Fanning the flames.....Class limitations

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OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Fanning the flames.....Class limitations

Post by OverwatchX »

fan fan fan....

...need class limitations....

fan fan fan


Great mod BTW
Rhino
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Post by Rhino »

spam spam spam
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NikovK
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Post by NikovK »

No kit limits, please. The best stuff always goes into the hands of the morons.

Meaning, of course, not Dedmon's hands.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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No_Smoking
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Post by No_Smoking »

'[R-CON wrote:NikovK']No kit limits, please. The best stuff always goes into the hands of the morons.

Meaning, of course, not Dedmon's hands.
thats an awesome idea! we all run around and fight with fists and rocks! booya instant fun!
NikovK
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Post by NikovK »

Until some MORON gets a tank and we have to throw rocks at it.
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Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

uhh, lame responses.

Yes, we need class limitations. WE NEED THEM! If someone is being shitty with a kit, then an admit can just kick him.
My PR ingame name is Pvt.Nouri.
EPatrick
Posts: 305
Joined: 2006-05-12 04:41

Post by EPatrick »

Armand61685 wrote:uhh, lame responses.

Yes, we need class limitations. WE NEED THEM! If someone is being shitty with a kit, then an admit can just kick him.
I agree. :mrgreen:
[BiM]Black7
Posts: 402
Joined: 2006-01-08 22:10

Post by [BiM]Black7 »

Armand61685 wrote:uhh, lame responses.

Yes, we need class limitations. WE NEED THEM! If someone is being shitty with a kit, then an admit can just kick him.
cant agree more..
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Iasthai
Posts: 115
Joined: 2006-05-12 18:28

Post by Iasthai »

I dont get what the problem is, over specializing breeds weakness, a whole team of MG'ers will have a hard time geting any, slow, runs out of ammo quickly, cant rearm, limited indirect fire, ineffective at longer ranges, they would get hammered by a team of riflemen, medics and snipers in theory :P .

But i think there should be limits to the class its self, why can everyone fly a plane, or a helio? and tanks? if there is one thing i hate when flying a helio its geting stuck with a gunner who shoots at the floor before you even take off
Lucractius
Posts: 83
Joined: 2006-05-02 14:34

Post by Lucractius »

the infamous... trigger finger gunners that like to fire that tv missile at the first big target they see... usualy missing miserably, while they spray it with bullets...
then theres their best mate... mr chopper missile noob, who thinks the choppers gunner is there to cover his *** from the other chopper while he just aims for tanks. who never lines up a shot, and gives you a good pass with the TV missile.
Gaz
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Post by Gaz »

both the 'pick up kits' and the class limiting system have been discussed in depth. You may see them appearing in future builds of PR.
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eggman
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Post by eggman »

Yeah we're working on soemtheing .. but we gotta do a bit of prototyping and such because there's no really easy way in the BF2 UI controls available to modders to let a player know what classes are available / unavailable.

Pickup kits have some technical problems I'm trying to see if we can resolve. A bigger problem with them is camping out for the Mk12... so we have to think it through.

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Malik
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Post by Malik »

Limitations are pointless. As I keep saying, there's no point forcing people to do certain things, it works a lot better if you make the things you want them to do the best options.

Currently, there are many reasons to like the Sniper kit. It has a shiny new gun, and it's pretty much a killing machine from any range. Forcing players not to use it is just going to piss a lot of people off. Making something else more desirable means they're less likely to select it.

Ask yourself the question: why aren't real armies full up with snipers? The answer to that question is probably because sniping takes a lot more skill than what's demonstrated in PRMM. Solution then? Make sniping as tedious as it is in real life. The accuracy should be poor unless the scope is help in a constant position for a while. Adjust the idle animation to incorporate swaying, varying depending on the position you're in, so even if you've lined up the perfect shot you have to wait for your scope to line up.

In the real army, snipers aren't chosen because they have the highest spec computers, the fastest loading times and the ability to sprint to the gym sack full of sniping gear. They snipe because they've devoted themselves to the art and thus have become better at it.

Apply this to all other limitation related issues. You'll find there are simple ways to solve all these debates without having to childishly limit things.
eggman
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Post by eggman »

pickup kits have some technical problems that I dunno if we can sort them out... still experimenting. it is a bit frustrating as a BF2 modder that some stuff that was a no brainer and was part of BF42 is no longer functional in BF2.

beyond that, camping for kits is not something we want to see happen in PR. In fact I'd like to evaluate the possibility of a system where a TK occuring near a "restricted" object's spawn location actually kills the player who did the TK.

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Cerberus
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Joined: 2005-11-15 22:24

Post by Cerberus »

I think it would be a great idea to have class limitations, however, I do not think that it's possible with the Battlefield 2 engine. Instead, I think it would be in the mod's best interest to make the pick-up kits (which have been discussed alot on the Project Reality forum) for the classes that are not seen as frequently as riflemen and automatic riflemen (Javelin assaultmen, snipers, designated marksmen, heavy machine gunners, pilots, tankers, etc)

It's really disappointing to see one third of a team made up by people carrying Mk 12 MOD 0 SPR's.
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Braddock096
Posts: 370
Joined: 2006-02-06 20:04

Post by Braddock096 »

Which has been happening A LOT.

I realise its a new toy, so people want to use it. Just finished a couple of rounds on CP Abadan and literally 16 out of 32 on USMC had the SPR.
Pence
Posts: 2248
Joined: 2006-02-04 06:10

Post by Pence »

'[R-DEV wrote:eggman']pickup kits have some technical problems that I dunno if we can sort them out... still experimenting. it is a bit frustrating as a BF2 modder that some stuff that was a no brainer and was part of BF42 is no longer functional in BF2.

beyond that, camping for kits is not something we want to see happen in PR. In fact I'd like to evaluate the possibility of a system where a TK occuring near a "restricted" object's spawn location actually kills the player who did the TK.

egg
Can i suggest random spawn locations for 'pick-up' kits? This way, there is no point in camping because it my have spawned elseware, also if the team is working together then they can assinge a person to get it >> Add's to teamwork too.
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Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Seriously, where's the realism? I don't like this new direction I hear PR's heading in. Everyone's talking about bizarre gameplay concepts to balance the new features that are being added, but we're straying away from the target of this, realism. I don't see why the whole aim of the mod should be pushed aside for the way the community is acting. Seriously, randomly spawning gym sacks full of military supplies? Shooting team mates and dying? Ok, maybe when Project Reality moves into BF2142 we can start dabbling in the art of 22nd Century weapon insertion and modern judicial solutions, but for now I think the game should carry on in the route it's taking. When the fuss dies down about this new mod, people will realise the only things to gain from the mod are teamwork and playing together, not earning stats or getting the most kills. Players will drop the SPRs in favour of the shock paddles and start working together. There's no need to throw away what this mod is about for some gimmicky coding to stop people spoiling it.
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