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Posted: 2006-11-19 03:04
by mbrooksay
Maybe add in a leaning option if possible, gun resting for stableness and more accuracy in your shots you fire, make it so diving to the ground when you see an enemy hurts you in some way...

Posted: 2006-11-24 20:12
by G.Drew
i wanna c the spec ops have a zip line!

Posted: 2006-11-24 20:21
by BrokenArrow
The zipline from BF2 SF is trash. And IMO it adds to a james bond style of play.

Posted: 2006-11-24 23:09
by G.Drew
Y not?
its really handy when u are in a high place

Posted: 2006-11-25 22:49
by SGT.Collado
B2 Stealth Bomber would be nice. Undetectable by anything :P .

Posted: 2006-11-25 22:53
by BrokenArrow
Unfortunately it would be very easy to spot and, and unable to really get high enough to be both undetectable and safe.

Posted: 2006-11-25 23:17
by Vasilev.88
I suggest:
1) Add aircrafts with 2 pilots: F-15 Eagle and Su-34...
2)Make glass in all helicopters and aircrafts perforation four projectile 25mm and high...
3)Add command to rifleman in tank: forward, stop, right, left, back...
4)Give sniper M-95, on same maps...
5)Make a aim on helicopter cannon realistic (Camera on cannon + zoom 2x)

Sorry for bad English :)

Posted: 2006-11-25 23:18
by BrokenArrow
The m95 is (or will be?) available on some maps I believe, in the form of pick-up kits.

Posted: 2006-11-30 13:48
by Maistros
Silenced primary weapon options for special operations kits.
MP5.SD series?

I don't like that I spend half of my time in the game sneaking around into the enemey hotzones only to knife one guy, turn around and have to put a burst into another mark which lets the whole camp know something's going down.

Especially if it was completely silent till I got there. Gives my position away and worse, angers the whole hive.

OH.. and I would really want to see some refined CQB maps.

It would be cool if you could, as a Squad Leader, lay out multiple way-points to create a "plan of action" ... as if you issued them all the same map with previously issued points to follow.

Posted: 2006-11-30 15:51
by Aljen
Maistros wrote:Silenced primary weapon options for special operations kits.
MP5.SD series?
I don't like that I spend half of my time in the game sneaking around into the enemey hotzones only to knife one guy, turn around and have to put a burst into another mark which lets the whole camp know something's going down.
Especially if it was completely silent till I got there. Gives my position away and worse, angers the whole hive.
I would like to see that too in PR. In PoE2 it is implemented and it is nice.

Posted: 2006-11-30 18:47
by G.Drew
could we have this for the insurgents?
http://world.guns.ru/assault/as86-e.htm

Posted: 2006-12-01 19:25
by G.Drew
as mybe this for the spec ops?:
http://world.guns.ru/assault/as10-e.htm

Posted: 2006-12-03 02:06
by Rick_the_new_guy
Greetings.
These ideas are coming from a mind set of playing the game 32vs32. IMO the only way to play.

As a squad leader and a CO i would like to have a supresive fire icon for the squad to shoot the blank out of.

I currently use the "demolishes needed here" icon to get the job done with infantry.

I also use it for a tank that is staionary.

________________

get rid of the CO zoom view. I love how the CO spotting has been 86 with .4.
I would like to turn the wik up and get rid of the CO zoom itself.
This completly puts the recon duties of the team in the hands of the recon personnel. i.e. the scout chopper, and trail watching infantry, and sniper/recon teams.

as a roleplayer, i find it amuzing that you cannot see 60 meters in front of your face in the sands of Arabia, yet the satilite is giving you perfect images of the enemy on the ground form thousands of meters away. WTF and lol.

Perhaps a comprimise is in order. Keep the CO zoom in maps were the weather and stuff are good. This would take it down to about half the games.



________

I would like it to were the defenders have more time to set up their defense.
Being a roleplayer and into realism this bugs me that they do not. Granted, this is more of an issue in a conquest map were more flags need defense and attention on intial deployment. In AAS, it most likely is not an issue.

________________

Have arty that is in a map grid, far, far away.

Meaning that the enemy cannot destory it because it is not on the map, and the team will never lose it.

In real life, arty is usaully quite a distance away.

Some cool variations with this would be:

A. having one team with arty and one team without.

For example on some maps, the Insurgents would not get arty, but to balance that they would have way more tickets.


__________

Have a map were their are two CBs at each end of map. These maps can be flanked of course, no stupid out of bounds **** here. These maps are large with a good deal of distance between the two flags.

The CO has two big options:

A. Defend their flag and wait for the enemy.
B. Leave their flag lighlty garded and enage the enemy in order to take their flag to make them bleed and to stop enemy spawning.

The biggest con with this would be if both team CO's decide to defend, it would be the equivalent to "all is quite on the western front", 2007 edition. lol.

[Both sides would have arty of couse (that can be destroyed) but without air , sea, and land vehicles.
Due to the fact the SL must call in arty, the teams will know if they are being spotted well (enemy is close) if the arty is dialed in well.
This would also require the COs to spread their team out on assault or defense so that huge casualities do not take place.
A CO taking huge casulaties would need to weigh the options of sending out men to stop the arty or defending their only CB from being captured.

Thanks to you guys limiting the sniper kits (I really like this) both COs can send out sniper teams to have duals, instead of most players going sniper. These duals would be high quality because there would be a big audaince wathcing.

The timer would be elimanted so that tickets win the game.
The reason would be a team who strikes hard and gets a 30 ticket advantage and then retreats and waits for the timer to run out. (Similar in high school basketball in America.)

They way to combat that is to greatly lower the ticket numbers.
If there are 8vs8 then have 64 tickets per side. This would allow each player to die on average of 8 times per map before tickets run out.
If there are 16vs16 have 128 tickets per side. This would also allow on average 8 deaths per person.
These may seem like to many, but with snipers, arty, grenadiers, and well placed RPGs, these deaths would go fast.

This type of map would do well in urban or forested. Too opened areas would be very stalemate like and not enjoyable for the more arcade like players who like their rifle kills from 10 meters away at the most, lol.
This set up would be great for scrims.
One side defends one round, the next they assault.

IMO, this is the best way to play the game because it is realistic.
You give two COs a big map to play on.
They have two choices defend or assault.
Each choice can have many varables and tacitcs that approach infinite.

My biggest reason for likeing this is that it demands the entire platoon (32 players to work as a team to get the job done {keep their flag and destroy the enemy.) This allows those who enjoy conquest to have a big team and focus on one enemy flag and conquring it and defending yours without the Karkand chokepoints; and for those who enjoy A.A.S not to worry about wack-a-mole tactics. It is the best of both worlds.

That is all, thank you for your time.

Posted: 2006-12-03 02:26
by Leo
I'd like to see reporting in, planes that don't lock on to every single vehicle, just the ones that are on and radiate a heat signature, and have a wider area for planes to go to (most of the time your always turning if you're in a plane) ooh, and an aviator/pilot class, because it would make more sense than giving the parachute to only SF, maybe in the pilot class you get a pistol, a hammer (used to break the canopy of the plane if it doesn't work right, or break in the head of your enemy) and a gps, he'd have to wait x number of seconds/minutes until a CSAR team could extract him, or else he'd die, you could make it a kit that you request, like sniper and so on, oooh, and you'd get priority on air vehicles, you could add something that the pilot can make a plane he's not flying stop before it takes off so he can get in. Ahh, daydreams.

Oh yea, and most importantly, be able to talk with VoIP to people withing a 20 meter area, that would come in real handy

Just some ideas, most are too elaborate to come true, thanks for a great mod

Posted: 2006-12-03 02:53
by Rick_the_new_guy
Leo wrote:I'd like to see...planes that don't lock on to every single vehicle, just the ones that are on and radiate a heat signature...,
this reminded me of something I forgot to post up top.

I do not like the arcade like bubbles that come op on the enemy vehciles.
I would like to get rid of these bubbes.

I am pretty sure that .4 still has them.

Granted the jet cannot throw down the bombs it once did (rearming to land great feature in the .4), but would a pilot have a halo like bubble over a small vehcile that is not running in real life?

Doing this would upset the pilots but the recon detail would need to call in fast mover strikes to get the job done.

Example: Dude watching a road puts the "attack this position" icon down on the target the best he/she can and then radios to the CO (tells the Squad number of course) that a tank is down there on the smoke.
From here the CO clicks on that Squads number and checks out the icon in zoom view (if the weather is clear of couse) and tracks the tank and then clicks on the jet squad and puts a "attack this position icon" down for the Top Gun to see. From there the jet does it's best bomb the smoke. For coolness the CO can tell them if the tank is moving south or north of marker or what ever.

This way requires three parties to get the job down.
1. Recon or any infantry grunt SL for that matter.
2. CO
3. Jet pilot

Unlike in vanillia when the Top Gun was independent big time, this way it is more realistic.

A way to appese the pilots into buying into this is to give them more damage with their bombs.

I'll regret saying that for sure, not being a pilot and all.

PS. the CO can be out of the equation with proper spotting, but man ol man i hate the spotting function and would like to see that go like no other.

Posted: 2006-12-04 04:06
by Cyber-Couch
When I am critically wounded and nearing death I want to see the screen start fading black. Then when I am dead I don't want to see who shot me or what's going on around my body, I shouldn't see anything at all when I am dead. Except of course for the map and spawn menu.

Posted: 2006-12-04 13:30
by Michael_Denmark
Cyber-Couch wrote:When I am critically wounded and nearing death I want to see the screen start fading black. Then when I am dead I don't want to see who shot me or what's going on around my body, I shouldn't see anything at all when I am dead. Except of course for the map and spawn menu.
Agree. Also the possibillity to talk to u squad or team should be shut down when u dead.

Posted: 2006-12-04 13:40
by {GD}StevenGarcia
Cyber-Couch wrote:When I am critically wounded and nearing death I want to see the screen start fading black. Then when I am dead I don't want to see who shot me or what's going on around my body, I shouldn't see anything at all when I am dead. Except of course for the map and spawn menu.
Yes! Good idea.

Posted: 2006-12-06 21:36
by Maistros
COVERT OPS DROP KITS

I can't sneak around and it's my most favorate thing to do ever.
Honestly I LOVE that it's much easier to use real cover, and shadows in this mod.

I have found it easy to sneak around behind the enemy and knife someone but the second I let a shot out.. 10 different guys come out of the woodwork and take me out. It's not fun to be a SpecOps guy because I can't sneak around!

If it were possible to make a covert ops drop kit.. I'd like to be able to use suppressed weapons like a silenced M4 and a silenced SOCOM m23 with lam unit.. maybe even cool if when you aim it uses a red dot laser and you could see it... oh man this would be the best way to make special ops guys usefull

I'm sure the ability to sneak around would be so appealing to a lot more people

It would be even more awesome to have a different outfit for these characters.. one where we're wearing balaclava hoods, drop down holsters.. boonie hat.. make it more like a SEAL or something.

man I've got too much seal pride in me, haha.

Posted: 2006-12-11 11:27
by Surround
Silencers dont work just like in the movies. In the movies silenced pistols make only a "tsup" sound.

In reality supressed pistols sounds are reduced only ~20db. From ~100-120db
to ~80db. A pillow may help thought.

For example, if you put a silencer to a sniper rifle, it will sound like a carbine.
It doesnt reduce the sound so much that you could play as a ninja.

Put there is one good thing about supressors, they remove the flash when you shoot. For a sniper, it is really important to enemy not to see your flash.



Sorry for bad english. Haven't spoke/wrote for a year (army)