Top issues for next patch release

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Enforcer1975
Posts: 226
Joined: 2005-10-01 20:23

Post by Enforcer1975 »

Man portable AT should fly faster. The tanks should not be able to evade it by accelarating and decelerating or jinking.

The tanks have to be damaged, too when standing next to a wall and firing at it because they want to kill the infantry between the wall and the tank. In OFP you could do heavy damage to your own tank with splash damage.
Last edited by Enforcer1975 on 2005-11-28 22:39, edited 1 time in total.
He who fights and runs away can run away another day.


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Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

**1) Fix the .50 caliber machine guns (make them kill in one hit to the chest, stomach, head).

**2) Add a nose cam for the gunner of helos, and add a zoom.

**3) Make it so that the damages for apcs and tanks are correct. One tank shell (ap or he) to an apc will destroy the apc. One AT rocket will take out a apc, regardless of where it hits.

**4) Give the engineer class the option to use submachine guns.

**5) Fix the radio chatter. Limit it or reduce the volume. Maybe allow only squad leaders to hear radio chatter. And non squad-leader units will not hear chatter from a commander or other squads.

**6) Add set speeds for vehicles.

**7) Add more passenger seats for transport vehicles.

** 8) Add bandages for self-use--one time only.

**9) Longer respawn time (1 min?)

**10) Longer vehicle respawn, so people take care of their vehicles.

**11) Insurgent class that gets an RPG and AK47 for mec.

**12) Better accuracy for machine guns when prone or crouching (make it like the stationary machine guns, PLEASE, that is perfect!)

**13) Hydras do more damage per hit, and more splash damage.

**14) Change the animation for the HE shell explosion for tanks, it looks so wimpy. Make it like c4 explosion and add more dust somehow.

**15) Add more dust dispersion to explosions in general.

**16) Some twilight maps (like kubra dam, wow i love that atmosphere--i just hate the dam though).

**17) Some kind of bonus for being in a squad and working in a team. Like increased stamina when around squad leader.

**1 8) Make stinger missles more effective and they always kill in one hit.

**19) Somehow add damage to helis and planes, so that they catch on fire and lose altitude/speed and are forced to go to repair zone.

**20) Pilot class

**21) Portable stinger class with pistol.

**22) PLEASE, increase the volume for firing guns, firing tank shells, explosions in general, tank engine, helicopter engine, jet engine (when taking off), etc. Just make things more loud and IMMERSIVE.

**22) Wow this is a long list.

**23) And don't get rid of the jets. They are fine, we just need to find out a way to increase airspace to dogfight in. Maybe get rid of the timer when u fly out of bounds? I can't imagine that being too hard... Just code it so you that message doesn't come up and you don't die. Maybe it's easier said than done.

**24) Fix the "look-around" feature in jets and helos so we are more stable when we do it.

**25) Add a driver, gunner, and machine gunner (commander) slot to the tanks; that's all!

**26) Tracers for miniguns (not the helicopter mini gun tho, that is a different beast i think).

**27) add a scope drift and scope delay when putting your eye on the scope.

**2 8) Sniper kits, not selectable class.

**29) Add the ability for vehicles to become damaged and immobile.
Last edited by Armand61685 on 2005-11-28 23:41, edited 1 time in total.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Speaking of AT missiles being too slow (portable ones, I mean), I was driving down a street on Karkand in a HMMWV, and I hear someone at least 100 yards behind me fire an Eryx... when it passed me, I could see that it was probably not going faster than 120 miles per hour.

The SRAW IRL travels at about 560 MPH
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

Heydude235 wrote:Well i love poe they got a good storyline i might be stolen by it.
That would be unfortunate.
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Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

You're playing a damn online wargame and the first thing you think about is the STORYLINE?!
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

the storyline IS important. not sure if its the deciding factor but everyone is different.
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Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

IMO, storylines are for RPGs and adventures
"Practice proves more than theory, in any case."

- Abraham Lincoln


"i so regret searching "giant hentai penis" on google images though ;_;"

- Garabaldi
Doug97
Posts: 396
Joined: 2005-08-10 16:47

Post by Doug97 »

'[R-PUB wrote:BrokenArrow']That would be unfortunate.
LOL, I can TASTE the sarcasm!
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

none intended, believe me i hate to see people go.
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Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

ok get back on topic
eastcoasthandle
Posts: 8
Joined: 2005-11-06 02:58

Post by eastcoasthandle »

when you join a game you must join a squad. This is team play...or am I out of line?
visaya
Posts: 69
Joined: 2005-11-29 05:02

Post by visaya »

First of all I would like to establish my realism background:
-I played Infiltration for Unreal Tournament (modern warfare realism mod)
-America's Army (one of the most superb realistic games to date)
-Red Orchestra (Promising WW2 Realism MOD with a corrupt community which pushes the mod in direction of unrealism/unimmersive gameplay)
-PRMM (assuming AAS mod is on the server)

Most of the games I have played in have been rather empty, with that in mind I feel most of the changes should be to infantry and infantry support vehicles (transport,apc,tank) and that since I haven't played in a game with more than 15 people that air units should not be focused on as much (yet).

1) Strafing sideways should hinder accuracy as well as moving backwards but moving forwards should be less so.

2)Radio Chatter is too loud, disable the radio for regular squad units and keep it between squad leaders. Spamming should not be allowed with the radio commands. Instead regular infantry units should see the red dots/signals on the minimap. I can't hear my gunfire over the radio commands!

3) Class limit on the sniper/ replacement of the sniper with a marksman role with an m14 and no armor. The class would be like a special forces without c4, lower ammo capacity, but a slightly more accurate gun than the m16 on semi.

4) Teamplay bonus - Closer you are to your squad leader more points you gain for being together.

That's it for now, everything else was mentioned before I believe. If I think of something later I will repost.
DAWG
Posts: 236
Joined: 2005-03-08 01:35

Post by DAWG »

eastcoasthandle wrote:when you join a game you must join a squad. This is team play...or am I out of line?
It would be nice, if possible that when you join a game you are automatically assigned to a squad. No choice just put where the least people are, that way it forces people to play as a team or get booted by the guys you are playing with if you continue to act Rambo.
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dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

'[R-PUB wrote:DAWG']It would be nice, if possible that when you join a game you are automatically assigned to a squad. No choice just put where the least people are, that way it forces people to play as a team or get booted by the guys you are playing with if you continue to act Rambo.
So what would have been the difference if that rambo started outside the squad instead?

Naw, I dont think any kind of forcing should be there... It should just encourage it. And it wouldnt hurt if there where more squad tools.

Personally I think an important way to form squads should be on the run. Aiming your crosshair at a player, click a button and he's invited to your squad. Doing it on a player when you're not in a squad invites him to be a squadleader with you as member. Basicly, it should be awfully easy to find each other *IN GAME*, not in the spawn menu. For example if 5 people jump into a humvee at the start of a game they could all be in the same squad in seconds without much thought behind it (assuming they are clever enough to join invitations).

Doubt its possible to implement in a mod though.
phlerp
Posts: 26
Joined: 2005-11-28 00:39

Post by phlerp »

Yeah, teamwork should be encouraged, not forced.
For example it would be nice if you would get more points for capturing a flag you are ordered to capture or any other order for that matter, and that you get extra points if your orders are followed as commander or squadleader.

Teamwork isn't necessay about being close to each other, it's about working towards a common goal. If I cover a flag cap as a sniper or anti tank or something from a roof a bit from the flag it can still be considered teamwork. If I flank the enemy and pariticipate in a coordinated attack, that is teamwork but we're not necessarily ery close to each others.
Last edited by phlerp on 2005-11-29 13:44, edited 1 time in total.
hoak
Posts: 141
Joined: 2005-06-23 06:40

Post by hoak »

Not so much a bug as shoddy work on the new Special Forces assets by DICE's new Developer; the scopes on the new SCAR rifles are crude full screen masks:

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As an interim fix these could easily be replaced with the M4 scope view which is similar enough, offers the same magnification, looks much better, and is more congruent with the rest of the games ironsights/scope perspective:

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Just a thought...

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Last edited by hoak on 2005-11-29 14:17, edited 1 time in total.
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

the SCAR's wont play much role in PRMM as i believe unlocks will be left out
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Tychandrus
Posts: 118
Joined: 2005-10-06 19:11

Post by Tychandrus »

Paladin said in this very thread that unlocks will be 'locked until we can make further use of them'. I don't want to hear anything else about SF unlocks and if they'll be in there. People who talk about wanting to put them in there set themselves up as targets.
hoak
Posts: 141
Joined: 2005-06-23 06:40

Post by hoak »

Jeeze, get a grip, I had no idea that the unlocks were not going to be part of the game (or that there were such histrionic touchy people here)...

Sorry I mentioned it!

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