Kit Requests for Un-limited (i.e. standard) Kits

Suggestions from our community members for PR:BF2. Read the stickies before posting.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Saying that doesn't stop you being the worst member of Delta Zaz! Heheh

I agree with perhaps maybe being able to pick up L-ATs but any other class is kinda stupid beacuse I can't imagine most people are trained in the use of anything but what they were taught apart from SF types.
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

IMO , there should be 4 basic kits\classes left :
Rifleman armored : knife,showel,standart rifle,nades,smoke nades,binoculars, 1-2 field dressings
Rifleman unarmored : same as above + scope for rifle, but without armor\binoculars and with increased stamina & stamina regeneration ( if it is possible to code )

Rifleman CQB* armored : knife,carbine with open sights ,nades,smokes,1-2 field dressings
Rifleman CQB* unarmored , carbine with aimpoint , nades , 1-2 field dressings , no armor & increased stamina

* kit name may be changed
blackeagle1992
Posts: 119
Joined: 2007-05-18 17:25

Post by blackeagle1992 »

i think
1.this is already been suggested but i am no gonna say anything anymore cuz i dont know
2.yeah i totally agree with your idea i think i should be able to take how much m249 saw i want only 4?
wtf?
and definetly more than one sniper kit or 2 marksman kit and of course when needed aa kits
l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Post by l|Bubba|l »

ZaZZo wrote:Me :p
Sometimes it sounds like a good idea others not, f.ex. someone running back and requesting medic kit after he got shot and returns to battle.
Though with .6 this will be fixed.
Well I think it would be too complicated.
What's so bad that someone that get back to his rallypoint could heal himself? You allready can do it by resupply some fielddressings from the rally point.

Would it be so complicated to simply ad the standard classes to the requestible kit list?
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Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Post by Maxfragg »

i just agree that the spec ops should get limited and replaced by an QCB-kit
(knife, shovel, carabine, 1 HE-grenade, 1 smoke, 1fielddressing, bodyarmor and less stamina than the spec op)
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

blackeagle1992 wrote:i think
1.this is already been suggested but i am no gonna say anything anymore cuz i dont know
2.yeah i totally agree with your idea i think i should be able to take how much m249 saw i want only 4?
wtf?
and definetly more than one sniper kit or 2 marksman kit and of course when needed aa kits
whoah, i may have misread, but are you wanting unlimited SAWs and Snipers? HELL NO!! this is Project Reality... get back to the kiddy table!
seriously though, those kits are to forever remain limited.

back on track.
I like the unlimited standard kit request, however it is implemented... after you finish an assault, you might need to change roles at your RP... this would simulate new/more troops in the same way that spawning does (imo at least... loosely) You finish a fight, going off on outer patrol? no expected armor? no longer need AT, go back to standard rifleman and become more useful. the RP could use more reasons for existing IMO. Yeah, you get your lil' sniper and run off... but I think it needs more of an all around reason (aside from spawning) that would accompany rearming (getting base kits, id suggest not medic though, and maybe a few others...)
JKRMAUI
Posts: 584
Joined: 2007-04-10 22:22

Post by JKRMAUI »

Making the Standard kits request able would be a good idea IMO.

After looking at FH2's system I have to admit I like it. I like the tier system.

T1 Riflemen and Officer. Unlimited *officer only for SLs, not sure if that can be codes though*

T2 Support, Marks, L-AT, Grenadier. Maybe have only accessible if your in a squad and only one available to each squad. And Requiring the same as the current system of people in each squad. Since these are Squad level Weapons it would make sense for them to be issues on a squad level. As they are in the real world. And allow them to be used in a squad level.

T3 H-AT, Sniper, etc. Same system used. It makes the Kits a TEAM level weapon to be employed on a TEAM level.


My 2 cents
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

blackeagle1992 wrote: and definetly more than one sniper kit or 2 marksman kit and of course when needed aa kits

NO SNIPER KITS!

Geez, some maps shouldnt even have those.....Ive messed with PR Python codes and found some code, that removes the sniper kit and "offers" the Marksman kit as the only solution...think, Devs should use that (again, since it was probably used in the previous versions)

P.S. There are two sniper and marksman kits avaiable, but that depends on number of the players on the team...
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Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

I fully support this idea. I was about to open a new thread, blessed be the search option.

There is no reason default kits should not be available from where you can request limited kits. From a realism perspective it makes sense that if you can swap from engineer to sniper you can certainly also swap back. Gameplay-wise, it is not problematic either. It is not like you can constantly swap back and forth kits to fit the situation with the kit request time limit.
OiSkout
Posts: 1294
Joined: 2006-05-14 02:39

Post by OiSkout »

Hm. Depending on how future gameplay goes and spawnable kits:

Note: I don't fully endorse it, but here's a path:

Everyone can ONLY SPAWN on the SL as a riflemen.

However, if only rifleman is spawnable, medic and possible some other kits(grenadier or even spec ops[whatever that becomes]), is unlimitedly requestable. Thus, while you can have a fully supported squad when you leave a RP/APC/Base, you can only continue to engage the enemy IN THE FIELD INDEFINITELY with riflemen.

And if possible like others say, make "rearming" infantry take a certain amount of time depending on the class. But note that changing a M16 to a limited kit should take less time than unlimited(even if it's 0sec compared to 1sec). Thus, dropping your M16 for a SAW theoretically should take less time than having your armorer attach a GL(not to mention if you have to change M16 variants), and pick up nades. Though the last line I wrote is kinda some "reality" bullshit.

Thus, this theoretically shouldn't be hardcoded because it utilizes the same system as now. IE - You can spawn an unlimited amount of whatever is present, PLUS SL kits under the SL requirement. Unlimited kits will take a similar fashion to SL kits, while limited kits will be utilized in the same fashion as now. HOWEVER, I don't know how medic kits and the sort work in .6 yet. Sadly.
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

I think rifleman kit should be added to request menu .
RikiRude
Retired PR Developer
Posts: 3819
Joined: 2006-02-12 08:57

Post by RikiRude »

Although I personally agree with you OiSkout (on only rifleman as a spawn choice) I personally still really like what we have now, I think it works great! I always have medics in my squad, and even engs! And I see alot more people going the rifleman class it's naturally balancing itself out very very well! So I have no complaints.

In regards to being able to switch back and forth between kits here's the deal... we DON'T want people switching back and forth between kits. You spawn as rifleman, get hit, then request a medics kit to heal, then a tank rolls up and you get a AT kit, then get back your riflemans to reload, with the way kits are, you have to make a dedication to your kit, which is the way it should be. You shouldn't be running back to a bunker or APC every two minutes switching kits.

And I even think that our request kit system is cooler and better then say a RO style of limited kits.
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Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Post by Alex6714 »

I thought about this a while ago, but what the last post says basicly sums it up, you should be dedicated to your kit and not picking up whatever one you please whenever you need it. That way you have a good squad with each member fufilling his role. Thats what I think anyway. If you wanted medics limited, then maybe do medic kit (or maybe spec ops/engineer aswell) limited FH2 style on the spawn screen to 1 or 2 per squad (if that is possible, I don´t know). Personally I think it is fine how it is, as usually won´t see a squad full of medics, because that squad will need people to do other roles aswell (engineer, support, rifleman etc...).
Last edited by Alex6714 on 2007-06-28 11:13, edited 1 time in total.
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

What we really need is a requestable kit with a shotgun on all maps. Just because I can see the enemy over 1,000 yards away doesn't mean I don't need a boom stick!
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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