20:01

Post by Woest »

Hi,

I don't know if this is said before, but this is what i would like to see.

Leaning
Infantry only maps
class limits

I like the infantry combat very much, but there is one thing that i don't like and that is snipers. That sniper can ruin the day of an entire squad i agree. However the sniper is only effective when he is not discovered. So when talking about reality a sniper, when under fire, should not be able to get a good shot. Personally i don't even mind that there would not be a sniper at all. I like the squad combat very much. the need to have teammebers to cover those place you can not cover.

And great mod! :)
fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

Sorry if any of these have been mentioned...

the main things i would LOVE to see for BF2:

LONGER SPAWN TIMES FOR VEHICLES!

- jeeps/cars/boats remain the same
- 1 minute for an apc
- 1 minute for a tank
- 2 minutes for a helo
- 3 minutes for a jet

IMO this will go a long way to 'recondition' a players vehicle useage. Even in PRMM we have people careless throw away multi-million dollar state of the art war machines. This just kills all realism I see in the game. When you kill a helo, there should be a sense of accomplishement, that the enemy has lost a key asset on the battlefield. Instead, all I can think is 'welp, dont have to worry about another helo for 20-25 seconds'.

That kills the realism for me, ESPECIALLY tanks that just KEEP rolling in, one after another after another. Reward the players who use vehicles effectively with their units!!!

Another thing that I would love to see but alot of people probably wont agree with me: Longer Player spawn times. Im not talking 1 minute, Im saying Max 30 seconds. So many times as a medic Im rushing to revive my fallen squaddie after I take out the enemy that killed him, only to have his 15 seconds expire a moment too late! 30 seconds would make teamwork even more important, and force people to stick together more to enjoy the benefits of a medic.

Insta-prone: CHange it so it takes a few seconds to get to prone / or you cant fire in prone for 1-2 seconds, to simulate diving / getting your bearings.

M203 Noob Tube: Change it like Americas Army: ~20M activation range, so you cant point blank shoot this at an enemy.


and the biggest improvement:
GOOD MAPS!!!
The best map IMO would be a remake of the DC_UrbanSiege map from Desert Combat.
Last edited by fuzzhead on 2005-10-29 21:30, edited 1 time in total.
YoJimbO
Posts: 386
Joined: 2005-09-27 09:33

Post by YoJimbO »

fuzzhead wrote:Sorry if any of these have been mentioned...

the main things i would LOVE to see for BF2:

LONGER SPAWN TIMES FOR VEHICLES!

- jeeps/cars/boats remain the same
- 1 minute for an apc
- 1 minute for a tank
- 2 minutes for a helo
- 3 minutes for a jet

IMO this will go a long way to 'recondition' a players vehicle useage. Even in PRMM we have people careless throw away multi-million dollar state of the art war machines. This just kills all realism I see in the game. When you kill a helo, there should be a sense of accomplishement, that the enemy has lost a key asset on the battlefield. Instead, all I can think is 'welp, dont have to worry about another helo for 20-25 seconds'.
That's a very good idea in my opinion, it's very unrealistic the way people think they can waste vehicles in this game, people will just drive straight down narrow streets not caring about what may be around the corner, in reality every street would be a lane of paranoia and definately not a place to be making a scene of yourself, charging into a crowd of infantry with a tank...

Placing large spawntimes on vehicles will make people a lot more careful, and less ready to take a vehicle unless they know they're going to add some value to their team.
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Paladin-X
Retired PR Developer
Posts: 592
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Post by Paladin-X »

Spawn times were increased in .2. The amount of time depends on the map size. 64 player maps will spawn vehicles the fastest since there are a lot more people. 16 player maps will have the longest spawn times.
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NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

Improve the size and duration of smoke grenades. More 40mm launcher types, like smoke, beehive/flechette or WP. Accurate, powerful, deployable MGs. Smoke for medics. Sniper suits that can be adjusted to match local undergrowth textures, and who's long-range models look more like bushes and less like Swamp Thing. Teamkiller messages. Give SMG's back to the AT kit; they weren't useful outside of self-defense and now my favorite Chinese weapon is gone. Bradley IFV's, and other IFV's, with improved troop carrying capacities. Mounting vehicles made slower and only possible from near the actual hatches. Transports that drop men off outside the actual doors. Transport helos that carry the proper amount of men. HIND's. Dear Sweet God, HIND's. The kind that eat sabot shells and carry a rifle squad in the back. Remove air superiority fighters and fighter-bombers and replace with A-10's and equivilant CAS planes; air superiority would be won, lost, or left in parity on a theatre level before ground ops. Sabot round vacuum effects properly modeled in the jerk-people-from-cover way. Artillery, UAVs and supplies kept in the commander's direct control. A 64-man engagement is a platoon action, and I'm pretty sure infantry platoons do not hump a 155mm howitzer battery around with them into the boonies and then man them with a light machine gunner, a medic and two bored snipers.



Flamethrowers. *looks around* The Chinese... I'm sure they have flamethrowers. Hidden in reserve somewhere. And so we should put them in the Realism mod as an engineer unlockable. And you know, it just wouldn't be fair to the other countries NOT to have flamethrowers. Ok. Maybe I just like flamethrowers. Is that a crime!? And if not flamethrowers per-say, then those exotic metal-powder rounds for shotguns and the 40mm's. Why? Because nothing is more thrilling than advancing under your squad's smoke grenades with a ten gallon tank of napalm on your back to do a little housewarming for the ChiComs. And anyone who doesn't enjoy that isn't American, or male, or maybe just not a former Boy Scout. But it is WRONG and UNJUST to leave flamethrowers out of any mod.

How do you say "Mods must have flamethrowers" in Latin?
4thRangerDiv.
Posts: 40
Joined: 2005-10-26 06:40

Post by 4thRangerDiv. »

I was flying the jet around and i think you should change the sound it makes when someone is locked onto you. That sound is very anoying and doesnt seem like it fits. Also maybe a warning signal when your about to hit the ground.

Aslo i had an idea for the tanks. A hogh and low gear. The high one is full speed (obviousely) but fast enough to keep up with the APC's. The low speed just goes as fast as the infantry runs so that they can use the tank as cover going into battle.
Last edited by 4thRangerDiv. on 2005-10-30 04:20, edited 1 time in total.
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UNITED STATES MARINE CORPS :twisted:
YoJimbO
Posts: 386
Joined: 2005-09-27 09:33

Post by YoJimbO »

NikovK wrote:Flamethrowers. *looks around* The Chinese... I'm sure they have flamethrowers. Hidden in reserve somewhere. And so we should put them in the Realism mod as an engineer unlockable. And you know, it just wouldn't be fair to the other countries NOT to have flamethrowers. Ok. Maybe I just like flamethrowers. Is that a crime!? And if not flamethrowers per-say, then those exotic metal-powder rounds for shotguns and the 40mm's. Why? Because nothing is more thrilling than advancing under your squad's smoke grenades with a ten gallon tank of napalm on your back to do a little housewarming for the ChiComs. And anyone who doesn't enjoy that isn't American, or male, or maybe just not a former Boy Scout. But it is WRONG and UNJUST to leave flamethrowers out of any mod.

How do you say "Mods must have flamethrowers" in Latin?
Something tells me we've a slight pyro-maniac on our hands... :25_flamer
Can't remember where I read it but;

"Build a man a fire and he'll be warm for a day.

Set a man on fire and he'll be warm for the rest of his life."
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ArchEnemy
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Post by ArchEnemy »

NikovK wrote: Flamethrowers. *looks around* The Chinese... I'm sure they have flamethrowers. Hidden in reserve somewhere. And so we should put them in the Realism mod as an engineer unlockable. And you know, it just wouldn't be fair to the other countries NOT to have flamethrowers. Ok. Maybe I just like flamethrowers. Is that a crime!? And if not flamethrowers per-say, then those exotic metal-powder rounds for shotguns and the 40mm's. Why? Because nothing is more thrilling than advancing under your squad's smoke grenades with a ten gallon tank of napalm on your back to do a little housewarming for the ChiComs. And anyone who doesn't enjoy that isn't American, or male, or maybe just not a former Boy Scout. But it is WRONG and UNJUST to leave flamethrowers out of any mod.
You mean you really want to see stuff like this in PRMM :wink: :
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*coudlnt resist had to code a flamethrower, btw this is done within the BF2 editor*

*not related with PR
Retired PR Lead Coder
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BlakeJr
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Post by BlakeJr »

'[R-DEV wrote:ArchEnemy']You mean you really want to see stuff like this in PRMM :wink: :
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*coudlnt resist had to code a flamethrower, btw this is done within the BF2 editor*

*not related with PR
Absolutely, can you make it look like does in RTCW? :lol:
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{ pretty sig removed construction on new one has not begun }
... yet ...
ArchEnemy
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Post by ArchEnemy »

Shouldnt be that hard, but that flamethrower was my first attempt of animation on the BF2 engine =).
Retired PR Lead Coder
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Wolfmaster
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Post by Wolfmaster »

WOW arch. that really looks awesome... maybe you SHOULD put it in pr.... :p
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DAWG
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Post by DAWG »

Do flame throwers actually stil exist in modern armies. I was led to believe that they were used, primarily for clearing bunkers and tunnels etc. and had been phased out due to the fact that these days modern weaponry allows the soldier to hit the position with a bunker buster or call in air support/ Artillery. I would personaly love to see the flame thrower reintroduced on the battlefield, especialy if it can be added to tanks or AFV's.

Nice animation by the way. :cool:
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Mad Max
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Joined: 2005-04-26 01:27

Post by Mad Max »

I'd prefer to see an RPO instead of a flame thrower... although it's technically classed as one because it fires napalm warheads! Oh and then there's the red phospherous warhead and the ever impressive and devistating fuel air exlosive warhead! They're made mainly for clearing bunkers, tunnels, destroying them along with any surrounding oxygen atoms, totally obliterating houses... very fun! Aslong as youre not on the receiving end.
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NikovK
Retired PR Developer
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Post by NikovK »

I'm thinking... mod the Pancor Jackhammer (auto-shotties are for noobs) and we'll have an unlockable flamethrower. Keep the ammo level low and make sure the fireballs bounce around and explode and leave big fiery patches of napalm...

And the RTCW flamethrower > Porn. Unless its flamethrower porn. But I haven't found that yet.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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YoJimbO
Posts: 386
Joined: 2005-09-27 09:33

Post by YoJimbO »

I expect Flamethrowers are against the Geneva Convention, or something like that... Wars being all "legit" and all that...

:whistlebl "Stop!! I want to reload..."
Last edited by YoJimbO on 2005-11-01 20:33, edited 1 time in total.
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Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

DAWG wrote:Do flame throwers actually stil exist in modern armies. I was led to believe that they were used, primarily for clearing bunkers and tunnels etc. and had been phased out due to the fact that these days modern weaponry allows the soldier to hit the position with a bunker buster or call in air support/ Artillery. I would personaly love to see the flame thrower reintroduced on the battlefield, especialy if it can be added to tanks or AFV's.
Flamethrowers have gone the way of the coelocanth(sp); very few may be out there and you hardly ever hear or see them being used. The only time I have heard of them being used in combat in the late 20th Century was in places like Angola, El Sal and other bush wars where whoever would break them out after taking a village just to be motherfucking ********.

Modern armies use incendiary rocket launchers (RPO-A, M202 Flash [now outdated], etc.) for attacking bunkers and tunnels, nowadays. There is also a thermobaric version of the Hellfire missile that may have been used in Afghanistan. Wearing a tank full of liquid fire on your back was found to be an undesirable task, especially when you had to get into extremely close range to use it.

In other words, you won't see flamethrowers in PR.

We will be including more spin-stabilized grenade launcher rounds, but there is not, to my knowledge a WP round in the 40mm LV NATO or 40mm GP-30 Russian families of ammunition. Bounding HE-Frag, Buckshot and smoke rounds are possibilities.

NivovK-

The Pancor Jackhammer is as good as gone in the full version of PR as it never made it into mass production, and the prototypes were introduced almost 20 years ago. Less than a dozen of them are around and the only time I've ever seen one used is in the movie Total Recall.
Last edited by Eddie Baker on 2005-10-31 04:04, edited 1 time in total.
NikovK
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Post by NikovK »

I weep.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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