Improved Assets
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Salah ad Din
- Posts: 560
- Joined: 2007-01-03 15:15
Improved Assets
I had a little idea on how to improve the defensive capabilities of sandbags, firebases and bunkers.
What if there where enterable locations in these assets, that work similar to seating in vehicles, the ones where you are still able to use your weapons?
These would represents a soldier steadying his weapon on the sandbags (sandbags and firebase) or the window sill (bunker).
Movement would be restricted to a 90° arc, with ironsights automatically up, no up or down movement and the sensitivity tuned down like in the LMG's. Bullet deviation would be minimal. Body exposure behind the cover would be just what is needed to clear the cover with the gun (instead of the all or nothing crouching one would have to use normally).
I suggest two positions on the sandbags and four each on firebase and bunker.
What if there where enterable locations in these assets, that work similar to seating in vehicles, the ones where you are still able to use your weapons?
These would represents a soldier steadying his weapon on the sandbags (sandbags and firebase) or the window sill (bunker).
Movement would be restricted to a 90° arc, with ironsights automatically up, no up or down movement and the sensitivity tuned down like in the LMG's. Bullet deviation would be minimal. Body exposure behind the cover would be just what is needed to clear the cover with the gun (instead of the all or nothing crouching one would have to use normally).
I suggest two positions on the sandbags and four each on firebase and bunker.
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Salah ad Din
- Posts: 560
- Joined: 2007-01-03 15:15
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BloodBane611
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SnipingCoward
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when i first read this - i thought OMG he's right! why haven't i thought about that?!?
great idea
a little drawback though: when "seated" one would die instantly (no Critically Wounded state) - same as in vehicle, stationary mgs etc, climbing a ladder
on the other hand that would simulate a headshot - to compensate for the better cover and would support the fact that only the head is visible
again great idea! - but is it even possible?
great idea
a little drawback though: when "seated" one would die instantly (no Critically Wounded state) - same as in vehicle, stationary mgs etc, climbing a ladder
on the other hand that would simulate a headshot - to compensate for the better cover and would support the fact that only the head is visible
again great idea! - but is it even possible?
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Expendable Grunt
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BloodBane611
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MarineSeaknight
- Posts: 287
- Joined: 2008-01-08 16:12
I would imagine so. It would be just like as if the LMG was still there in that position.BloodBane611 wrote:So I assume this means that the (invisible) fighting positions that would be added per Salah's suggestion would also stay?
Heh, that would be kind of odd, yet realistic if in the right locations; seeing a soldier walk into the middle of the desert, press E and
get into a firing position.

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Salah ad Din
- Posts: 560
- Joined: 2007-01-03 15:15
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IronTaxi
- Retired PR Developer
- Posts: 4925
- Joined: 2006-05-31 12:56
we are considering a bunch more different kinds of commander assets..
MG nests have come up alot so i expect we will get on them sometime before version 1.0
agreed that the sand bags are not very useful for infantry atm.. still good for blocking areas off in cities and access point control..
maybe have to look at some alternatives..
some ideas that have been brought up are..
mg nests
mortar pits
field guns
brothels
hedgehogs
as for the sand bags with enterable gun positions i think the big difficulty would be that it would essentially need to become a vehicle type asset.. altough it might be possible..
i think perhaps roofed MG nests might be more useful..
MG nests have come up alot so i expect we will get on them sometime before version 1.0
agreed that the sand bags are not very useful for infantry atm.. still good for blocking areas off in cities and access point control..
maybe have to look at some alternatives..
some ideas that have been brought up are..
mg nests
mortar pits
field guns
brothels
hedgehogs
as for the sand bags with enterable gun positions i think the big difficulty would be that it would essentially need to become a vehicle type asset.. altough it might be possible..
i think perhaps roofed MG nests might be more useful..
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Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
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Pain
- Posts: 76
- Joined: 2008-01-18 19:28
Yeah some more assets would be cool.[R-DEV]IronTaxi wrote:we are considering a bunch more different kinds of commander assets..
MG nests have come up alot so i expect we will get on them sometime before version 1.0
agreed that the sand bags are not very useful for infantry atm.. still good for blocking areas off in cities and access point control..
maybe have to look at some alternatives..
some ideas that have been brought up are..
mg nests
mortar pits
field guns
brothels
hedgehogs
as for the sand bags with enterable gun positions i think the big difficulty would be that it would essentially need to become a vehicle type asset.. altough it might be possible..
i think perhaps roofed MG nests might be more useful..
mg nest
- looks like sand bags flat with camo on top
- undrivable vehicle just mg gunner seat/s or a turret
artillery field gun
- indirect fire
- minimum range 0,5 km
- max range 2-3 km
- 5-6 rounds with reload 20 secs then 20 min reload new 6 rounds
- spotter needed which lead impacts + voip
- maybe a spottable marker with distance from soflams for artillerie operator
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Salah ad Din
- Posts: 560
- Joined: 2007-01-03 15:15
Oh, would that mean you have to make new models or could you simply use the current sandbags/firebase/bunker?[R-DEV]IronTaxi wrote:as for the sand bags with enterable gun positions i think the big difficulty would be that it would essentially need to become a vehicle type asset.. altough it might be possible..
Well, maybe both.[R-DEV]IronTaxi wrote:i think perhaps roofed MG nests might be more useful..
Deployable hedgehogs?[R-DEV]IronTaxi wrote:hedgehogs

Now thats a mean looking hedgehog squad
Last edited by Salah ad Din on 2008-01-24 17:13, edited 1 time in total.



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