EoD forces BF2 unlock system work for them

General discussion of the Project Reality: BF2 modification.
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

El_Vikingo wrote:"Uhh", it was and still is my OPINION.
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.
I realise it .
El_Vikingo wrote:Sure the militia can have more than one lit, but that's why we have the pickup kits, just like the insurgents.
Pickup's are limited and they do another job ( support\AA\AT etc. ) , they are more powerful then basic kits ; I'm speaking of an ability to selective\customized weapons for 4 basic classes .
El_Vikingo wrote: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.
You're not a pesimist , just a bit ignorant ( not sure if you are so in rl , possibly it's just yours 'forum face' ) . I do realise that this will require some work , but theres more + then - .
Btw , tell us any disadvantage exept that one that the weapons should be modeled\coded\skinned ?
jackal22
Posts: 849
Joined: 2006-11-18 20:18

Post by jackal22 »

the only use i would like to see for it is for the rifle man and engie kits.

rifle men should have the ability to switch out between iron sights, especially with all 0.6 riflemen having them. (use 0.5 models for usmc and mec for ironsights, and standard weapon for brits & chinese instead of scoped)

and for engie to have an option of shotty or ar,

thats pretty mcuh it, i cant see any more realistic uses,
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Smitty4212
Posts: 322
Joined: 2006-07-24 02:15

Post by Smitty4212 »

El_Vikingo wrote:"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.
I wasn't referring specifically to you about people not reading the posts.

Pick-up kits are NOT the same as what is being suggested here in the least bit. Anyone can run over and grab a "specialized" pick-up kit (i.e. the .50 sniper). Essentially when you make a "point" like that, you're really just making me look at what I said about people not reading through/understanding the idea and then criticizing it.

And of course it means more work-- I'm agreeing with you there. What I'm saying is that it's not necessary to say "IT'S MORE WORK FOR THE DEVS!" OF COURSE it's more work, so why do people incessantly like to point out that "it's more work for the devs"?

And one of the main uses for this idea would be allowing the combat engys to choose between a shotgun and AR-- no extra modeling here. Of course, if they were to add on an M16A4/Aimpoint for rifleman then yeah, it would require modeling an aimpoint (oh noes!).

Of course there's disadvantages-- the main one here being more work. Care to explain what other disadvantages there would be? Because I'm seeing it like this:

Advantages-- Tiny bit of customization (combat engy has choice between shotgun or AR, or rifleman has choice between ACOG or Aimpoint), more realism.

Disadvantages-- Extra modeling.
ZanderArch
Posts: 216
Joined: 2007-03-07 21:40

Post by ZanderArch »

Well, I had suggested this before, but no evidence it was possible until now has killed my hopes of it, until now.

My original idea was just that, Make the Engineer have the option of Shotgun or Assault Rifle, since I know there are plenty of play styles that could be used for maps, which are limited by their default weapon.
Take Ejod Desert as an Example. Engineer gets the M16. We know the rifle is pretty good for medium/long and can be useful in the right hands for close, but a shotgun can sometimes be that much more powerful. So, let takes an Engineer player. He's in an Armour Squad, They get two people per tank, having two tanks with a total of four crewmen, one Squad Leader, and him to drive the Supply Truck and the SL to be the Spotter. They go out along the sides and set up a nice little base on the enemy's side, cutting off their armour support before they even get to the City. What would this Engineer want for his weapon? The M16, of course.
Now, later that round, the enemy team got angry and decided to strike back... Two Heavy AT rockets and a little sniper fire and our Engineer is back at main base with one extra death. The Squad decided not to camp for armour and move in with some left over Hummers and help their team in the city. What would our Engineer want sitting in his number 3 slot when some crazy MEC Spec Ops comes rushing up with a fist full of Selectable Lightweight Attack Munitions? His trusty 12 gauge!

Now that I have made my point, here's my suggestions for the Classes, the backslash "/" indicating the difference between the regular and "unlock"

Spec Ops: Pistol and Rifle that are in use now. / Pistol replaced with the Grappling hook that they use for some maps. Same rifle.
Rifleman: Service Rifle with 4x Optics / Service Rifle with Iron Sights or 1x (Zero) Magnification sight.
Combat Engineer: Standard Service rifle / Shotgun
Medic: Current Set up. / Current Set up.

Medics can already bring back the dead, they don't need any more power than that... Well, maybe some Signal Grenades for that Officerless Squad, but nothing with a Combative Use.
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GR34
Posts: 471
Joined: 2007-04-07 03:08

Post by GR34 »

I would love to see insurgents with an m1 grand or a tompson
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

I'd wish to see any developer's responce ...
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

Cheeseman wrote: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.
Don't blame me, someone said, that M16A4 in 0.7 will have Full Auto mode....damn hipocrits :evil: :evil: :evil: :2gunsfiri
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