1. Not neccessary, except maybe for attack helicopters. I prefer the low and fast method of attack, though. AAVs can engage at ranges of 1600 meters if I am correct, well out of the view distance for helicopters to engage back.
2. I agree, at least for the blackhawk and Huey. 2xM240s (which, if I am correct, is being modeled. I recall Rhino hinting about how there will be a M240 on the Chinook rear door when the Chinook pictures came out. We need not worry about this.
3. Hah, no. Squads are supposed to have squad leaders who are supposed to have officer kits. If the leader is out of ammo or running a two-man squad, then grey smoke will work as a last resort. Adding more stuff to everybody is not the solution to anything.
Plus, Green/Faction smokes last 90 seconds. These are meant for signaling. Grey smokes, the ones given to everybody else, last 60 seconds. These are for combat. If you give green/faction smokes to infantry, they will use that in combat. Not what the devs want, nor I.
4. You mean like in-flight repairs? Don't we already have an engineer? I wouldn't oppose transport helicopters having an auto-heal function, healing anyone in seats 4-8 just enough that they don't die. Not enough healing function to completely overcome the bleeding, just enough to counter it. This would simulate stabilizing a casualty.
This is overall unneccesary. It will take up another slot in kit selection, does the same job as an engineer and a medic. The squad should supply it's own medic, a good heli squad should have it's own engineer. We don't need another kit just to look cool. The loadout you have now looks like people would use it in regualar squads (SMG AND a sidarm, multiple dressings, tons of smokes, anti-tank? Sounds like the ultimate "omg I am sooo coool" kit)
5. No.
6. No.
Helicopter Friendly Suggestions
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waldo_ii
- Posts: 961
- Joined: 2008-04-30 22:58
Re: Helicopter Friendly Suggestions
|TGXV| Waldo_II


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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Helicopter Friendly Suggestions
Which is to simulate the high rate of fire of 4000 RPM which the BF2 engine cant produce - IIRC its around 1800 or somwhere around there - so to balance the "bug/fail" they added explosion to even out the Normal RPM-vs-BF2 max RPMeddie13 wrote:But hopefully the miniguns whould get changed and wont have exploding 7.62 ammo which just isnt meant to happen
[img][/img]Newly ordered sig !
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charliegrs
- Posts: 2027
- Joined: 2007-01-17 02:19
Re: Helicopter Friendly Suggestions
thats not awesome at all and im sure your team feels the same way.[R-COM]TheScot666 wrote:It's awesome enough as it is, with people trying to parachute in using the pistol![]()
known in-game as BOOMSNAPP
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Helicopter Friendly Suggestions
The only other way to get around it is to double the batch size and double the ammo count (or give it two magazines).General Dragosh wrote:Which is to simulate the high rate of fire of 4000 RPM which the BF2 engine cant produce - IIRC its around 1800 or somwhere around there - so to balance the "bug/fail" they added explosion to even out the Normal RPM-vs-BF2 max RPM
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Helicopter Friendly Suggestions
Now that be quite silly o.OSolid Knight wrote:The only other way to get around it is to double the batch size and double the ammo count (or give it two magazines).
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-Random PR soldier 1: Awesome i have a new minigun !
-Random PR soldier 2: Whats so new about this one ?
-Random PR soldier 1: This one shoots 2 bullets instead of 1...
-Random PR soldier 2: Great we have a gun that has 6 barrels and shoots 2 bullets at once
"
It'l be serriously silly
[img][/img]Newly ordered sig !
