What do you want to see in a Realism Mod?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Sgt. Jarvis
Posts: 188
Joined: 2005-12-19 02:22

Post by Sgt. Jarvis »

Why? it's not an AA vehicle...Anyways, would be sweet if PR fixed it, they probably have already.
|XWW2|Jason05
Research, Code, Effects
Image
Pence
Posts: 2248
Joined: 2006-02-04 06:10

Post by Pence »

Its quite rare to see British Armed services in games thies days so i would like them in any type of mod.
Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Suggestion:

Have all weapons start out on single when you spawn. Burst and automatic are so ineffective
"Practice proves more than theory, in any case."

- Abraham Lincoln


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

- Garabaldi
{YBBS}Sage
Posts: 70
Joined: 2006-02-05 17:58

Post by {YBBS}Sage »

I just tried the mod for the first time, and it's nice. There's one suggestion I'd make, though:

Get rid of the "Cap in order" for the flags. It took a lot of the strategy out of the game, because you couldn't slip behind the enemy and mess up their "supply lines."
Castlequeenside
Posts: 1
Joined: 2006-02-06 07:09

Post by Castlequeenside »

I'm sure alot of these have been hit on in this thread, but here are the things that I look for in a realism mod.

-No bulletcounter in the corner. No healthcounter either.
-Ballistics for not just sniper rifles, all rifles.
-Scope sway on all rifles/ironsights, not just always aligned sights.
-Realistic prone movements/restrictions. You can't fire while crawling, it doesn't make sense, and a delay after you stop moving and jump into the prone would be more realistic as well.
-Players that have been shot make it obvious. Decals on players that look like blood, limping at least, falling down screaming at most. Dead bodies don't simply dissappear immediately. Gibs?
-A little less bunnyhopping a little more fighting.
-Maps with buildings you can enter. With woods that aren't big green hills with pathways, but actual woods.
-The ability to climb over stuff that you can't seem to jump over.
-Realistic Parachuting and Fastroping
-Better Commo/Signal systems, IR strobes/chemlights, flares/star clusters. Etc.
-Night Vision that isn't just a green tint.
-Spider Man

I could go on and on, but I'm not making the mod, and if I was, it would never get finished.
laminaatplaat
Posts: 2
Joined: 2006-02-06 16:37

Post by laminaatplaat »

I think the teamwork is still to minimalistic and a good way to get people to work to getter is to work with "lives" (like in CS you have a lot more the drive to stay among the living). You begin the the game with a stock of 5 lifes and everytime you get killed you lose untill (ofcourse) the counter reaches zero (like stock mode in Super smash brother melee :P ). To get new lifes you army has to gain flags... Or complete objectives (if your gonna make that into the game :D :D :D)Also if you're shot you should have a longer 'stay alive to get healed' time, maybe when you get patched up you cant walk as fast as you would when you just spanned. There should be maps with buildings as the main theme. like two sky scrapers 1 with terrorist and 1 with us soldiers the objective for the us would be to disarm a bom or something... a bit like the assault maps in unreal tournament (they rock)... well thats was about the first few things i could name
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

{YBBS}Sage wrote:I just tried the mod for the first time, and it's nice. There's one suggestion I'd make, though:

Get rid of the "Cap in order" for the flags. It took a lot of the strategy out of the game, because you couldn't slip behind the enemy and mess up their "supply lines."

AAS kicks *** it's great it focuses the battle so much.
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Post by Hitperson »

Tom#13 wrote:the british and american armies dont but iwouldnt be surprised if chiona did.
but i think incendary bombs would be better
i believe i read some where in a book that the chinese still use them.
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
{YBBS}Sage
Posts: 70
Joined: 2006-02-05 17:58

Post by {YBBS}Sage »

Hitperson wrote:AAS kicks *** it's great it focuses the battle so much.
So was the guy I asked lying when he said all PRMM servers are like that?

I honestly thought they were (mainly cause he said so when I asked...). If they're not, I've got to revise my opinion of the mod a lot... because I absolutely hated that aspect. (Though, I am the type to take a small squad, sneak around behind the enemy and capture some points so they'll get sandwiched.)

My god, he lied to me. Ok, sorry for the spurious suggestion (I just Googled the AAS thing.) I'll give this thing another try and see how it goes.
lonelyjew
Posts: 3176
Joined: 2005-12-19 03:39

Post by lonelyjew »

Not all the servers were like that at least. I think it's a server option, but the thing is is that all the servers that ever get people have aas. I love aas, it gives you a focused objective and it makes for more firefights. You can still sneak around, though you're more likely to be caught by a smart enemy.
Happy
Retired PR Developer
Posts: 1807
Joined: 2005-11-07 02:43

Post by Happy »

lonelyjew wrote: I think it's a server option
You think right then.
Proud Killer of 38 Spambots.
Image
Image
After much intense calculation, it has been decided that your thread is already in the forum that you wish to move it to. Deep Thought should be jealous. - Moderator Control Panel
dunkellic
Posts: 1809
Joined: 2006-02-07 15:41

Post by dunkellic »

well, don´t know if this already has been said, but you probably should remove the message for a kill assist.
also medics get too many points through reviving - a bit more radical would be to remove the tab menu, to see your points ingame (but would be a bit more exciting)
laminaatplaat
Posts: 2
Joined: 2006-02-06 16:37

Post by laminaatplaat »

To revive a friendly soldier as a medic you should not be hit for lets say 5 seconds, I think... what happens now is that you have these meds that jump to you in the middle of a firefight and the second you get revived you're killed again and the friendly medic is o so happy about his points..... "lame"
F.N.G.
Posts: 145
Joined: 2006-01-03 02:15

Post by F.N.G. »

So, you want to be invincible for 5 seconds after you get revived? I agree it is "lame", but that is a bit drastic and "arcadish", don't you think? I think a better solution would be to not give a medic any points if his patient is killed right away. Then the medic would have to choose who and when to revive.

I wish you could drag casualty to safety, then revive them. So for those troops that die right next to a corner that get constantly revived just to get instantly killed again could be brought to safety, before being revived. But I doubt the engine could support this.
Image
Free your mind, and your *** will follow.

F.N.G.
mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

Hi everyone I'm new to the boards. My suggestion is that you put back in the unlocks. Not necessarily the guns, but upgrade bullets and stuff. I think it would be awesome if you could change your bullet types. I know the engineer can already do this but like a Sniper putting in customized bullets that do different thing. Like a bullet with a tiny hole in the tip, the wind damge would do just as much damage as the bullet itself virtually srewing who ever was being hit. As for upgrade guns, I think the only gun that needs to be upgradable is the pistol. For classes that rely on the pistol (especcialy Anti-Tank and Sniper) I think they should be able to carry around a handgun that can protect them. Like have a Dessert Eagle .50cal with 4x7 mags would be pretty nice. ANother pistol could be the MK23 .45cal pistol with 4x12 mags. I also think it would be cool to get like extended clips, silencers that can be taken on or off, and different types of bullets (as I've already stated). Everything else in this mod is awesome. Keep up the good work.
mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

Another thing on customizable bullets. Like in Rainbow 6 where you get to virtually lay out what your team is going to do, pick the guns, accesories, you can also pick the bullet type. The two types were hollow point and regular. I think this would be kind of cool. The holow points would do shit against assault and stuff, but agaisnt sniper, medics, special forces, and engineer it would reek havock.
{YBBS}Sage
Posts: 70
Joined: 2006-02-05 17:58

Post by {YBBS}Sage »

Yeah.. loads of combat troops are carrying Desert Eagle .50.....
mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

I never said that, I said it would be cool.
Raptor
Posts: 99
Joined: 2006-02-02 14:15

Post by Raptor »

Yeah but cool isn't always (actually in quiet a bit of people's eyes) realistic...

if you're looking for things like that to happen, you may be at the wrong mod...
Image
mav3r1c
Posts: 81
Joined: 2006-02-07 20:24

Post by mav3r1c »

I know, I figured that after I posted it. But I think the MK isn't a bad idea.
Post Reply

Return to “PR:BF2 Suggestions”