Rha, good post.
Oh,
Ya what nevermore said!
Personally I don't care much for all the suicide freaks out there either nade spamers or the guy that runs a jeep with 4 blocks of C4 head 1st into a tank. Is there any way of making it so when u kill yourself killing someone else you give tickets to the other team.Enforcer1975 wrote:Limiting will just lead to let them die earlier. Imagine a noobtubeuser who can only use the tube. He gets his 2 shots and cries for ammo. But as most of the time the supportmen are to busy to give him ammo because they are looking for important killing points. So he decides to commit suicide via enemy ( run in front of one or at least tries to hit somebody with that weird thing called rifle attached to the grenade launcher. He succeeds in getting wasted and voilá, another 2 40mm rounds... You know how noobish a person is on the amount on encounters you or others have with this person. xxx[M203]xyz, xxx[M203]abc, abc[M203]xxx, xxx[M203]xyz, efg[M203]xxx, xxx[M203]xyz. This is endless
This be the only part I got a problm with. I think it'd be too hard to make sure that it's an intentional self kill. I HAVE accidently ran into another chopper while flying, have freaked out and while aiming at someone with the M203/GP30 and shot anotherguy coming around the corner instead and killed myself, forgot there aren't any parachutes in this modRha wrote: So not only do you lose tickets you give them to the other side. i.e.( So Joe Shmoe Suicide Spec ops drives his C4 covered jeep into a full APC.) He kills himself and the 5 guys in the APC. The team that had the APC not only keeps their 5 tickets they gain 6. Every time you kill yourself you give the other team tickets. There needs to be more of a penalty for suicide. Maybe also longer respawn timer for suicide and shorter one for the people they killed.
BUT I wouldn't want to reward the guys that got suicided. That just seems a bit.... lopsided.Rha wrote:Maybe also longer respawn timer for suicide and shorter one for the people they killed.
Just wait here. We have punishment for TKs even if they are not intentional. I don't see why mistakes shouldn't be punished. If you make a mistake and it ends up costing your team something, why not ? How some form of incentive to be careful could be bad ? In real life you don't want to die or be court-martialed so you are careful, so maybe a longer spawn time could provide that incentive. You'd think twice about shooting M203s to your own feet if you knew it would give you a fair amount of spawn timeNoetheinner wrote:This be the only part I got a problm with. I think it'd be too hard to make sure that it's an intentional self kill.

your IRL life or your ingame life ?{GD}Snake13 wrote: -Realistic ammo loads do not work, IRL a gunner may have 24 m203s, but may have to make them last days of fighting, in game players don't expect to live more then a few minutes and use up there grenades at an unrealistic rate. I would stake my life on it, if you give the gunner 24 nades you will see non-stop grenade spam.
One other idea to reduce the abuses of the m203 is to dramatically lower its precision will standing and/or moving. If one has to crouch/prone to fire it effectively, its use will be much more reasonnable. The sniper guns have the same issue in most games where you can fire them unzoomed (one of the things BF2 got right): everybody is running around with large sniper rifles and use them as close range rail guns.{GD}Snake13 wrote: - there is no way we found to dissuade people from using grenades in an unrealistic fashion, due to life expectency issues as stated above, people will used m203s against a lone soldier out in the open, its inevitable.
- arming distance is crucial, at least with it in place players are less apt to walk around with their grenade launcher out, and therefore more likly to save their grenades for good targets
I'm sure the whole platoon carries the grenades, not just 1 man ( heard one yelling for a 40mm during a gunfight in a video ). Unfortunatly you cannot give a certain ammo type away like in DoD ( i.e. the mg ammo that every soldiers carries that can be dropped for the supporting machine gun ). In that case swinging a grenade launcher would be no problem, you kill the squad members, the grenadier has less ammo.Nevermore wrote:IRL your average Grenadier carries in excess of 24+ 40mm grenades, why would you want to limit it if your mod is going for 'realism', might just as well change it from a 'realism mod' to a 'gameplay mod' if thats the case.
You guys have to keep in mind that there is a learning curve/period of adjustment, when an update to a mod is released, everyone will whore the weapon du jour for a while, complain and whine, then settle back into what they know works well for them, its not sounding too unrealistic for someone to spam a group of people with a 40mm grenade, thats what they were designed for after all![]()
Yes, very accurate, its either carried on a vest type H-gear harness, or on a bandoleer {shoulder belt}, 24 is standard, more often than not when resupplying yourself, you grab MORE... I do agree that if totally realistic loadouts were implemented it probably would result in grenade spam {FYI im a member of the IMT for INF, and i remember the whining about the UBER M4 that used the EXACT same ballistic codes as Sentry weapons did...}, i agree they also need a minimum arming distance{this is realistic} to prevent CQB nading.{GD}Snake13 wrote:Platoon may carry more as a whole, but that sounds accurate for a grenadier's personal loadout

{GD}Snake13 wrote:Its been awhile since we did this on the INF forum but if I remeber correctly a the m67 handgrenade has a casualty radius of 5m

dont laugh im a what you wpould call, "noob" but em, BF2 sounds like its shite for modding even though there was a modding tool released before BF2s release.Artnez.com wrote:Oh, the drama.![]()
It might be a much more valid option to simply remove the grenade launcher. As far as I can see, the only possible ways to limit the use of the GL is:
a) Give it a minimum distance to charge (Paladin said this caused the GL round to go through objects)
b) Limit the ammo count of the GL to either 1 or 2 rounds.
c) Remove the GL altogether.
d) Make the GL part of a kit that is part of a limited class. This all depends on how moddable BF2 is. If you can limit kits (so you can have as many assault troops as you want with the standard kit, but only 2 assault troops with the GL kit) then that would work -- but I have a feeling that's not possible.
B and D are probably the most logical solutions... but maybe I'm not thinking it through completely.
Either way, it must be fixed. I wouldn't be disappointed if the GL was removed period. It doesn't really add anything to the game and it's not one of those things that's used so widely with conventional military forces during an engagement.