add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by gazzthompson »

Search:Keyword(s): spawn, selection, kits

right, ive always thought this and with kits not being able to be requested from RP's in .85 figured id suggest it.

basically it would be handy for squads and more realistic if there was a SAW/grenadier/marksman(?) (and maybe not a LAT cause might be OP with 4/5 LATS on field?) in the squad at all(unless dead) times.

i haven't don't much (any) research into squad weapon layouts and the fact that RL squads are mainly 8 persons? might need for the kit layout to be changed slightly. but a weapon like a SAW and UGL should be in a squad at all times for realism and for use for the squad and wont be massively OP. maybe not so much with marksman and LAT because we only have 6 spots (one for medic and one for SL).


implementation:

add SAW,grenadier and either/neither/both marksman and LAT to spawn screen and have it squad specific on limitations. is that possible ?

so yea, just me thinking out loud, might be suggested b4 but w/e.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by gclark03 »

It would be best to have only the Auto Rifleman on the spawn menu. The other kits would cause lots of problems with over-use, except for - maybe - the Grenadier kit. LAT and Marksman should be completely out of the question.
Rhino
Retired PR Developer
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by Rhino »

ye, its something we may do for v0.9 depending on how the changes for v0.85 turn out.
gazzthompson wrote:Search:Keyword(s): spawn, selection, kits
there is a little "tags" bit when you make a new topic where you can add these bits where the search will pick them up much better than within a post ;)
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AnRK
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by AnRK »

I think with them being grabbable from APCs, supply crates and main will be enough. I assume what the DEVs are trying to do is make it so that you can't think "oh, an APC, someone spawn in with AT next time..." and instead have to do some forward planning with stuff. If that's what they're trying to do that won't really fit in.
[R-DEV]Rhino wrote:ye, its something we may do for v0.9 depending on how the changes for v0.85 turn out.
Ah, maybe not then...
gazzthompson
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by gazzthompson »

gclark03 wrote:It would be best to have only the Auto Rifleman on the spawn menu. The other kits would cause lots of problems with over-use, except for - maybe - the Grenadier kit. LAT and Marksman should be completely out of the question.
yea LAT is OP, grenadier and marksman though.... dont think to OP tbh

it would be great,if realistic, to have factions have slightly different weapon limitations.
mp5punk
Posts: 1219
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by mp5punk »

that would save people accidentally selecting the wrong kit on the T rose.
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IAJTHOMAS
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by IAJTHOMAS »

As long as they're still limited like the MG in FH2, and exclusive of the LAT, I don't see a real problem.
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gazzthompson
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by gazzthompson »

AnRK wrote:I think with them being grabbable from APCs, supply crates and main will be enough. I assume what the DEVs are trying to do is make it so that you can't think "oh, an APC, someone spawn in with AT next time..." and instead have to do some forward planning with stuff. If that's what they're trying to do that won't really fit in.
but even then, im talking take away the current limitations (which at times, no squad have SAW's,UGL's ect.) and being able to have at squad at all times. just assign a player to that role and he can spawn with that constantly. unless a squad member picks it up.
[uBp]Irish
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by [uBp]Irish »

gazz the first thing i thought about when i saw that APC's were going to become the main form of transport was if there was going to be an increase in the number of LAT's that can be requested for the team.

I'm not sure i totally agree with putting Marksman back on the spawn menu since we would start to see a giant increase in the amount of new players who would see marksman and identify it with "l33t sniper m14". Putting the saw on the spawn menu i agree with, but i dont think having 2-3 saw's in one squad would be very benificial. Same thing goes with the LAT. People would just revert back to the old methodology of "oh.. i just got killed by an APC, you 2 dead people, spawn in LAT and take it out". It would just reduce gameplay to the insurgency mode type from .5/.6?

I would just say increase the amount of kits that can be requested on the team. That way a team isnt getting bottlenecked into having only 2 lats, where one could be waiting for transport from a carrier and the other is on the other side of the map defending a flag.

These gameplay changes with removing the requestable kit locations is just going to make people play a whole lot smarter about where they position themselves. I forsee alot slower battles because people arent going to want to stick their head out for fear of getting blown off if they don't have a LAT/HAT in the area.
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Arnoldio
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by Arnoldio »

mp5punk wrote:that would save people accidentally selecting the wrong kit on the T rose.
This problem is totaly non hardcoded and very simple to overcome. --> take your time when choosing kits.
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AnRK
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by AnRK »

I guess actually to be fair to the idea and everything, having an auto-rifle and grenadier available straight off is pretty reasonable since they are standard loadouts for pretty much every squad on earth as far as I've heard.
daranz
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by daranz »

I don't think marksman would be THAT much of a problem. I certainly don't see it it being used as a replacement sniper kit like it used to be a couple of versions ago.

The main thing is, I'm all for those being spawn kits if they're still limited with the same system that limits the officer kit (and kits in FH). That is, limit the amount of automatic rifleman, grenadier and marksman kits based on both the amount of people in squad and the amount of people with the particular kit in squad already. So, for example, if there's already a marksman and an AR in the squad, you can't spawn with these two kits from the menu.
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masterceo
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by masterceo »

agree, spawnable AR and marksman kits hurt the gameplay as long as they would be limited to 1 per squad

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gclark03
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by gclark03 »

No, AR and Grenadier should be fine. LAT and Marksman would be problematic.
Eddiereyes909
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by Eddiereyes909 »

Here is my suggestion:

1 Automatic Riflemen, per six men, and you cant have two in the same squad. Same goes for the Grenadier kits, make these kits spawnable, but use the FH2 method, and follow the guidelines of 1 per every six men, and no more than one in the squad.
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masterceo
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by masterceo »

maybe not per 6 men, perhaps 5 would be fine. Sometimes someone will leave your squad and you can't find a replacement, and so both AR and GL will be locked when needed.

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Eddiereyes909
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by Eddiereyes909 »

masterceo wrote:maybe not per 6 men, perhaps 5 would be fine. Sometimes someone will leave your squad and you can't find a replacement, and so both AR and GL will be locked when needed.
Nah, meant as in, one per ever six soldiers, IE, 32/6= 5, so five on the team (like it is already), only difference would be the ability to spawn in as these kits.
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
gazzthompson
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Joined: 2007-01-12 19:05

Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by gazzthompson »

daranz wrote: The main thing is, I'm all for those being spawn kits if they're still limited with the same system that limits the officer kit (and kits in FH). That is, limit the amount of automatic rifleman, grenadier and marksman kits based on both the amount of people in squad and the amount of people with the particular kit in squad already. So, for example, if there's already a marksman and an AR in the squad, you can't spawn with these two kits from the menu.

exactly what im talking about.


but, what kits... we already agreed LAT is out of question ? offer marksman,SAW and grenadier ? saw and gren have to be in IMO , not OP and used alot.

1. SL
2. Medic
3. rifleman
4. SAW
5. grenadier
6. marksman ??

obviously the SL can choose not to have one if need other kit like engi ect.
masterceo
Posts: 1914
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by masterceo »

oh, ok, i just misunderstood what you wrote.
yeah, that way it could work out really well, all tho im not sure about making marksman a spawnable kit, it would make rifleman with acog useless. But for AR and GL, make 'em spawnable.

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Jigsaw
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Re: add SAW/grenadier/marksman(?)/(LAT?) to spawn menu

Post by Jigsaw »

Yeah I agree with this idea, have it so you can have 1 SAW and one grenadier kit per 6 men on the battlefield, and limit to 1 per squad for each of those kits.

As for marksman and LAT i think those should both remain as selectable kits only. I dont think its realistic to have as many marksmen as there are SAW and grenadier kits so for that reason I think those should remain as they are.
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