EoD forces BF2 unlock system work for them

General discussion of the Project Reality: BF2 modification.
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Zrix
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Post by Zrix »

If a class doesn't need an unlock, just place the standard gun as the unlock.
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El_Vikingo
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Post by El_Vikingo »

Use what you're given soldier, and quit yapping.
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Outlawz7
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Post by Outlawz7 »

Longbow* wrote: Why ? Why having different scopes for same weapons is bad idea ?
I said, that MY idea isnt good..and you proved it...but M16 sucks at CQC, I rather go with a knife or noob tube my feet, lol...
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Longbow*
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Post by Longbow* »

El_Vikingo wrote:Use what you're given soldier, and quit yapping.
I have no problems using guns from current open beta , I just want more guns and the posibility of atleast minor customization . Btw , ability to select between aimpoint and ACOG , or an assault rifle \ shotgun , or AK-47\M16A1 makes the mode even more realistic , so why not ?
Outlawz wrote:I said, that MY idea isnt good..and you proved it...
My bad , I didn't read your post carefully . Sorry .
Last edited by Longbow* on 2007-06-02 20:10, edited 1 time in total.
El_Vikingo
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Post by El_Vikingo »

Unlocks (IMO) is what made BF2v even more arcadey.
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Longbow*
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Post by Longbow* »

El_Vikingo wrote:Unlocks (IMO) is what made BF2v even more arcadey.
Vikingo , did you read my posts ? I'm not suggesting FN2000 as an unlock for insurgents or G36K for Chineze specops .
My suggestion is about using unlock slots for our realism needs . Irl all rifleman do not have ACOG's , they also get aimpoints or even carrying handles with iron sights . Selection between aimpoint\scope or AR\shorgun wont hurt gameplay or realism .
If you misunderstood me , please finish posting in 1337 way ( 'Use what you're given soldier, and quit yapping.' ) in this thread . I'm not suggesting to add an uberleet G36E from vanilla BF2 .

About militia\insurgents : I want to see more guns not because I suck with AK's or SKS or whatever ; IRL insurgents have so many different guns and in PR I see only AK\Norinco as a small arms for 4 basic kits . IRL they have FAL's , G3's , AK-74 ( rare though , but I've seen photos of american troops in Iraq with AKS-74 ) FN CAL , H&K 33\53 , Galil rifles ; old vietnam era M16 , M16A1 ; old WWII stuff - 98K , Lee-Enfield No.4 , Tompson A1 , Tommygun , M1 Garand , TT33 ( would be perfect side arm for militia , as it uses same ammo as PPSh ) and many others . So whats the problem to add all this stuff in future releases using old unlock sistem ? This will make insurgents\militia even more unique and interesting then conventional armyes and maybe even stops teamswitching ...
Last edited by Longbow* on 2007-06-02 20:29, edited 1 time in total.
Bob_Marley
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Post by Bob_Marley »

The one thing I really want out of this is the option to choose between boom stick and dakka dakka stick for engineer on all maps.

For conventional armies the option to switch riflemen's sights between 4x scope and RDS/Iron sights would be handy, especially on some maps (example: EJOD for the initial phase of urban fighting you might not want a battle scope, but once your team breaks out into the open desert it would be damn handy)
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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El_Vikingo
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Post by El_Vikingo »

Longbow* wrote:Vikingo , did you read my posts ? I'm not suggesting FN2000 as an unlock for insurgents or G36K for Chineze specops .
My suggestion is about using unlock slots for our realism needs . Irl all rifleman do not have ACOG's , they also get aimpoints or even carrying handles with iron sights . Selection between aimpoint\scope or AR\shorgun wont hurt gameplay or realism .
If you misunderstood me , please finish posting in 1337 way ( 'Use what you're given soldier, and quit yapping.' ) in this thread . I'm not suggesting to add an uberleet G36E from vanilla BF2 .

About militia\insurgents : I want to see more guns not because I suck with AK's or SKS or whatever ; IRL insurgents have so many different guns and in PR I see only AK\Norinco as a small arms for 4 basic kits . IRL they have FAL's , G3's , AK-74 ( rare though , but I've seen photos of american troops in Iraq with AKS-74 ) FN CAL , FN FBL , H&K 33\53 , Galil rifles ; old vietnam era M16 , M16A1 ; old WWII stuff - 98K , Lee-Enfield No.4 , Tompson A1 , Tommygun , M1 Garand , TT33 ( would be perfect side arm for militia , as it uses same ammo as PPSh ) and many others . So whats the problem to add all this stuff in future releases using old unlock sistem ? This will make insurgents\militia even more unique and interesting then conventional armyes and maybe even stops teamswitching ...
I didn't mean it in that sense (FL2000 there a P90 here). I said the unlocks seem arcadey, just look at EoD.

As for the Milita, sure they may have many weapons, but that's in the whole conflict not the battle. I don't expect you too understand, but it's just the I feel about getting to choose your weapons.

This also means more work for the developers.
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Smitty4212
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Post by Smitty4212 »

I like the idea.

If I can make another suggestion to the thread: people should fucking read and think the idea through thoroughly before posting here. Seriously, people misunderstanding what the idea is (when said idea is laid out fairly simply) happens in almost every thread, and I'm sick of seeing garbage filling up threads with good ideas.

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I think if you were to apply this to the USMC, it would go something like:

Spec Ops: M4/Aimpoint default, M16A4/ACOG as "unlock"?
Rifleman: M16A4/ACOG default, M16A4/Aimpoint (ala the M4) as "unlock"
Medic: M16A4/Ironsights default, Ironsights as "unlock" (re: no upgrade)
Engineer: M16A4/ironsights default, Shotgun as "unlock"

Obviously those would be open to interpretation and could be changed to whatever would be most realistic/fit best.

It's not revolutionary, but it would add something to the game (more realism, fun, and options).


Edit: To the above post... "this also means more work for the devs". Uhh, everything means more work for the devs. Every new release with new content is more work for the devs. Almost every new idea is going to be more work for the devs. I don't think it's quite necessary to point this out. EoD is part of BSS, and have already implemented the idea, so it's not as if the devs would have to construct it from scratch.

As for being "arcadey", EoD may have made it "arcadey", but that's something they have control over. If PR wanted to say, only give the rifleman and combat engy a choice of weapons, would that still be too "arcadey" for you?
Longbow*
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Post by Longbow* »

thx for support Smitty
Superior Mind
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Post by Superior Mind »

I am all for this addition. Only problem I see is with the militia faction. The devs have said that they want the militia to only be effective at long and very close range. So we can be giving them AK-47's and FN-FALs. But they could defiantly get maybe AK74S-Us and Enfield NO.4s. As for the Insurgents there could be the options of the G3 for Insurgent or War Veteran and an AK47 option for Ambusher. All in all this could be a very neat idea. Maybe if someone wants to take up the task of modeling and texturing a FN-FAL, we could open up the possibility for anotherr type of Insurgent force. (Africans anyone?)
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Outlawz7
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Post by Outlawz7 »

OK...so if War Vet gets his G3 back as an "unlock", wouldnt then everyone use the "unlock" weapon?

Would prefer a nerfed version of G3, Insurgents dont take care of their weapons and since we cant mod weapons jamming...
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Cheeseman
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Post by Cheeseman »

Outlawz wrote:We could have Urban kits for USMC with this, since M16 sucks at CQC, then again, we are getting the M16A4 with full auto...so not a good idea, but for Insurgents/Militia, it sounds great...
Outlawz, where in the hell did you come up with that? :p
First of all M16A4's used by the USMC do NOT come with full auto selector switch, which means they're somewhat like the M16A2 with the addition of flattop upper receiver instead of fixed carrying handle sights so they can be equipped with optical sights. Another feature of the M16A4 is the addition of the KAC M5 RAS for mounting accessories, instead of the standard A2 full length ribbed handgards. Second of all, the M16A4 which we’ll probably get see in PR V.7 will only take advantage of the flattop Picatinny rail for the rifleman to add an ACOG type sight. So the A4 in PR will also come with three round burst like the present A2 seen in game.
Deadmonkiefart
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Post by Deadmonkiefart »

I do believe that the insurgents and militia should have more weapon diversity. Conventional armies should stay the same however.
My #1 excuse for having a bad game:
"GET-OFF-OF-MY-KEYBOARD-YOU-STUPID-CAT!!!"
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Longbow*
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Post by Longbow* »

Outlawz wrote:OK...so if War Vet gets his G3 back as an "unlock", wouldnt then everyone use the "unlock" weapon?
Would prefer a nerfed version of G3, Insurgents dont take care of their weapons and since we cant mod weapons jamming...
I'd rather see FN FAL if it will be made by someone ( I'd made it myself , but I've never made any 3d models ) Also war vet may get some old school WWII stuff , either UK\US or German ones .
On the G3 subject... first of all , it shouldn't be G3A3 . Second , It may be 'Insrg. G3' , just like Insurgent's AK-47 . Lovered accuracy , maybe less rpm ( simbolizig time for dealing with jams ) , maybe broken fire selector ? :idea:
GeZe
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Post by GeZe »

Longbow* wrote:I'd rather see FN FAL if it will be made by someone
From the RBR folks, a very nice FN FAL: (not textured yet)

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Ghostrider
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Post by Ghostrider »

Bob_Marley wrote:Well thats not trickey, all one has to do is set global unlocks to "1" instead of "0".
That was true before patch 1.02. I believe they must be doing something else.


-Ghost
Longbow*
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Post by Longbow* »

'[R-PUB wrote:GeZe']From the RBR folks, a very nice FN FAL: (not textured yet)

[IMG]http://i7.tinypic.com/2hz79z7.jpg[IMG]
Looks sexy , but thats FAL 50.63 'Paratrooper' .. and it has an underbarrel GL :roll: so it can't be used buy a war vet unless DEV team will decide to give WV a weapon with an UGL ( which will be pretty much realistic , but will cause the same problems as v0.4 USMC specops or v0.5 RPG gunner )
El_Vikingo
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Post by El_Vikingo »

Smitty4212 wrote:
Edit: To the above post... "this also means more work for the devs". Uhh, everything means more work for the devs. Every new release with new content is more work for the devs. Almost every new idea is going to be more work for the devs. I don't think it's quite necessary to point this out. EoD is part of BSS, and have already implemented the idea, so it's not as if the devs would have to construct it from scratch.

As for being "arcadey", EoD may have made it "arcadey", but that's something they have control over. If PR wanted to say, only give the rifleman and combat engy a choice of weapons, would that still be too "arcadey" for you?
"Uhh", it was and still is my OPINION.

First of all, I did read the first post and all the others so don't give me that bullshit.
Seconds of all, we have pick-up kits.

Of course it means more work, they'll have to model an extra copy of each weapon for each kit, with scope and with out.

Sure the militia can have more than one lit, but that's why we have the pickup kits, just like the insurgents.

Every new suggestion that comes along has its pros, but come on, have you ever heard of disadvantages? Call me a pesimist, cause I don't give a shit, but one thing you'll have to realise is that everything isn't full of flowers.
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The 13th Raptor
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Post by The 13th Raptor »

I think this is a great idea, especially for the insurgents, i wouldnt mind seeing some (pickup) kits with a ppsh, k98/Mosin/No4, DP's.. anything really, i'm sure the FH mod guys would be happy to help you out. As for the other factions, the choices are limited because they are in real life, but something beats nothing. :)

I mean, who wouldnt want to punish those m4 instaproners with some good ol wwII style soviet lovin.

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