suggestions for 0.4..............

Suggestions from our community members for PR:BF2. Read the stickies before posting.
DirtyBaz
Posts: 34
Joined: 2006-04-20 07:46

suggestions for 0.4..............

Post by DirtyBaz »

very happy with 0.3 obviously but these are my suggestions for the next version.

I'd introduce torniquets to all the classes except Medic. These would stop bleeding if injured but health would stay at the reduced level until treated by a medic. These would be limited to 1 per soldier and once used it's done, would also take a couple of seconds to 'apply'.

I'd also like to see the option of being able to pick up just the weapon from a downed kit. At the moment you press G to pick up the entire kit in exchange for your own, my suggestion would be that by hitting H, you would keep you're current kit but you would drop the rifle you were curretly carrying in exchange for the rifle from the kit. However, the new rifle you just picked up would only have 1 clip in it as you have not picked up the guys ammo. You could obviously be resupplied by an assault guy if the rifle was from the same team as yours, ie, if you are US and pick-up an AK, your assault guy can't resupply you.

I'd also like to see the following classes:

all troops have knife and torniquet (appart from Medic)

Assault. M16 w/ GL. Smoke.

Support. SAW.

Supply. M4 carbine. Bullet ammo bags, explosive ammo bags (as in they resupply nades, C4 etc)

Medic. M16. Smoke. Defib, medi-kit

Engineer. SMG. Wrench, AT-mines.

Demolition. Shotgun. Pistol. triggered C4. claymores. nades.

Sniper (lone wolf type). M24. Smoke. 1 claymore. silenced-pistol.

Recon (squad-based marksman, frontline spotter). Mk12 (unsilenced), Sig pistol, coloured smoke, range finder.

Spec ops. Silenced M4 with optics. silenced sig pistol, coloured smoke. range finder, timed C4.

Anti-tank. Guided rockets, pistol.

Sorry, I'm bored at work, just want to get home and play 0.3!!!!
driftist
Posts: 59
Joined: 2006-05-12 06:13

Post by driftist »

Yup.
I'd agree.

But then again, too many classes? How would we play? Would it mean having to use the unlock system?
Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

Interesting suggestion DirtyBaz. Thanks for stopping by and adding that too the list. Not sure about the health stuff but I would love to be able to pick up items from a kit instead of the whole thing.
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DirtyBaz
Posts: 34
Joined: 2006-04-20 07:46

Post by DirtyBaz »

I didn't really think from a coding POV so probably really hard to do with BF2 engine. I just thought it could be useful for snipers or AT that find themselves in a tight situation, grab a AK and blast away. Could be a bit troublesome if we have an AT guy grabbing a SAW, 200 rounds and AT rockets!?!

And 10 kits might be too many, just what I'd like to see.
Lev_Astov
Posts: 85
Joined: 2005-08-30 21:43

Post by Lev_Astov »

If it were possible to let players pick up individual kit items rather than kits (oh my, what a concept!) I recommend that they be limited by weight. And perhaps the weight they carry would slow them down to the pont of being immobilized. This way we don't get AT guys with 4 rockets and a SAW.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

DirtyBaz wrote:I'd also like to see the option of being able to pick up just the weapon from a downed kit. At the moment you press G to pick up the entire kit in exchange for your own, my suggestion would be that by hitting H, you would keep you're current kit but you would drop the rifle you were curretly carrying in exchange for the rifle from the kit. However, the new rifle you just picked up would only have 1 clip in it as you have not picked up the guys ammo. You could obviously be resupplied by an assault guy if the rifle was from the same team as yours, ie, if you are US and pick-up an AK, your assault guy can't resupply you.
this is not possibal with the BF2 engine.
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Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

BF2 engine works with whole kits, not by weapons. The only way it'd work would be to code a huge combination of weapon kits and write code that tells the game to give you a certain kit depending on what you have and what you try to pick up. Sounds pretty laggy to me. :)
Zaitzev-A-
Posts: 26
Joined: 2006-05-11 19:46

Post by Zaitzev-A- »

Is it possible to unlock or in an other way get access to the locked guns?
the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

Hopefully - the DEVs are working on unlocking the BF2 locked weapons system
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F.N.G.
Posts: 145
Joined: 2006-01-03 02:15

Post by F.N.G. »

That would be great to have the option to(for example) either grab a heavy AT kit(SRAW) or go with the Light AT/ bunker buster kit(AT4)
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Free your mind, and your *** will follow.

F.N.G.
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

DirtyBaz wrote:
I'd also like to see the following classes:

all troops have knife and torniquet (appart from Medic)

Assault. M16 w/ GL. Smoke.

Support. SAW.

Supply. M4 carbine. Bullet ammo bags, explosive ammo bags (as in they resupply nades, C4 etc)

Medic. M16. Smoke. Defib, medi-kit

Engineer. SMG. Wrench, AT-mines.

Demolition. Shotgun. Pistol. triggered C4. claymores. nades.

Sniper (lone wolf type). M24. Smoke. 1 claymore. silenced-pistol.

Recon (squad-based marksman, frontline spotter). Mk12 (unsilenced), Sig pistol, coloured smoke, range finder.

Spec ops. Silenced M4 with optics. silenced sig pistol, coloured smoke. range finder, timed C4.

Anti-tank. Guided rockets, pistol.
Wow that is a lot of classes i agree with most of your suggestions except of recon with mk12 unsilenced should be either a silecend m4 or mk12. And supply having m4 i would say give him a standard m16.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

DirtyBaz wrote:very happy with 0.3 obviously but these are my suggestions for the next version.

I'd introduce torniquets to all the classes except Medic. These would stop bleeding if injured but health would stay at the reduced level until treated by a medic. These would be limited to 1 per soldier and once used it's done, would also take a couple of seconds to 'apply'.
I really liek the idea of tournquites. Because of the small healing radius that medics have, its almsot impossible to get medical attention in a combat situation. I would love this implemented
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
bofuf
Posts: 1
Joined: 2006-05-13 01:02

Post by bofuf »

To accomodate all those classes, you could have an "armory" like the DCX mod for BF1942 had. In the main spawn point there is a structure that has a couple of every kit laying on tables and shelves. The core kits like assault, engineer, sniper, etc, would be spawnable; the rest, such as recon, demolitions, etc, would be in the armory.
trogdor1289
Posts: 5201
Joined: 2006-03-26 04:04

Post by trogdor1289 »

Problem with that suggestion is what the BF2 engine will let you do. Plus wasn't this in JO.
Zaitzev-A-
Posts: 26
Joined: 2006-05-11 19:46

Post by Zaitzev-A- »

I would like the sniper-class to have 1 or 2 claymores for area- protection. Snipers should also be able to de-activate own claymores when he has to move to another position. The last thing is probably hard to do.
Lucractius
Posts: 83
Joined: 2006-05-02 14:34

Post by Lucractius »

nah... they just need to get them like the AT mines so they can pick them up again :)
F.N.G.
Posts: 145
Joined: 2006-01-03 02:15

Post by F.N.G. »

A snipers "area protection" should be: to Not be seen. If you are seen, move to a different location. All the claymores do is reward a stupid sniper with a free kill for getting found. If you are found, you should get whats coming to you. Bust out your pistol, because it's hurtin' time.
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Free your mind, and your *** will follow.

F.N.G.
the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

Yes - snipers operate by relocation, relocation, relocation!
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Lucractius
Posts: 83
Joined: 2006-05-02 14:34

Post by Lucractius »

hrm then perhaps you should give them a way to avoid standing out like a sore thumb on almost all maps :P
the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

well on about 4 or 5 threads the idea of urban sniper combat clothing is being discussed
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