Infantry Combat Ideas

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Infantry Combat Ideas

Post by Neuromante »

Have any idea that would make infantry combat more realistic and\or enjoyable for everyone? Post it here!

Here are a few of my ideas.

-Proning
I'm sure everyone that plays PR for it's realistic feeling will agree with me: Proning is exploited too much. It's the easiest way to win any CQC (CQB?) situation, if not ANY combat, close and on range. The fact is, it lets you prone in half a second and while doing that you can bring up your sights and spray your enemy with perfect accuracy. It's not realistic, and takes away a lot from the immersiveness and even gameplay. I suggest an approach similar to Red Orchestra or DoD ones. You are unable to fire while going down and the whole process takes longer. Plus you shouldn't be able to move while down and sighted.

-Vehicle para-dropping
I know that both USA and URSS developed some paradroppable troop transports, such as the HTTV, M113SuperGavin , BMD etc. Having some squad leader be able to ask for a vehicle drop in-game could be really nice. I'd set it related to a squad's total points. Example: 0-10 = No drop; 10-50 = Light attack vehicle; 50-150 = Light transport vehicle; 150-300 = Light APC; 300-450 = Heavy APC; 450+ = Infantry Fighting Vehicle. This would encourage people to get into the same squad and co-operate. I guess that this would need a good map design in order to serve any purpose (or maybe just adopt my gameplay concept, see sig :-D ).

-Omni-Resupplying
It doesn't bother me that much that the support can have an infinite resupply of ammunition. His load is already so heavy that he would rarely run out of ammo anyways. The fact is, I found way too cheap how he can resupply with bags any kind of ammunition. If the game had nukes, he'd provide an infinite load of them.
The insta-omni-lame resupplying gave birth to a bunch of lame and cheap tactics, of which nade-spamming is the best representation. It consists in blindly throw away your two nades, put an ammo bag under your feet, throw nades, put bag, throw nades, put bag and so on. This coupled with the cited insta-proning causes "Supports" to support their own game, rather than their squad's. I suggest that the "Support" class' ammo bags should resupply just bullets, this means no hand grenades, AP and AT mines, AT rockets, C4 and so on. The only way for the support to give back explosive devices to his mates should be to stay in a vehicle. This may trigger the default vehicle resupply, and everyone near the vehicle would be reloaded with any kind of ammo. This should provide a greater degree of realism and would make people see vehicles in a more tactical way. Supply crates may act as always.

-Little delay to get in vehicles and switch positions
Entering and exiting vehicles should take longer, say 2 seconds to get in, exit or switch to vehicle pos.1 to v. pos.2. With this people will start to use vehicles properly instead of running to flags, being well aware that unless they face a missile threat they are safe because they can exit of the moving vehicle and run away. Plus having a gunner instead of you alone in the vehicle would reward you more than at the current situation.

-Increased fall damage
Come on. No one can fall for 10 meters, hit on concrete, live and run away right after. No one wearing kilograms of equipment and ammunition, and whose name is not *Insert general superhero nickname here*.

Again, I wrote too much. But I really feel that many of these ideas could improve the overall realism and gameplay a lot. Thanks for reading. :)
Last edited by Neuromante on 2006-04-06 10:30, edited 1 time in total.
Evil_Eye
Posts: 117
Joined: 2006-02-26 18:49

Post by Evil_Eye »

I agree about the increased fall damage, but i dont see how you could make changing vehicle positions take longer, with out it feeling unresponsive.

What is anoying though, is running down stairs and injuring yourself?!
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Rhino
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Post by Rhino »

everything apart from fall damage has been brung up before and we are looking into it. about falling thou, it all depends on how you fall ect.
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[ZiiP]Leepants
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Joined: 2006-04-04 23:21

Post by [ZiiP]Leepants »

I'm liking all the ideas there. The only one I DO have a slight concern is the vehicle drop. IMO, it should only be allowed ONCE in a round, that way the squad leader has to make a decision as to when he should use it, ie what vehicle he wants at what time, as in reality it does take different times to prepare different vehicles for flight / drop. And there's not an infinate supply...
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Neuromante
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Post by Neuromante »

In my view the SL should be able to call in for a new vehicle once every 1\2 minutes since the one he had was destroyed. The squad should be based completely around the now called "squad vehicle" driven by the SL, the only place where the squad may be able to respawn. Mechanized infantry, isn't that how you call it? ;)
Wraith
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Post by Wraith »

I think that a "Vehicle Drop" system would add an unfair advantage to the winning team. So you give the winning team even more tools to crush the enemy..
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Neuromante
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Post by Neuromante »

It's not unfair, since who gets the most points faster is usually (should be in your mod) the best teamplayer. And actually it's already in BF2. Take Gulf of Oman, for instance. When the USA holds 3 flags out of 5 they can have 2 Abrams and 2 LAVs, versus 2 BTRs and a T-90. And it's not even a real advantage to the winning team, because I often see squads on the losing team with scores higher than the winners. With my idea, they could have a chance. Even in the worst case it would promote teamplay, and we'd not see 1-man-squads anymore (or at least much less).
Rhino
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Post by Rhino »

you hardly see 1man squads in PR..... :roll:
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Neuromante
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Post by Neuromante »

A week ago or so I joined Gloryhoundz. The map was Sharqi Penninsula, and I was looking for a squad. So I open the squad panel and what do I see? Every, I swear EVERY man out of 8 in our team had his own squad, except me. That made me laugh in it's sadness. :|
BTW features like this attract new players. New players are usually stuck with the BF2 tactics, so this would at least keep them from acting lame, and we'd get more people to play with. :)
Wraith
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Post by Wraith »

on Oman am I wrong or do the mec start with 2 tanks (hotel and airbase) and 3 apc's (Main base, Construction site and hotel) and the us start with two tanks and two apc's?
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Rhino
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Post by Rhino »

Oman 32 USMC have 2 MBTs, 1 APC. MEC have 2 MBTs, 2 APCs.
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IDF-Godzilla
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Post by IDF-Godzilla »

I like the idae of a paradroped vehicle.
But the vehicle should not be equipped with 25mm guns and TOW missiles, it needs to have a heavy machine gun instead.
Driver
Gunner
6 Passengers
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Wraith
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Post by Wraith »

Ah, that's right one APC. And I was thinking of 64 player. Good call Rhino.
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Peter-SAS
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Post by Peter-SAS »

Regarding the stances.

Reinstalled Op Flash last night after a VERY stressful PR session:

SAW Whoring, Prone Exploiting, Seriously strange CQB combat (its like it give people turns to kill each other) AT's going through tanks, Bunny Hopping, 203 explosions and sounds disappering. People constantly bobbing up and down over walls etc etc

Flash, 5 years ago, nailed it, they really did. Not only does the crouch command let you sprint, and then return to crouch when you stop, The prone, or dive command takes a while, so you can't fire.

Flash had the delay to get in vehicles. And falling off a roof wasn't a good idea either.

Ooh and the resupply system was nifty:

resuppy trucks
resupply humvees
resupply choppers
resupply crates

and the choice to scavage for spare bits off dead combatents and comrades.

I'm telling ya once ArmA comes out, I know a good few who will never touch PR or BF2 again. Which is a shame, as I've always supported this mod, but I know there are things that just aren't possible with this frankly, pathetic game engine.

The best thing about OFP is the variety of single play AND Multiplayer game modes. Coops are great fun.
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Ingame: Peter-SAS
Class: Whatever the SL wants ;)
Wraith
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Post by Wraith »

ArmA?
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Peter-SAS
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Post by Peter-SAS »

Armed Assualt.
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Ingame: Peter-SAS
Class: Whatever the SL wants ;)
Campez
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Post by Campez »

I like the idea of increase the fall damage :D
Evil_Eye
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Post by Evil_Eye »

There should be penalties if a dropped vehicle gets destroyed quickly after landing, as the SL should have thought it thru more.
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Wraith
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Post by Wraith »

How about dropping c4 on demand? No but realy, I still don't think it's the best idea..
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Neuromante
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Post by Neuromante »

I have exactly the same feeling, Peter. But it's not impossible to have a good, enjoyable and realistic game with this engine. I just think we have to totally scrap the BF2 gameplay, and start off something new...
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