The ability to switch kits at flag points

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eastcoasthandle
Posts: 8
Joined: 2005-11-06 02:58

The ability to switch kits/weapons at flag points

Post by eastcoasthandle »

I am not sure if it's possible but it would be nice to be able to switch your kits at flag points. It's really no different in real life. How often does a solider pickup a different weapon at a safehouse? Same can be applied here if you get the idea. I ask this because the antitank guy is really limited here and it would be nice to switch to something else once you got rid of that pesky tank.
Last edited by eastcoasthandle on 2005-11-13 02:41, edited 1 time in total.
IRONxMortlock
Retired PR Developer
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Post by IRONxMortlock »

I can't help but feel that would kind of destroy the whole point of having kits. Presently you have to make a tough decision as to what kit you want to use as it will force you to specialise in a certain way.
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

I dont know you maybe you can just make some kits pop up inside a building. Like the onces on dead bodys
Noetheinner
Posts: 370
Joined: 2005-10-30 18:51

Post by Noetheinner »

or make something like tribes. They had a load station, but you could have a.... Weapons locker or the like.

Not sure how I feel about this one, but just thought I'd put an idea in here.
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Paladin-X
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Post by Paladin-X »

We could make some pickup kits at every point or at whichever point we deem necessary.
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Noetheinner
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Post by Noetheinner »

or here's an option, just do it at the main. If you're in the field and accidently picked the wrong kit, tough $*&%. You're in an outpost. which probably don't have extra supplies laying around. However in your main base, well, that's where all the supplies are at.
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Heydude235
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Post by Heydude235 »

Ya each main base should have like 5 of each kit on tables.
Noetheinner
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Post by Noetheinner »

I wonder how much of this stuff the dev's actually read. :39_poscom
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IRONxMortlock
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Post by IRONxMortlock »

Noetheinner wrote:I wonder how much of this stuff the dev's actually read. :39_poscom
Looks like they read this one. I think it's great that they do. I don't agree with all of the suggested ideas but it's always great to throw ideas around.
BlakeJr
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Post by BlakeJr »

The devs read these forums like crazed termites on balsa wood.
Wether they will use every little suggestion or make ever little change that is suggested, that's another ballgame entirely.

Just because they don't reply to every thread doesn't mean they don't read them. Paladin-X replied to this thread so there's your proof right there...
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YoJimbO
Posts: 386
Joined: 2005-09-27 09:33

Post by YoJimbO »

I don't think you should be able to change kits at spawn points, as it was raised earlier, it would defeat the whole concept of needing to choose carefully between kits when you spawn, and it would also reduce the need for teamwork if everyone was just choosing what they wanted to take out the threat on their own all the time...

However perhaps some "special" kits, like Stinger AA missiles could be placed in some places, or just limit the amount of kits that people can spawn as, i.e 1 Medic per squad, 1 Sniper, 2 Support, 1 Stinger AA kit etc etc (but that's a different story alltogether)
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Enforcer1975
Posts: 226
Joined: 2005-10-01 20:23

Post by Enforcer1975 »

YoJimbO wrote:However perhaps some "special" kits, like Stinger AA missiles could be placed in some places, or just limit the amount of kits that people can spawn as, i.e 1 Medic per squad, 1 Sniper, 2 Support, 1 Stinger AA kit etc etc (but that's a different story alltogether)

Great, but please give the AA kit 100 stinger so at least 1 will hit the enemy aircraft. :? AA and AAA are the most useless invention in BF2. Helos and planes are the most fragile vehicles in BF and you can't even destroy it with 1 friggin AT missle. Even in PR, sometimes i couldn't down 1 with a direct hit, but did so with the tank. :-x

People should deal with the weakness of a kit or play another game instead of complaining all the time. Or give them the weapons they would carry instead of trading realistic weapons loadout for gameplay ( like the MH-6, for christ sake it's a light helo, it should be downed by a .50 cal. in no time ).
Last edited by Enforcer1975 on 2005-11-06 14:47, edited 1 time in total.
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YoJimbO
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Post by YoJimbO »

Enforcer1975 wrote:( like the MH-6, for christ sake it's a light helo, it should be downed by a .50 cal. in no time ).
What I don't understand is why a .50 cal shooting at the Jesus Nut on any Helicopter doesn't instantly smack it into a death-spiral of Doom...
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Noetheinner
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Post by Noetheinner »

BlakeJr wrote:The devs read these forums like crazed termites on balsa wood.
Wether they will use every little suggestion or make ever little change that is suggested, that's another ballgame entirely.

Just because they don't reply to every thread doesn't mean they don't read them. Paladin-X replied to this thread so there's your proof right there...
whoops. ;-) I Guess it was a late night question for me. I guess I was wondering how many of these crazy ideas acrually catch on.

Now I must tell myself, WAIT FOR THE NEXT RELEASE!
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Enforcer1975
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Post by Enforcer1975 »

Noetheinner wrote:whoops. ;-) I Guess it was a late night question for me. I guess I was wondering how many of these crazy ideas acrually catch on.

Now I must tell myself, WAIT FOR THE NEXT RELEASE!

I AM FOR REALMOD WITHOUT COMPROMISES :)




























Wheter it's fair or not, deal with it.
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eastcoasthandle
Posts: 8
Joined: 2005-11-06 02:58

Post by eastcoasthandle »

Better yet it would be nice to be able to pick up different grenades, and weapons instead of a different kit.

Even better: Lets make you a regular solider that can pickup certain weapons and tools and use them. We are not on a point system so why does it matter.
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