My take on kit customization

Suggestions from our community members for PR:BF2. Read the stickies before posting.
random pants
Posts: 205
Joined: 2007-04-21 21:48

My take on kit customization

Post by random pants »

This is a 2 part suggestion thread.

First suggestion is to have an expanded kit selection screen, and second is to give spec ops the ability to choose optics for their primary, or to just be able to have the standard issue rifle with optics instead of their carbine.


With all these threads on using global unlocks for kit customization, why can't we just expand the kit selection screen?

I don't think that we should be able to change the contents of the kit, but I do think we should give scoped kits the ability to be ironsighted, just like the rifleman has the ability to choose irons or optics from the kit selection screen.


So, when you go to select a kit, it would look like this...



Pilot
Sniper
Special Operations (4x scope)
Special Operations (iron/aimpoint)
Anti-tank
Anti-Aircraft
Officer (4x scope)
Officer (iron/aimpoint)
Automatic Rifleman
Grenadier (4x scope)
Grenadier (iron/aimpoint
Marksman
LAT (4x scope)
LAT (iron/aimpoint)
Crewman


The grenadier without optics would need some new models, so I don't really think that kit has to have that option. However, it would be simple to give the Officer kit and the Rifleman AT kit irons since there wouldn't be any new models involved.




And, I know its been suggested before, but I'm bringing up the discussion of SpecOps being able to choose between their carbine or their armies standard rifle with optics.

We all know that IRL, no quartermaster is going to tell his specops unit that he HAS to roll with an aimpoint.

I don't buy that people think this kit will be overpowered or misused if it has a scoped rifle. How many people ingame are already using a scoped rifle? Potentially adding one or two more to each side really doesn't change anything.

As for the kit, without optics its hard to be effective AT ALL on many maps. This isn't about beefing up the kit, its about properly equipping the player to be able to defend oneself and...YES...engage troops effectively.

Anyways, I'm not going to elaborate any further, as the real point of this thread is for the modified kit selection screen.

Pants out.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: My take on kit customization

Post by Scot »

I believe the point of the spec ops is, he has a carbine, so long range engagements aren't for him, so a scope is rather pointless. Also if he was given a scope, it would require a new model for the Brit model, Chinese model, MEC model and Militia model. Also the MEC(maybe PLA and Militia aswell) Spec ops gun I haven't seen many pictures of it with scopes(but I can guarantee people will show me some now :p ).

Overall I like your suggestion, I'm all for more kit customization, however for the Spec Ops I don't really agree as it seems too much work for one kit.
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Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: My take on kit customization

Post by Gore »

Could be sweet to be able to switch between the new grenadier sight and the old.
frrankosuave
Posts: 179
Joined: 2007-10-02 21:46

Re: My take on kit customization

Post by frrankosuave »

This could also be done to some extent in the spawn screen like with the vBF2 "unlock" button. The one that is available after 2 years of Ranked play. The one that allows you to change between stock kits and "unlocked" kits. The unlocked kit(s) could be identical top kit but with/without a scope. Maybe an engineer with grapple or c4 instead of mine, pistol instead of etc.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: My take on kit customization

Post by gazzthompson »

id rather the spec ops have a PDW like a p90 or equivalent , ive already seen people take spec ops for CQB kit rather that what it needs to be used for , but then that might make it even more CQB request kit.... hmmm give him a pistol !!! or remove it
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: My take on kit customization

Post by random pants »

[R-COM]TheScot666 wrote:I believe the point of the spec ops is, he has a carbine, so long range engagements aren't for him, so a scope is rather pointless. Also if he was given a scope, it would require a new model for the Brit model, Chinese model, MEC model and Militia model. Also the MEC(maybe PLA and Militia aswell) Spec ops gun I haven't seen many pictures of it with scopes(but I can guarantee people will show me some now :p ).

Overall I like your suggestion, I'm all for more kit customization, however for the Spec Ops I don't really agree as it seems too much work for one kit.
I suggested giving him the primary rifle of his army with its 4x scope. So MEC specops with scope would have a G3A3 with optics instead of the HK53A3...


Like I said, I think that specops should have that ability, but its not the main focus of this thread.

The main focus is giving all scoped kits the ability to go ironsighted, like the rifleman can in the spawn screen.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: My take on kit customization

Post by Rudd »

Spec Ops is quite hard to portray right in PR I think...since its meant to be a platoon sized engagement but there are only 64 ppl on the map maximum (damn you EA) but anyway, the point is that Spec Ops have a particular Niche to fill. And does Optics help him fill his niche? On spec ops friendly maps, I would say no, but certain maps are not spec ops friendly in terms of combat in 0.8, kashan being an example (stand off and laze for aircraft etc/spot for snipers, but he can't engage enemy riflemen firing at him at range) and on such maps, the spec ops could use some optical love. But given the number of tasks the DEV team has, significant work for 4 guys max on the map is a tall order. But it has to be done sometime I guess.

Given that the grenadier has to be 50m away from his target to use the UGL now, I'd like to see an aimpoint version

The main obstacle I'm assuming is that there wasn't a team member willing to take this on, but a community member has expressed interest. But since he hasn't actually tried modding BF2 before, we're all gonna have to watch this space.

In any case. this will take some testing.
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Scot
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Joined: 2008-01-20 19:45

Re: My take on kit customization

Post by Scot »

Well in that case, I disagree with you, as Spec Ops shouldn't have the factions primary assault weapon because then they would be used as Regular infantry with demolitions, which they aren't. The only exception is the US Army, but that is the exception ;)

And as I added, I am supportive of this for everything except Spec Ops.
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: My take on kit customization

Post by gclark03 »

Before the DEVs provide their inevitable canned response, it's already been established that it is possible to get around the BF2 unlock problem by using the "Global Unlocks" server variable.

That said, the customization should be limited to a few variations per spawn kit, and (almost) no main weapon variation. For example:

Rifleman
-Rifleman Optics
-Rifleman Iron Sights
-Rifleman Iron Sights w/ Shotgun (minus frags)
-Rifleman Support (+ rifle ammo/ammo bags, minus frags, 1 smoke)

Combat Medic
-Medic Iron Sights
-Medic Scope (with some nerf)
-Medic SMG

Engineer
-Engineer Iron Sights (remove shotgun and trip flares)
-Engineer Iron Sights Alternate (smokes instead of trip flares)
-Demolition Engineer (Iron sights, 2 SLAMs or other timed explosives. No shotgun, no AT mines, no trip flares)
-Anti-Personnel Engineer (No AT mines or shotgun. AP mines, trip flares.)

Officer
-Standard Officer
-Commander (only knife, pistol, GLTD, and 3 field dressings, required for Commander)
-CQB Officer (replaces pistol and rifle with iron sights rifle)
-Crewman Officer (replaces pistol and rifle with SMG, can operate vehicles)
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: My take on kit customization

Post by random pants »

[R-COM]TheScot666 wrote:Well in that case, I disagree with you, as Spec Ops shouldn't have the factions primary assault weapon because then they would be used as Regular infantry with demolitions, which they aren't. The only exception is the US Army, but that is the exception ;)

And as I added, I am supportive of this for everything except Spec Ops.

Yes, but using the standard issue rifles with scopes would be an acceptable alternative...

The only two armies that would stand out are the British and the MEC. They both use different weapons entirely for their carbines.

The ARMY/USMC and the PLA all have variants of their standard issue rifle with aimpoints/irons instead of 4x scopes, these wouldn't really need new models.

Rudd makes a good point of maps like Kashan that are very un-friendly to spec ops...I just don't know why a specops would be FORCED to have an aimpoint when the average engagement range is at least 100 meters.

But anyways, do we all agree about the modified kit selection screen?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: My take on kit customization

Post by Rudd »

gclark03 wrote: Combat Medic
-Medic Iron Sights
-Medic Scope (with some nerf)
-Medic SMG
hehehe

oh....your NOT joking?
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gclark03
Posts: 1591
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Re: My take on kit customization

Post by gclark03 »

I thought you might like that, Rudd.
Rudd
Retired PR Developer
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Re: My take on kit customization

Post by Rudd »

:D lol
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LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: My take on kit customization

Post by LtSoucy »

Honestly guys, it wont happen. Most modern armies have a standardized loadout for all kits. Its also highly unlikely that the development team ill make all the models for this new option.
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frrankosuave
Posts: 179
Joined: 2007-10-02 21:46

Re: My take on kit customization

Post by frrankosuave »

LtSoucy wrote:Honestly guys, it wont happen. Most modern armies have a standardized loadout for all kits. Its also highly unlikely that the development team ill make all the models for this new option.
New models wouldn't be necessary would they? Just use the weapons with/without scope as they are. Kit content are only being tweaked. Change would be on kit selection. I prefer change to be "before spawn" at a minimum and possibly with more choices at rally point "kit selection". we need to get Obama on this, he is for change...
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: My take on kit customization

Post by random pants »

Yea dude, I clearly explained that this would require NO new weapon models at all. The only kit that actually would need new models is the ironsight grenadier, and that could be solved in three ways:

1. Use the older models/weapons

2. Make a couple new models (remember, we already have the L85A2 and M16A2 GL models with ironsights)

3. Only allow optics (easiest solution)


I don't see why anyone would have a real objection to allowing scoped kits the option to have ironsights, and it really wouldn't be that hard. Just make an identical kit in the spawn screen, with the same kit loadout except use the ironsighted rifle instead of the scoped one.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: My take on kit customization

Post by gclark03 »

Personally, I object to allowing customizable limited kits, except for VERY SLIGHT variations in kits like Auto Rifleman and Rifleman AT. No Spec Ops with scoped rifles or Heavy AT with frags, please.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: My take on kit customization

Post by Scot »

gclark03 wrote:Personally, I object to allowing customizable limited kits, except for VERY SLIGHT variations in kits like Auto Rifleman and Rifleman AT. No Spec Ops with scoped rifles or Heavy AT with frags, please.
I agree, the role of the spec ops, even on Kashan isn't to kill people. So I even after Rudd and you trying to convince me, I'm still not convinced. But hey, I'm not a DEV ;)
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gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: My take on kit customization

Post by gclark03 »

I'm trying to keep it confined to spawn kits, but I guess that escapes the scope of the OP's suggestion.
random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: My take on kit customization

Post by random pants »

gclark03 wrote:I'm trying to keep it confined to spawn kits, but I guess that escapes the scope of the OP's suggestion.

Yea, if you want to talk about kit loadout customization via global unlocks, just make another thread stating your case and how it should be done...


My suggestion is much simpler and more straightforward than using global unlocks. I'm simply suggesting giving scoped kits the ability to use ironsighted weapons. Everyone pretty much agrees with that.

I'm still for giving specops the ability to have scoped weapons via kit selection screen....


but that's not the point of this thread!

Again, this is what I'm suggesting the kit selection screen look like...no global unlocks, no changing kit loadouts and accessories, just primary weapon optics....




Pilot
Sniper
Special Operations (4x scope) <----DEBATABLE
Special Operations (iron/aimpoint)
Anti-tank
Anti-Aircraft
Officer (4x scope)
Officer (iron/aimpoint)
Automatic Rifleman
Grenadier (4x scope)
Grenadier (iron/aimpoint
Marksman
LAT (4x scope)
LAT (iron/aimpoint)
Crewman
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