Armour Repair
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Stigger32
- Posts: 2
- Joined: 2005-12-12 13:07
Armour Repair
I saw in a discussion thread that the biggest problem most people seem to have with Armour and Air assets are 2 things.
1: That they are too easily repaired ie. by an engineer in seconds.
2: That they re-spawn to quickly and therefore re-enter the game after big efforts by infantry to be rid of them. Thereby making the whole task a waste of time. Subsequently bringing down the gaming experience by those enjoying infantry fire-fights.
My suggestions are that the re-spawn and repair times be looked closely at.
A:For large maps with a tactical dependence on mobile weapons platforms and transport. They have shorter spawn times. The smaller maps which are more ideally suited to Infantry style battles. They have longer spawn times.
B: That the engineer vehicle repair ability be scrapped altogether. In favor of the BF1942 or Desert Combat style of repair stations in bases. Which forces Tank, Jet and Helo Whores to retreat to repair damage.
C: That the current damage a AA weapon does be upgraded to better reflect reality.
I love the game, I love the mod
I hope you find these suggestions useful.
1: That they are too easily repaired ie. by an engineer in seconds.
2: That they re-spawn to quickly and therefore re-enter the game after big efforts by infantry to be rid of them. Thereby making the whole task a waste of time. Subsequently bringing down the gaming experience by those enjoying infantry fire-fights.
My suggestions are that the re-spawn and repair times be looked closely at.
A:For large maps with a tactical dependence on mobile weapons platforms and transport. They have shorter spawn times. The smaller maps which are more ideally suited to Infantry style battles. They have longer spawn times.
B: That the engineer vehicle repair ability be scrapped altogether. In favor of the BF1942 or Desert Combat style of repair stations in bases. Which forces Tank, Jet and Helo Whores to retreat to repair damage.
C: That the current damage a AA weapon does be upgraded to better reflect reality.
I love the game, I love the mod
I hope you find these suggestions useful.
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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
The AA weaponry need improvement regardless, even in PRMM.
I wouldnt mind too much if the engineer lost his repair ability, assuming he got something else in return... Preferably something with a big boom
And rather obviously the spawn times should depend on the map and base rather than the a commonly accepted number. A map like Zatar should for example always have a stocked main base. Whereas in a map like Mashtuur, the tank respawn times should simply be long.
I wouldnt mind too much if the engineer lost his repair ability, assuming he got something else in return... Preferably something with a big boom
And rather obviously the spawn times should depend on the map and base rather than the a commonly accepted number. A map like Zatar should for example always have a stocked main base. Whereas in a map like Mashtuur, the tank respawn times should simply be long.
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Jaycop
- Posts: 24
- Joined: 2005-12-12 16:59
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Evilhomer
- Retired PR Developer
- Posts: 2193
- Joined: 2004-08-03 12:00
so a truck like this one?
http://www.army.mod.uk/equipment/muv/muv_ttuc.htm
If we were to incorporate this idea this would probably be the type of vehicle we want to do it with.
http://www.army.mod.uk/equipment/muv/muv_ttuc.htm
If we were to incorporate this idea this would probably be the type of vehicle we want to do it with.

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MoB|NightStalker
- Posts: 30
- Joined: 2005-11-07 16:25
Now that is what I cal reality. That is why I love this mod more and more realistic everyday. That would be a nice addition if it could be worked in. It will make the engineer position worth while instead of having to jump out of a tank or APC in mid battle to repair cause one more hit would take you out. I like this one alot. Good luck with it.
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Jaycop
- Posts: 24
- Joined: 2005-12-12 16:59
Perhaps the engineerclass could be changed into a demolitionclass? Ie give him AT-mines and C4, making him good for blowing things up. This would let us have the "engineer" AND the specops in one kit altough with reduced amounts of mines an C4. This would also leave the specopsclass free to be used for something else.
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Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
Man, I wish we could, but we can't do articulated vehicles like tractor-trailers with the BF2 engine unless something really magical on the part of our coders (or cynical on the part of EA) happens. If we could, the Bv-206 or Viking would be awesome, too.'[R-DEV wrote:Evilhomer']so a truck like this one?
http://www.army.mod.uk/equipment/muv/muv_ttuc.htm
If we were to incorporate this idea this would probably be the type of vehicle we want to do it with.
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Maj.b00bz
- Posts: 103
- Joined: 2005-11-09 12:02
Stigger32 wrote:I saw in a discussion thread that the biggest problem most people seem to have with Armour and Air assets are 2 things.
1: That they are too easily repaired ie. by an engineer in seconds.
2: That they re-spawn to quickly and therefore re-enter the game after big efforts by infantry to be rid of them. Thereby making the whole task a waste of time. Subsequently bringing down the gaming experience by those enjoying infantry fire-fights.
My suggestions are that the re-spawn and repair times be looked closely at.
A:For large maps with a tactical dependence on mobile weapons platforms and transport. They have shorter spawn times. The smaller maps which are more ideally suited to Infantry style battles. They have longer spawn times.
B: That the engineer vehicle repair ability be scrapped altogether. In favor of the BF1942 or Desert Combat style of repair stations in bases. Which forces Tank, Jet and Helo Whores to retreat to repair damage.
C: That the current damage a AA weapon does be upgraded to better reflect reality.
I love the game, I love the mod
I hope you find these suggestions useful.
Awesome suggestions, I hope this gets worked out. Especially the AA. The Engineer class should not just be limited to explosives though, then they would become a sapper. We still need things repaired. Maybe not heavy tanks but vehicles and bridges, artillery. Just make the repair rate a fraction of what it is now.
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Evilhomer
- Retired PR Developer
- Posts: 2193
- Joined: 2004-08-03 12:00
We would in the long run incorporate the CHARRV if possible. Seeing as the model is based on a Challenger I, it wouldn't do as a repair platform though.
http://www.army.mod.uk/equipment/ese/ese_arrv.htm (for those who don't know what im talking about)
The HET i posted earlier wasn't supposed to be a moveable vehicle. Im sorry I didn't explain my thinking! Silly me!
I was thinking about having the HET as a static, and have this HET next to a SHOP floor or mobile CHARRV vehicle, so that this HET could act as a realistic spawn and repair point for vehicles. IMO I thought this would be better than the grates that were on the ground, which DC called repair pads. Still open to thoughts on this idea however.
It's good to see that there is support for logistical vehicles ingame. I was shocked and amazed that I didn't see a single truck foor troop tansportation, or supplies for that matter. Good to see the community agrees with me and cares!
http://www.army.mod.uk/equipment/ese/ese_arrv.htm (for those who don't know what im talking about)
The HET i posted earlier wasn't supposed to be a moveable vehicle. Im sorry I didn't explain my thinking! Silly me!
I was thinking about having the HET as a static, and have this HET next to a SHOP floor or mobile CHARRV vehicle, so that this HET could act as a realistic spawn and repair point for vehicles. IMO I thought this would be better than the grates that were on the ground, which DC called repair pads. Still open to thoughts on this idea however.
It's good to see that there is support for logistical vehicles ingame. I was shocked and amazed that I didn't see a single truck foor troop tansportation, or supplies for that matter. Good to see the community agrees with me and cares!
Last edited by Evilhomer on 2005-12-13 15:36, edited 1 time in total.

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Poofyfinger
- Posts: 42
- Joined: 2005-11-23 02:16
Jaycop wrote:Perhaps the engineerclass could be changed into a demolitionclass? Ie give him AT-mines and C4, making him good for blowing things up. This would let us have the "engineer" AND the specops in one kit altough with reduced amounts of mines an C4. This would also leave the specopsclass free to be used for something else.
We also need to implement class limitations. Imagine a 64 player server, with like.... 64 players with C4 and AT's lol.

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GRB
- Posts: 475
- Joined: 2005-11-01 20:05
In my opinion I think the HET idea is great except for one minor flaw. It doesnt magically repair vehicles.
I wonder if it would be possible to only allow engineers to repair vehicles while they are on this truck? IMO that would be a much more realistic idea.
But if not I suppose the concept is similar and it wouldn't hurt to try it out.
I wonder if it would be possible to only allow engineers to repair vehicles while they are on this truck? IMO that would be a much more realistic idea.
But if not I suppose the concept is similar and it wouldn't hurt to try it out.

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Jaycop
- Posts: 24
- Joined: 2005-12-12 16:59
An idea I was thinking about regarding class limitation was to use the same system when applying for commander. Would work great in my oppinion. Say there are 2 snipers per team, then the players that want to play as snipers would have to apply for the position in the same way that a person apply for the commander position. Would be great if it is at all possilbe.
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Enforcer1975
- Posts: 226
- Joined: 2005-10-01 20:23
dawdler wrote:The AA weaponry need improvement regardless, even in PRMM.
I wouldnt mind too much if the engineer lost his repair ability, assuming he got something else in return... Preferably something with a big boom
And rather obviously the spawn times should depend on the map and base rather than the a commonly accepted number. A map like Zatar should for example always have a stocked main base. Whereas in a map like Mashtuur, the tank respawn times should simply be long.
1. Where is the good old flak gun???
2. The engineer in BF2/PRMM is a mix of the engineer and a mechanic. Loosing his ability to repair would make him a true military style engineer imho. Would be fine. Instead there should be a repair point for vehicles of all kind in the main bases or at the first flag on the map. Tanks still are to strong in close environments.
Unfortunatly we can't have the OFP physics in vanilla. Btw. has anybody played the OFP Liberation mod? It's great. It is possible to stay in an immobilized tank and survive even if you get hit 20 or even more times. There is some kind of penetration value in the mod


