Lack of Bunker Ladders

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DarthDisco
Posts: 155
Joined: 2007-07-25 18:02

Lack of Bunker Ladders

Post by DarthDisco »

I have noticed that Bunkers no longer have ladders attached to them in 0.8. Now while the ladders barely worked in 0.75, totally removing them creates some awkward imbalances when tricky bunker placements are taken into consideration with the new removal of C4 from Engineer kits.

On a recent game of Operation Ghost Train 16, I, playing as PLA, was able to setup a Bunker at the South Bridge flag where the bunker was raise 5 or so feet off the ground on all sides, leaving no way for infantry to get into the bunker, either for cover, or to knife it down.

The only in-game solution was to wait for a Nan Jing to spawn and use that as a stepping stone up to the Bunker. Is the ladder removal being addressed? Is it still buggy? Is there a plan to replace the ladders with another elevating device?

Inquiring minds would like to know.


Cheers,


DD
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Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: Lack of Bunker Ladders

Post by Cyrax-Sektor »

I believe they were removed to reduce the amount of networkable objects, but sometimes the bunker gets raised too high, and the only way to get rid of it is wait 5 hard minutes, have a Commander demolish it or hit it with frags, wasting ammo.

I hope there's a solution, but I haven't heard anything public. :)
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Lack of Bunker Ladders

Post by Sadist_Cain »

Spose they could be put back in... If you want the server to crash every time someone gets on the ladder :P

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hexhunter
Posts: 55
Joined: 2008-01-15 02:11

Re: Lack of Bunker Ladders

Post by hexhunter »

Couldn't we just have stairs leading up on one side, or a ramp, it would only be visible if the bunker glitched like the earth under it is now.

FBs need fixing too, the other day I was playing Muttrah and someone had built a firebase in the garden of one of the houses, about 4 people, and me, had spawned at it and carelessly jumped off to take cover, only then realising we were trapped, and forced to use suicide. :-(

Of course, when such important assets become useless the fight gets much more difficult...
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Lack of Bunker Ladders

Post by LithiumFox »

though the sandbag glitch when they become insanely huge is aweosome :D i feel like a king bording up my castle... specially on kyongan'ni XD

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
DarthDisco
Posts: 155
Joined: 2007-07-25 18:02

Re: Lack of Bunker Ladders

Post by DarthDisco »

hexhunter wrote:Couldn't we just have stairs leading up on one side, or a ramp
That is an awesome idea. It seems to me that it would require only a very modest remodeling of the Bunker's base section. Simply add a staircase which protrudes out from the side of the base and goes up from left to right, with the final stair being a foot below the platform of the bunker itself.

This way, if the bunker is built on flat ground, the staircase will materialize underground with the rest of the base. However if the Bunker is elevated, then it will be available as a means to enter the bunker.

Dev's, is this possible? I realize it might require some modeling, but its only a few rectangles and even then, it doesn't have to look particularly pretty, just functional.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Lack of Bunker Ladders

Post by Rudd »

hexhunter wrote: FBs need fixing too, the other day I was playing Muttrah and someone had built a firebase in the garden of one of the houses, about 4 people, and me, had spawned at it and carelessly jumped off to take cover, only then realising we were trapped, and forced to use suicide. :-(
Could have knifed it, then moved it when the base had expired.........

really, since bunkers etc don't give ammo they aren't that important as physical objects imo, the 50cals, sandbags and wires they produce are the source of their usefulness.
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Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: Lack of Bunker Ladders

Post by Smegburt_funkledink »

Dr2B Rudd wrote:Could have knifed it, then moved it when the base had expired.........

really, since bunkers etc don't give ammo they aren't that important as physical objects imo, the 50cals, sandbags and wires they produce are the source of their usefulness.
It's kinda hard to knife it when you can't get near the radio. :(

Bunker spawn points have become more important since the new RP elimination system, which I love.
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Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Re: Lack of Bunker Ladders

Post by Harrod200 »

Sgt.Smeg wrote:It's kinda hard to knife it when you can't get near the radio. :(

Bunker spawn points have become more important since the new RP elimination system, which I love.
Gotta admit that with the overrunning, I've had a good few games where Bunkers have become the prime battleground; one side defending while the other tries to destroy it. The overrunning needs tweaking, but isn't a terrible system. Bloody annoying at 50m tho.
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