Idea - Mounted MG on deployable sandbags
-
d1sp0sabl3H3r0
- Posts: 439
- Joined: 2007-07-03 20:57
Idea - Mounted MG on deployable sandbags
I searched through this forum for quite some time looking for a similar idea with no success, so please accept my apologies if this is redundant.
The idea: Add a mounted MG to the commander deployed sandbags.
Reason behind: Currently, sandbags are used more for blocking entrances to flag control points than for any real defensive purpose. By adding a mounted MG, the commander is truly fortefying the position and assisting his/her team. I don't see this creating a terrible imbalance and fits nicely in the realism aspect of the mod. It would also change how the sandbags are used by the commander and add an element of strategy/tactics to the role and the asset.
Thanks for reading!
The idea: Add a mounted MG to the commander deployed sandbags.
Reason behind: Currently, sandbags are used more for blocking entrances to flag control points than for any real defensive purpose. By adding a mounted MG, the commander is truly fortefying the position and assisting his/her team. I don't see this creating a terrible imbalance and fits nicely in the realism aspect of the mod. It would also change how the sandbags are used by the commander and add an element of strategy/tactics to the role and the asset.
Thanks for reading!
-
d1sp0sabl3H3r0
- Posts: 439
- Joined: 2007-07-03 20:57
Agreed on that - this would limit the number available. Maybe limit to 2 near a bunker or firebase. Also, the gunner is certainly not invulernable while on the gun.Outlawz wrote:Yeah, but then the number of allowed sandbags in an area would have to be reduced, or you'd had dozen MGs stacked up.
Perhaps the MG sandbags could be added as a separate menu item on the deployable asset menu, so a commander could place a sandbag or an "armed" sandbag.
-
77SiCaRiO77
- Retired PR Developer
- Posts: 4982
- Joined: 2006-05-17 17:44
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
-
MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
A mounted GPMG like on vehicles for commander laid sandbags would change the face of gaming totally. It would show the importance of building assets and moving methodically across maps. It would greatly increase gaming where objective missions are involved, and increase realism with insurgents maps.
However, theres that nasty game issue with player line of sight and it being lower than the sprites eyes ingame.
However, theres that nasty game issue with player line of sight and it being lower than the sprites eyes ingame.

[R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
-
Harrod200
- Posts: 3055
- Joined: 2007-09-07 12:08
Would it be possible (& realistic) to have guards similar to the Hummvee's on the static MG's just so it's not simply a case of "Look at me! I'm here! Standing perfectly still with my head poking over the sandbags!" whenever you get on one. That way they might actually be useful assets rather than guaranteed death.
404: Signature not found
-
Ninja2dan
- Retired PR Developer
- Posts: 2213
- Joined: 2007-10-29 03:09
I like the idea of a weapon emplacement that can be positioned by the commander or in limited supply by a SL. There are several maps that require/recommend the placement of FOB's, and having to tie up assets such as vehicles to defend those positions isn't realistic. In real life I'd be placing crew-served weapons at those locations, and it would be nice to have something similar in this mod.
As for the mortar emplacements, I'm not sure how artillery works in this game engine. In OFP/VBS we developed an artillery simulator that works like the real thing, but we did what was thought impossible and have working towed and self-propelled howitzers, mortars, and even rocket systems. The artillery in BF2 works differently, in that it's not a true ballisticly-fired projectile. The rounds fall straight from the sky, computer-generated. Even if a new artillery system can be implemented in BF2 to fire actual rounds from gun to impact, it's a lot of work. Without the scripting ability that was part of OFP, I don't know how it's possible in BF2.
I have seen some manually-operated cannons in the AIX mod, but it's Line of Sight, which doesn't work for arty. There was an interesting method for artillery fire in BF1942, but not sure how any of it would work in PR.
As for the mortar emplacements, I'm not sure how artillery works in this game engine. In OFP/VBS we developed an artillery simulator that works like the real thing, but we did what was thought impossible and have working towed and self-propelled howitzers, mortars, and even rocket systems. The artillery in BF2 works differently, in that it's not a true ballisticly-fired projectile. The rounds fall straight from the sky, computer-generated. Even if a new artillery system can be implemented in BF2 to fire actual rounds from gun to impact, it's a lot of work. Without the scripting ability that was part of OFP, I don't know how it's possible in BF2.
I have seen some manually-operated cannons in the AIX mod, but it's Line of Sight, which doesn't work for arty. There was an interesting method for artillery fire in BF1942, but not sure how any of it would work in PR.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Idea - Mounted MG on deployable sandbags
I think the devs (Rhino?) once said that when the bunker gets destroyed, the MG's remain.
My question is, why doesnt this happen with vehicles?
sorry for thread revival, knew the relevant thread existed, but hard to find.
My question is, why doesnt this happen with vehicles?
sorry for thread revival, knew the relevant thread existed, but hard to find.
-
MarineSeaknight
- Posts: 287
- Joined: 2008-01-08 16:12
Re: Idea - Mounted MG on deployable sandbags
You're correct about the MG remaining.Dr2B Rudd wrote:I think the devs (Rhino?) once said that when the bunker gets destroyed, the MG's remain.
My question is, why doesnt this happen with vehicles?
sorry for thread revival, knew the relevant thread existed, but hard to find.
It doesn't happen with vehicles, I'd presume, because the MG isn't a seperate part of the vehicle, it's essentially PART of it. So, when the vehicle is destroyed, so is the MG that's mounted on it.
This explanation would bring up the question: Well then, why can't we make MGs PART of the deplyable bunker then? Something I can't answer because I'm technically inclined

[PR Forums] [Contact an Admin] [Kicked/Banned from TG?]
PR Testing Team: Serious Business
Waiting for Reapar to become a DEV before I can quote him.
-
Cyrax-Sektor
- Posts: 1030
- Joined: 2007-10-15 21:12
Re: Idea - Mounted MG on deployable sandbags
Hmm, when I mucked about in the editor, I chose the blue PR technical. I clicked the gun to see what would happen, and I could shift it about and position it where I pleased. Same with the RPK-74 front gun. So, I could have the guns reversed, but I'd bet something would look funny.MarineSeaknight wrote:You're correct about the MG remaining.
It doesn't happen with vehicles, I'd presume, because the MG isn't a separate part of the vehicle, it's essentially PART of it. So, when the vehicle is destroyed, so is the MG that's mounted on it.
This explanation would bring up the question: Well then, why can't we make MGs PART of the deployable bunker then? Something I can't answer because I'm technically inclined(sums me up)
The almighty PR-team will find a way!





