Remove timer for Crewman kit?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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DrMcCleod
Posts: 366
Joined: 2007-01-11 11:26

Remove timer for Crewman kit?

Post by DrMcCleod »

I would like to see the Crewman kit always available, even if you have recently selected another kit. All too often, we see tanks and APCs with only a single crewman, and worse - two man vehicle squads.
I suggest that if a Crewman kit was not kit timer dependent, this would happen a lot less.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Post by Sadist_Cain »

Actually... Really Really good idea

I'll never let anyone solo, yet despite new timers it still happens!! and all too often it can be experienced folk doing it who couldnt get a gunner because of Said issue.

Really like this one it could offer a huge difference for gameplay and potentially eliminate a very very annoying problem
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DannyIMK
Posts: 226
Joined: 2008-01-28 18:16

Post by DannyIMK »

great idea, but maybe PILOT timer should be removed too..
pilot and crewman are almost same. just operate diffrent vehicle type and pilot have pistol instead rifle..
PrivateJson
Posts: 99
Joined: 2007-05-25 08:46

Post by PrivateJson »

Wow, great idea!

Maybe leave the timer on if changing from crewman to something else, but remove it the other way around! Then people can't use this to "catch a ride" and then switch again when they have reached their destination.

regards,
Steen
Videre sine videri - observe without being observed
lysander: saving Json's privates

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KandiotA
Posts: 66
Joined: 2007-07-24 00:16

Post by KandiotA »

I think that officer kit is more important than rest of the kits.
Edit: Ah! officer kit can be selected as a normal kit, I always forget as you can see, sorry.
Last edited by KandiotA on 2008-01-29 13:42, edited 1 time in total.
CyanideCN
Posts: 7
Joined: 2008-02-02 20:52

Post by CyanideCN »

I would like the timer removed on the crewman kit because of sometimes when there is multiple kits on the ground say like a buddy is getting in also I've had it been issued and lost it trying to find where the kit is. And at least twice i've had it spawn under the apc and not being able to move it, and thus, being stuck there, with no ability to move the apc.
SnipingCoward
Posts: 2326
Joined: 2007-12-31 22:40

Post by SnipingCoward »

while at it: would make sense if a specilized driver could drive an ordinary support truck too, ey?
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Post by gazzthompson »

SnipingCoward wrote:while at it: would make sense if a specilized driver could drive an ordinary support truck too, ey?
problem is ppl who r to lazy to walk or wait will request the kit and take it rather than officers who drive it them selfs or ppl who spawn engineer to take it so they can build stuff
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

There are issues with this idea that can lead to exploits. Not a good idea, sry.
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Personally I think that this gives some ability for abuse, which wouldn't be good. But overall I think it's a decent suggestion. Given the weapon warmup times in vehicles, I don't think this really allows people to switch from the LAT/HAT to a tank and just blast you away, so I think that overall it's workable.
[R-CON]creepin - "because on the internet 0=1"
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Post by gclark03 »

While the subject is here, why don't we consolidate the Crewman and Pilot kits somehow? I know this has been suggested, but we could give the 'Vehicle Operator' kit an SMG (or something similar) to ensure that an aircraft pilot isn't flying with an assault rifle.
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