Dynamic Exit Zones - Fastropes mayb?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Dynamic Exit Zones - Fastropes mayb?

Post by FuzzySquirrel »

gazzthompson wrote:why is the collision mesh only half way on rotor ? why dose it not explode (mesh vs ship = fail) ?
Bf2 Dev team=Lazy A-Holes :p
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FuzzySquirrel
Posts: 1410
Joined: 2008-06-18 06:13

Re: Dynamic Exit Zones - Fastropes mayb?

Post by FuzzySquirrel »

Damn it it double posted. SOmeone delete this thx
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ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Dynamic Exit Zones - Fastropes mayb?

Post by ralfidude »

somebody mentioned that the reason fast ropes dont work is because choppers rotars in bf2 engine doesnt make the chopper crash. However, the choppers here in PR are so friggin delicate that when you touch down on uneven surface the chopper is at risk to flip over. It would be useful there.

But i know fast ropes will not be done in PR and i have made my peace with that, as should everybody else.
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Dynamic Exit Zones - Fastropes mayb?

Post by gazzthompson »

ralfidude wrote:somebody mentioned that the reason fast ropes dont work is because choppers rotars in bf2 engine doesnt make the chopper crash.
not really from what i understand its that the choppers don't have collision mesh on rotors that rendered fast ropes useless, not that the blades directly effect the implementation of the said ropes.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Dynamic Exit Zones - Fastropes mayb?

Post by ralfidude »

pardon my unexplained theory.

Reason why it is useless to have fast ropes, is because there is no collision mesh on the rotors, you can land in very tight spots, and just drop troops off. Reason for ropes on choppers IRL is to get troops down where the chopper cant land.

So, renders fast ropes useless via BF2 engine. Besides, to be honest, it would make the chopper a target hovering, just as much as it is landed. In most cases, it would be more of a target, as it is elevated, and has no object near it to shield it from a incoming tank round, :) Or anything else that doesnt like the chopper at that precise moment to be honest.

But like i said, fast ropes are a dead topic. But to make urself feel better, check out the video Okita made about fast ropes with Hitler.
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Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Airsoft »

so what guarantees if a heli is hovering at 1600feet and the people exit on the ground safetly?
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Dynamic Exit Zones - Fastropes mayb?

Post by bloodthirsty_viking »

heres is what i think, the teliport thing he sead at the start, where they would appear on ghe ground, it is pissible to make those portals, to make then be in perfect preportion to the air vheical i do not no.
i know roflbox has made a change and you can make portals, to teleport to anywhere.

also, about the idea itself. i would not use it to drop off frontline tropps... BUT i would use then, like on the huge mad, al karad or somehten like that, with the mountians in th emiddle next to the two bunker points, i WOULD use it there to drop the troops onto the mountians, for i find hovinring low like that a challange, i would also use it to put snipers on building for exaple. or if there is a street to narrow to land, thats under cover, like your behind a huge building, or hovering under the cover off a taller building, you can drop off troops.

so my mind is set that this should be attempted just for the teamwork, i mean think about it. you have a sniper and sf or albasara.
they need to get to a sniping place. it is hard to land the brit heli up there.... soo, put fastropes, let them bail out in about 5 second time for the 2 of them, or 5 sec each, and there on the building, no damage done to the heli in an attempted but failled landing, killing a sniper and sf kit, wasting that, also waisting a helicopter for 20 min... or 5 min... or w/e the limit is now
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Dynamic Exit Zones - Fastropes mayb?

Post by ralfidude »

Sry, but that grammar made my eyes cry. I stopped reading after the first two sentences. Nothing personal.
Might as well be doing this
http://vids.myspace.com/index.cfm?fusea ... D=48165722
Last edited by ralfidude on 2008-12-21 18:19, edited 1 time in total.
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.:iGi.M.Regan
Posts: 3
Joined: 2009-04-19 14:10

Re: Dynamic Exit Zones - Fastropes mayb?

Post by .:iGi.M.Regan »

Just going to throw my two cents in... and its aimed at ralfidude(12-21-2008, 02:38 AM )... Any respectable BH pilot will have 2 gunners at all times... So they can protect the BH and the deploying troops... Thus a Hovering is not some big hovering defencless target... IRL it should take around 5-15secs to unload a fireteam... If you hear a BH, frist you got to find it... Then (if the gunners are awake) avoid the gunners fire... Then aim your weapon... Then fire... Bye the time you get to "Then (if the gunners are awake) avoid the gunners fire..." the fireteam should have roped down, and the BH pilot flown off.
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: Dynamic Exit Zones - Fastropes mayb?

Post by waldo_ii »

Oh lordy, a fastropes thread that isn't locked....

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|TGXV| Waldo_II

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Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: Dynamic Exit Zones - Fastropes mayb?

Post by Dunehunter »

Locked.

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
Locked

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