In PR it owuld be even easier to implement, since all maps have basically the same kit layout, whereas Fh2 has more variations on a map per map basis.
Re: Better Weapon Selection and Customization
Posted: 2011-07-11 22:32
by Cassius
Well anybody remember the weapon select screen in the spawn screen of vanilla? For starters I would be glad to be able to switch between 2 variations of a weapon on the spawnscreen for the spawnkits. But yeah such a system would be nice within reason, but how many variations of a kit do you need? Maybe American snipers could be given the choice between a regular rifle and the 0.50 cal rifle, since that is an realistic choice, assuming snipers get trained on multiple weapons and get to choose.
Re: Better Weapon Selection and Customization
Posted: 2011-07-11 22:50
by Rabbit
BF2 MOD: Wookie Sniper
Worthy of a re post. Seeing as I don't want it to get buried and no mod member has told me to f off or that they will look into it.
Re: Better Weapon Selection and Customization
Posted: 2011-07-12 09:08
by Arnoldio
I suggested some time ago, that adding 3 variations per kit would be cool. So every kit has ironsight, red dot or scoped version. (Where those are avaliable, in unconventional factions scopes and red dots are not common ofcourse.)
Pretty much, the one I linked to did sights to, it would be nice to be able to choose things like EoTech, m68, acog, mgo or iron sights for the saw.
Re: Better Weapon Selection and Customization
Posted: 2011-07-13 05:25
by Pvt.LHeureux
Hey, you know vanilla bf2 had unlocks....why not use the code to switch between the unlocks or normal gun to implement this? I don't know anything in modding/codding, just suggesting
Re: Better Weapon Selection and Customization
Posted: 2011-07-13 06:25
by piepieonline
@Pvt.LHeureux
I'm pretty sure I've read that is constant across both teams - You can't have separate 'unlocks' for each team.
However, +1 to the Wookie method - little issue is that we need that screen space?
Maybe, for the US Army, have US Soldier up the top, where sniper is in the wookie mod. Then have a click able kit, Rifleman, Specialist, Medic etc, and then choose the sights?
Few issues with ^ is that I don't know how the kit restrictions would work, there doesn't appear to be a way of showing the selected kit and sight and that some weapons aren't universal across the team - e.g medics dont have Acog's, and British specialist's use a completely different weapon
Re: Better Weapon Selection and Customization
Posted: 2012-05-16 15:05
by [CBPR] WoODoO
Very interesting this topic, I hope to have a good answer.
To the devs, we really can not simply add something in May?
Currently you can choose between scope and iron sights.
It would be nice to have an eotech, a suppressor for the engineer.
So we could easily "in-game" to create a small unit of special operators.
SL / Sniper / Combat Enginer / Granadier
Even for those skins new operators =)
What do you think?
In time, some suggestions:
Close Combat Sights
The Close Combat Sights features in various scopes models including the British SUSAT, and could be featured in PR, this feature is already in the ArmA (1 and 2) mod ACE, if the scope that the soldier is using don't have the CQB Sight can be attached a small reflex sight on top of it (which means new models).
How will it work?
It can work by the same way you can give a zoom to some sniper rifle scopes (such as the British one).
By clicking one time right mouse button -> CQB Sights
By clicking another time -> Scope
Why the CQB Sight come first?
Because what is close to you it's more important to kill.
Re: Better Weapon Selection and Customization
Posted: 2012-05-16 17:31
by masterceo
Special forces have been removed from the game for a reason, PR is not concerned with OMG BLACK OPS TACTICAL POCKET NUKE WARFARE FLYING KNIFE KILL TOMAHAWK 360 SUPPRESSED SHOTGUN NOSCOPE.
As for the other suggestion, AFAIK Mosquill is working on CQB sights that would work similarly to how the GL sights work now. There even is a vid on youtube but i cant find it.
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 00:58
by [CBPR] WoODoO
masterceo wrote:Special forces have been removed from the game for a reason, PR is not concerned with OMG BLACK OPS TACTICAL POCKET NUKE WARFARE FLYING KNIFE KILL TOMAHAWK 360 SUPPRESSED SHOTGUN NOSCOPE.
As for the other suggestion, AFAIK Mosquill is working on CQB sights that would work similarly to how the GL sights work now. There even is a vid on youtube but i cant find it.
Sorry mate,
But you are a member of staff developer's PR?
I think you did not understand. No one spoke of creating faction of special forces.
But as the ask is not for you but for the Dev's I'll ignore you.
Unless you are a member team of DEV?s
But thanks for your reply.
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 01:35
by Murphy
The devs have clearly stated they removed littlebirds and many of the "spec ops" equipment because PR is meant to replicate normal infantry combat, if you cannot comprehend this concept there are plenty of posts from the developers stating what was pointed out to you by the previous poster.
I would like our current weapon list to be completed before implementing new toys, pkm scope anyone?
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 03:57
by ComradeHX
'[CBPR wrote: WoODoO;1772069']Sorry mate,
But you are a member of staff developer's PR?
I think you did not understand. No one spoke of creating faction of special forces.
But as the ask is not for you but for the Dev's I'll ignore you.
Unless you are a member team of DEV?s
But thanks for your reply.
There was a spec ops kit.
It was removed.
----------
There was littlebird.
It was removed.
----------
There was medic that can heal self.
It was not possible without dropping patches(limited healing).
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 08:55
by masterceo
'[CBPR wrote: WoODoO;1772069']Sorry mate,
But you are a member of staff developer's PR?
I think you did not understand. No one spoke of creating faction of special forces.
But as the ask is not for you but for the Dev's I'll ignore you.
Unless you are a member team of DEV?s
But thanks for your reply.
Wow you are a bit of a ********* aren't you?
Not that I've been playing this mod since 0.5 and have myself witnessed the removal of spec ops kit and believe me, there were some lengthy discussions on these forums about bringing it back. But the DEVs decided against. I don't think any dev will reply to your post, as it has been already explained to you why the spec-ops kit was removed, but you hold on tight here sweetie. Either way:
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 13:18
by [CBPR] WoODoO
masterceo wrote:Wow you are a bit of a ********* aren't you?
Not that I've been playing this mod since 0.5 and have myself witnessed the removal of spec ops kit and believe me, there were some lengthy discussions on these forums about bringing it back. But the DEVs decided against. I don't think any dev will reply to your post, as it has been already explained to you why the spec-ops kit was removed, but you hold on tight here sweetie. Either way:
The same to you fool.
I'm hurt! kkkkkkkkkkkkkkkkkkkkkkkk
\o/
ComradeHX wrote:There was a spec ops kit.
It was removed.
----------
There was littlebird.
It was removed.
----------
There was medic that can heal self.
It was not possible without dropping patches(limited healing).
Litlebirds were the best line
Doing what?
Start from scratch or continue with current ...?
better to stick with what we got!
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 13:37
by Spec
Guys, this is about weapon selection/customization, not Special Forces of any sort or littlebirds. BTT (if there's anything new to be said about the topic).
Re: Better Weapon Selection and Customization
Posted: 2012-05-17 17:01
by [CBPR] WoODoO
It was just simple question.
But I believe I answered. Thx.
Re: Better Weapon Selection and Customization
Posted: 2012-05-18 08:17
by Maverick
I think this will be a good idea. I meant we already have most of the weapons modeled etc. I think it would just be a coding issue? The tools are already available, just someone needs to create/point the right menus etc. (Can't be that hard right?)