Large Smoke screen.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: Large Smoke screen.

Post by jbgeezer »

Commandr controlled, Squad leader requsted.. Yes I support this idea.
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Skjold
Posts: 2
Joined: 2008-07-12 10:42

Re: Large Smoke screen.

Post by Skjold »

I've seen the smoke on the mod "Operation Peacekeeper", and it's requested as normal artillery, and covers a large area with smoke so you can't see a thing.

I most surly support the idea of having the Little Birds equipped with smoke bombs/rockets as they can move quite quick from A to B. And since it's a non-lethal weapon I think it should be intergraded in Project Reality at some point :)

PR is, as long as I have been playing it (around 3 months or so), been about teamplay, and smoke is a great way to maintain teamplay, and even encourage people to use it even more :)

Just my opinion :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Large Smoke screen.

Post by Rudd »

Aircraft that realistically have that armament should also get the smoke ordinance

1) Realism!
2) Teamwork!
3) For when the commander isn't on duty
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Oak
Posts: 90
Joined: 2008-08-30 09:06

Re: Large Smoke screen.

Post by Oak »

I like this idea. It gives another asset to the commander - which is great - and it's a purely tactical asset, nothing overpowering. If this is implemented it should probably have a rather low recharge time.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Large Smoke screen.

Post by master of the templars »

The commander needs something to do, i support this idea.
Make nukes, Not war
Raic
Posts: 776
Joined: 2007-02-24 15:59

Re: Large Smoke screen.

Post by Raic »

Dr2B Rudd wrote:Love it, and sice its non-killer it would be great if the commander could call it in quite alot

FINALLY SOMETHING TO DO!
Well, it may not kill but try to put out burning white phosphorus, if you get it to your skin only way to put it out is to suffoficate it. Do note that its 1200 °C hot, and burns underwater, so it way even dig inside you and still keep burning :shock: Not so non-killer.

And I thought it was illegal to use? Ah no, only against civilians :o ops:
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Large Smoke screen.

Post by CAS_117 »

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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Large Smoke screen.

Post by Teek »

Raic wrote:Well, it may not kill but try to put out burning white phosphorus, if you get it to your skin only way to put it out is to suffoficate it. Do note that its 1200 °C hot, and burns underwater, so it way even dig inside you and still keep burning :shock: Not so non-killer.

And I thought it was illegal to use? Ah no, only against civilians :o ops:
he was talking about smoke, you know the harmless, white, cute kind? not Willie Pete, the innocuous looking incendiary.
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CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Large Smoke screen.

Post by CAS_117 »

[R-MOD]Eddiereyes909 wrote:I remember someone wanting to put smoke rockets on the LB in Kashan so it could mark targets/smoke out the enemy.
Smoke rockets will not be used as intended to spot for anything because they will be too busy harassing players with smoke from god knows what altitude. As for the effectiveness of actually guiding jets and helos on to targets, it would require and encourage jets to fly consistently under 600 meters just to see the smoke. From a post like this I wouldn't be surprised to see the coding of the jets in 0.8 will be yet again invulnerable to AA missiles while strafing and bombing ground targets at 100 meters off the ground which is the complete opposite of the direction the air assets should be headed.
sigh.
Last edited by CAS_117 on 2009-01-14 07:33, edited 1 time in total.
Snowno
Posts: 154
Joined: 2007-08-10 14:32

Re: Large Smoke screen.

Post by Snowno »

The DEV's didn't want to increase the viewdistance on Kashan because people would lag, why would they add this?
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Glimmerman
Retired PR Developer
Posts: 3237
Joined: 2007-08-14 11:12

Re: Large Smoke screen.

Post by Glimmerman »

My suggestion is more to support ground troops move over open spaces not to direct aircraft on a target.
StUfz
Posts: 48
Joined: 2008-12-07 01:11

Re: Large Smoke screen.

Post by StUfz »

I think it's a great idea and by the way a commander needs more features to support the troops.

To be commander is a interesting job but unfortunately it can be very boring if your troops don't obey your orders.

In general guys if the commander have some more features and authority over the troops it will be more occupied on public servers.


Do you go along with me ?

Greetings

Stufz
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Large Smoke screen.

Post by Alex6714 »

Snowno wrote:The DEV's didn't want to increase the viewdistance on Kashan because people would lag, why would they add this?
I can tell you that 99% sure that is not the reason.
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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Large Smoke screen.

Post by Anderson29 »

aircraft dropping smoke is not realistic and is not practiced in the real world. aircraft if needed can mark with flares.
arty smoke rounds are though....
arty has H.C. smoke and mortars have W.P. smoke.
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Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Re: Large Smoke screen.

Post by Viper.Sw »

Anderson29 wrote:aircraft dropping smoke is not realistic and is not practiced in the real world. aircraft if needed can mark with flares.
arty smoke rounds are though....
arty has H.C. smoke and mortars have W.P. smoke.
Thx! Finally some1 who says reality should play a part in this suggestion!
It is called Project Reality, therefore stick to real armaments. No Star Wars like airplanes flying around with like laser guided smoke bombs lol. Since there are no civilians in PR you might as well bomb the enemy down instead of smoking paths for your infantry.

About the commander not having enough assessts... In real life he doesnt have any vanilla like assets like arty or JDAM, those should be players ingame making the support. Add ingame usable mortars, artillery assests/vehicles and JDAM dropping airplanes for those maps you want it on. That would help on making more teamwork.
Rudd
Retired PR Developer
Posts: 21225
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Re: Large Smoke screen.

Post by Rudd »

About the commander not having enough assessts... In real life he doesnt have any vanilla like assets like arty or JDAM, those should be players ingame making the support. Add ingame usable mortars, artillery assests/vehicles and JDAM dropping airplanes for those maps you want it on. That would help on making more teamwork.
gotta consider the realities of the game there, JDAM dropped by players on kashan/quinling would be fine imo. But artillery and mortars takes players away from the front line to use assets taht can be used from outside the map due to their ranges.

Taking the JDAM away from the commander to give to aircraft would be fine imo, but on maps where there are no runways (i.e. no jets) it is acceptable to give the commander the JDAM capability

as to offmap support realism, its perfcetly realistic to have a central control passing the message along to teh FSG to open fire on grid coords.

More offmap support such as MRLS only brings more realistic assets for a commander to us

not to mention that commanding gets rather boring if no1 is talking very much, so giving him more POWER! is only good as it attracts people to the position. THe only real problem with giving him more power is that on insurgency maps the insurgents won't really get more options on offmap supoort since they only really have mortars...perhaps they could get some of those chinese rockets as offmap, powerful but innacurate?
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Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Re: Large Smoke screen.

Post by Viper.Sw »

Is it possible to add like charges for the commander artillery/mortars/JDAMs and maybe have a shorter reload time on them. It would be more useful because you would not start using fastjets and artillery half way into the battle when you most likely would be needing it more when making the bigger advances in the earlier part of the rounds.

Make commander bombing and maybe(smoking?) assets enabled earlier in the game and if possible give them charges eg.3 instead of a super long time till it can be used. And have a smaller wait time between those charges instead, eg 10 min (for new jet to come or artillery to reposition).
Artillery is used to clear out enemy positions, by the time the artillery in PR is live, most enemies are scattered all over the map because its been so long time.

Also makes it more interesting of being active with the commander if u can call in bombing if you are in need.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Large Smoke screen.

Post by Alex6714 »

Viper.Sw wrote:Thx! Finally some1 who says reality should play a part in this suggestion!
It is called Project Reality, therefore stick to real armaments. No Star Wars like airplanes flying around with like laser guided smoke bombs lol. Since there are no civilians in PR you might as well bomb the enemy down instead of smoking paths for your infantry.
Not bombs as such but hydra 70 with the smoke rocket/wp warhead.
Last edited by Alex6714 on 2009-01-14 19:36, edited 1 time in total.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Smooth[EST]
Posts: 61
Joined: 2008-07-07 20:05

Re: Large Smoke screen.

Post by Smooth[EST] »

Its done long time ago by POE mod devs as artyllery. No lag whatsoever, at least not for me. I think if your viewdictance is decreased the FPS will increase.
-= Make MODS, not WAR =-
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Re: Large Smoke screen.

Post by CAS_117 »

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