Great Mod! few suggestions from a new player

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Delta_Operator
Posts: 1
Joined: 2006-02-02 04:44

Great Mod! few suggestions from a new player

Post by Delta_Operator »

Just got done playing on Gloryhoundz and you guys did an awesome job with this mod! So much fun, just wish there were more players online.

Here are some things that came to mind (sorry if they have been mentioned):

Helicopters take FOREVER to shoot down with the AA vehicles. I think they need to go down a bit faster.

I love the idea of different types of tank ammo, but I am not reeally familiar with the acronyms, so I just guessed that the HEAT (sp?) were anti-armor and the APblahblah were anti-personel?? Same thing in APC's. Maybe something in parentheses like anti armor or anti-personel, or a guide on your homepage covering such intricacies to help the new player.

I'd love to see alot more urban infantry based CQC maps with no vehicles whatsoever.

SAWS are god. I have been pinned down multiple times by SAWS and my MEC weapons were not accurate enough to take them out. I wouldn't have a problem with their accuracy if the other support weapon was just as accurate.

I think for the sake of balance, despite being somewhat unrealistic, the non-Marine weapons need to have equivalent accuracy/damage as the Marine weapons. Or some weapons from one side better and some from the other side better. America's Amy did this well, since both sides were America but looked like ak-47 weilding terrorists to the other team. Balance supercedes reality IMO here.

I have fired an M4 in real life, and I must say that it is much more accurate in real life than in the game. The recoil seems to be too high as well. Of course it shouldn't be as accurate as the full barrel length M16, but I think it needs to be made quite a bit more accurate.

Spec-ops guns, as we know had their advantages in vanilla due to their accuracy and full auto mode. However in PRMM, we know these weapons are used in CQC in real life, so for reality's sake it wouldn't make sense to make them more accurate than assault rifles with longer barrels. And in PRMM the lethality of the weapons negates the benefits of full auto mode, when burst fire now does the job just fine. Since this isn't rainbow six room-to-room searches, this leaves us to wonder what good the spec ops guns are. I think a couple things could help them. Make them SLIGHTLY less accurate at long range than the AK-47/101 and M16 (which would still be an accuracy improvement) and make them quieter, by 30%, 50%, 75%, 90% whatever so the enemy has a much hader time locating where the fire is coming from. This makes sense since spec ops use supressors and would give the weapons a reason to exist in this game again.

I have heard you are working on the sniper rifle, cause I was really looking forward to the sniping apect of the game. The only sniper rifle worth anything in vanilla BF2 is the M24. I would LOVE to have a semi auto sniper rifle that goes where you aim it, or the barret (biggest dissapointment to me in BF2, as it is my favorite weapon) that is as accurate as in real life and has the ability to take out lightly armored vehicles like in real life. Needless to say, the sniper rifles didn't shoot where I aimed.

I would really say, just make all the guns but the SAW more accurate. And possibly bring the SAW down a notch in accuracy at long distance, or at least make the other support weapon equivalent in accuracy and damage.

I think despite the lack of realism, it would make the game more fun for it to display who you killed and who killed you, since this is a rather tight community and people know each other. I just think the fun factor overrides the realism factor.

I know you guys left out the crosshair when you aren't using iron sights intentionally for the realism aspect, I think it might be better to just leave a dot there cause I guarantee you when this mod becomes popular, it will lead to what has happened in past games where people just stick a dot on the middle of their monitors, defeating the purpose of no corsshairs.

Sorry for the long post. Keep up the good work guys and I look forward to playing with you on the servers :)
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

Hey i remember you we were in that plane owning :) Good job
Kos'aaK
Posts: 50
Joined: 2005-11-18 15:53

Post by Kos'aaK »

Delta_Operator wrote:I'd love to see alot more urban infantry based CQC maps with no vehicles whatsoever.
Infantry maps, yaay :thumbsup:
Image
Image <-ArmA Homepage ->BF2/ArmA Discussion ->ZiiP ArmA
Delta_0perator
Posts: 10
Joined: 2006-02-02 02:21

Post by Delta_0perator »

Heydude235 wrote:Hey i remember you we were in that plane owning :) Good job
Thanks, you too!
JuRrO wrote:Infantry maps, yaay :thumbsup:
Glad someone else thinks so :-) .

Sorry again if the stuff I said has been said before or has been explained away as not possible, they were just things that came to mind and I wanted to try to contribute to this great mod that we are getting for free that people have worked so hard on.

(BTW I changed accounts from Delta_Operator to Delta_0perator because the registration email got spam blocked yesterday and I couldn't wait to post so I tried a different email, but I got the original account working today)
Xeno426
Posts: 52
Joined: 2006-02-02 01:13

Post by Xeno426 »

Delta_Operator wrote: SAWS are god. I have been pinned down multiple times by SAWS and my MEC weapons were not accurate enough to take them out. I wouldn't have a problem with their accuracy if the other support weapon was just as accurate.
My understanding was that the RPK-74 and QBB-95 were select fire weapons. Why can't we have that ability in-game?
Delta_Operator wrote:and make them quieter, by 30%, 50%, 75%, 90% whatever so the enemy has a much hader time locating where the fire is coming from. This makes sense since spec ops use supressors and would give the weapons a reason to exist in this game again.
Suppressors on the Spec-Ops primary and secondary weapons would be nice. I know that the AKS-74U can be suppressed.
Delta_Operator wrote:The only sniper rifle worth anything in vanilla BF2 is the M24.
That always bugged me, though. Shouldn't the USMC be using the M40A3?
Image
Raptor
Posts: 99
Joined: 2006-02-02 14:15

Post by Raptor »

Xeno426 wrote:Suppressors on the Spec-Ops primary and secondary weapons would be nice. I know that the AKS-74U can be suppressed.
Yes, both the AKS-74U and the M4A1 can be suppressed, and it is pretty stupid for only the pistols to be suppressed for the Spec Ops class, it should be both or neither.
Xeno426 wrote:That always bugged me, though. Shouldn't the USMC be using the M40A3?
Yeah, I noticed that after the first couple times of playing BF2 as a USMC sniper. It should be the M40A3 (just like the "black hawk" should be the SH-60 Sea Hawk instead of the UH-60).
Image
Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

I'd love to see alot more urban infantry based CQC maps with no vehicles whatsoever.
Me too !!! I love urban maps, and in BF2 i've been playing only on servers with urban maps only...

I like idea with silenceing... car15/m4/whatever with silencer vs. aksu/whatever with silencer... i am not weapon expert so i leave it to dev team ;]
he only sniper rifle worth anything in vanilla BF2 is the M24. I would LOVE to have a semi auto sniper rifle that goes where you aim it, or the barret (biggest dissapointment to me in BF2, as it is my favorite weapon) that is as accurate as in real life and has the ability to take out lightly armored vehicles like in real life. Needless to say, the sniper rifles didn't shoot where I aimed.
Sometimes they are not shooting where we want too...
But i don't like idea of barret... too big gun for typical battlefield m24/m14/m40 are more common and i would stick to them...
Thou i would like to see m14 as better counter weapon for SVD...

Delta_Operator - i agree with u in almost everything, i hope that dev's will read it :D
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

just like the "black hawk" should be the SH-60 Sea Hawk instead of the UH-60).
Bring us Ah1 Cobra :P
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
Xeno426
Posts: 52
Joined: 2006-02-02 01:13

Post by Xeno426 »

Rifleman wrote:Bring us Ah1 Cobra :P
Those are already in the game.
AH-1Z SuperCobra.
Image
Rifleman
Posts: 290
Joined: 2006-02-02 10:22

Post by Rifleman »

Those are already in the game.
AH-1Z SuperCobra.
Upps right..
I forgot
/me stupid
Chuck Norris has counted to infinity. Twice.

InGame: H2HSupport
Kits: Sniper/Medic/SpecOps
beta
Posts: 274
Joined: 2005-12-26 05:50

Post by beta »

The recoil on the guns is good, its just the inaccuracy of the guns that is the problem.

Actual AK-101s and M16s are MUCH more accurate because they (generally) hit where the sights are pointed at :)

The rounds don't (unless there is some weird circumstance, like "mega" wind, or 2 inches of much in the barrel, or crooked sights) hit "around" the sights, but rarely on target. Especially at BF2 engagement ranges, usually 100-200m max, the guns should be deadly accurate.

As for the M249s being too accurate ... I think they aren't accurate enough!
Firing in 5-6 round bursts in prone with a bipod (hopefully :) ) would yeild some damn accurate fire out to at least 200-300m.
Post Reply

Return to “PR:BF2 Suggestions”