Some suggestions.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Grimm
Posts: 8
Joined: 2005-02-01 01:58

Some suggestions.

Post by Grimm »

Well I've been playing a bit overall I feel it is well. Some things I have heard people complain about and some I have thought about are:

1. Show the guy/vehicle you killed whoever thing again. Some indication that you killed the person. It might not be 100% realistic but I feel it needs to be put back in.

2. Show some kind of damage indicator on the vehicles, besides jeeps. I might be wrong, but I think modern day vehichles have some kind of device that indicates how much damage they have sustained.

3. Give the Anti take class at least some kind of automatic SMG or rifle or something besides the pistol. I understand that it is used to imply teamwork, but if your buddies die and your all alone your effed.

4. That's all I really feel should be changed actually. Good work guys.
Gran
Posts: 265
Joined: 2006-02-10 23:29

Post by Gran »

The lack of a kill indicator is better, in my opinion, then the who killed who text. If you shoot an enemy he spasms and rolls over dead. If I or a teammate (or even the enemies team) killed him, I don't care, the threat is neutralized, and focusing on a certain player detracts from the experiance. A damage indicator? Never seen a device or guage to indicate damage sustained in any APC or other vehilce I have ever driven while in the military or anywhere else. They simply do not exsist. Perhaps guages for the engine, batteries, and weapons systems but not for overall damage. The AT kits are fine, a real soldier couldn't carry 4-5 AT missles let alone an extra assault weapon, and yes, you need your team to survive, thats the point.
Image
Image
"Nothing wrong with shooting as long as the right people get shot" – CLINT EASTWOOD
21B Combat Engineer US ARMY
KingofCamelot
Retired PR Developer
Posts: 2365
Joined: 2006-01-07 18:17

Post by KingofCamelot »

Also, not having a kill indicator makes for more cautious movement. On Steel Thunder, in the heavy grass, I can't always tell if I killed the enemy, because they attempt to lie down a lot of the time. So, I have to cautiously go check to make sure hes dead, unless I want him to pop up and shoot me in the back as I walk away. You also have to approach where the player was carefully, because he could be alive and kicking and could unload on you as you approach. Overall, I think not having a kill indicator adds to the immersion. In real life you don't always know if the threat has been eliminated.
Ruthless Executioner of 280 SpamBots
Image
Retired Lead Coder for Project Reality - 0.25 through 0.4
Sgt. Jarvis
Posts: 188
Joined: 2005-12-19 02:22

Post by Sgt. Jarvis »

Yeah IRL you wouldn't know if you hit the guy in the building peaking half his torso and half his body out of a window, you wouldn't know if you had killed or hit him or not.
|XWW2|Jason05
Research, Code, Effects
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

Grimm wrote:Well I've been playing a bit overall I feel it is well. Some things I have heard people complain about and some I have thought about are:

1. Show the guy/vehicle you killed whoever thing again. Some indication that you killed the person. It might not be 100% realistic but I feel it needs to be put back in.

2. Show some kind of damage indicator on the vehicles, besides jeeps. I might be wrong, but I think modern day vehichles have some kind of device that indicates how much damage they have sustained.

3. Give the Anti take class at least some kind of automatic SMG or rifle or something besides the pistol. I understand that it is used to imply teamwork, but if your buddies die and your all alone your effed.

4. That's all I really feel should be changed actually. Good work guys.
1. This is a no no. As this means ppl dont 2x check there targets to make sure they are dead. In real life you can play dead right? why not in this mod ;)

2. Like a small damge report thing? i dont think that would be relistic for a tank

3. The SMG has been taken away for a good reason. This is so that the AT class needs a squad to support him and make sure he stays alive. At the same time the squad need the AT guy to make sure tanks to rape them.
Image
Braddock096
Posts: 370
Joined: 2006-02-06 20:04

Post by Braddock096 »

I don't agree with the initial post at all, to implement those suggestions would take away the "project realityness" of the mod, and devolve it a little back to vanilla. The clue to the direction of the mod is in the name. "Project REALITY".

IRL soldiers don't get a kill indicator when they drop someone.
Vehicles don't have damage indicators
SRAW/ERYX is a heavy beast, and besides if you give the class a rifle they'll be too many of them in server thus making the tanks unviable.

Those 3 suggestions are fine as they are IMO
Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

Dont like any of the suggestions..sorry m8.
Grimm
Posts: 8
Joined: 2005-02-01 01:58

Post by Grimm »

That's alright that's why these are mearly suggestions. Anyways, one thing i noticed witch was very odd, the sound seems to be messed up. I can hear certain weapons from a very far distance like there right next to my head. Then times I cant find where people are.
GO PRM!!
Campez
Posts: 510
Joined: 2005-10-29 13:51

Post by Campez »

Its not PRMM its a vanilla bf2 bug i think so :)
Grimm
Posts: 8
Joined: 2005-02-01 01:58

Post by Grimm »

Idk about that. I was playing dragon valley and I could hear the m24's from a very far distance like it was right next to my head. I could hear the LMG's on the jeeps from quite far away also. However i could be wrong.
GO PRM!!
Evil_Eye
Posts: 117
Joined: 2006-02-26 18:49

Post by Evil_Eye »

I like how the AT needs help to survive, but it does tempt people to use the AT launcher thing against infantry. Perhaps replacing the pistol with a small smg?
Post Reply

Return to “PR:BF2 Suggestions”