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Posted: 2006-03-19 18:38
by Neuromante
Marksman: I'd like different weapons for this class, not just scoped variant of the Rifleman ones.

Automatic Rifleman: I'd add a pistol to his class. Some LMGs take a lot of time to reload (SAW) and are sometimes too heavy and cumbersome for close combat (PKM).

LMG spotter: I'd like it, but I still don't know whether would it be used or not.

Combat medic: No "defibulators", please!

Combat engineer: Seems way too equipped to me. I'd give him a 4 mines limit and the ability to choose his loadout.

AT and AA: Maybe we could reduce their amount of ammo, from 2+1 to 1+1 for the AT and to 1 for the AA.

Sniper: What's exactly the phosporous nade for?

Posted: 2006-03-19 18:51
by lonelyjew
Don't underestimate the accuracy of an m16. At the ranges we fight in BF2, a scoped m16 altered a bit for marksman ship would be more than accurate enough.

Posted: 2006-03-19 19:41
by Peter-SAS
we need class limits, however untidy it is. I know its possible (in a crude way) but it just has to be done. You can't make one thing realistic, and not others.

Posted: 2006-03-19 20:04
by Cerberus
We definitely need to limit classes in this game. You can't have a ton of medics, LMGs, and snipers on one team. Just not realistic

Posted: 2006-03-19 22:20
by beta
This suggestion has lasted through the ages, I made it in response to a post from a Dev that class limiting was NOT possible.

I don't know if they found a way around it yet, or will find a way around it.

If they do, making balanced classes will be a thing of the past!

Simply make it 100% realistic and balance the AMOUNT that can be allowed.
Automatic Rifleman: I'd add a pistol to his class. Some LMGs take a lot of time to reload (SAW) and are sometimes too heavy and cumbersome for close combat (PKM).
As far as I know, Automatic Riflemen don't carry pistols since they have their LMG.

I don't think soldiers carry pistols because their weapon takes a long time to reload ...

The PKM would not be considered a LMG, it would be a GPMG (General Purpose Machine Gun), which is normally fielded by a gunner and a spotter/ammo ***** :mrgreen: .


It's nice to see someone putting weapons for the classes, I just left it general because I don't really know what each faction's Assault Rifle/Carbine/LMG/etc. would be.

As for the portable AA system, a good example is the Stinger or the Javelin ( CF one, NOT the US Army one :roll: ).



In the class limiting area, if it is not possible to directly limit classes (ie: in the spawn screen, there can only be 10 of each or whatever), perhaps indirectly limiting the classes is the way to go.

An idea would be to make the proposed "Armoury" and have only a certain number of kits there, all the players would ONLY be able to spawn as a Rifleman, NOTHING ELSE.

Would be helpful in eliminating the spawning as AT immeadiately after you were killed by a tank, and then shooting it in the back 5 seconds later. Since all the "complex" kits would be from the main base, their would be more travel time, and with this travelling, ambushes could be made.

This is an interesting concept that could be discussed in another thread ...

Posted: 2006-03-20 00:09
by GeZe
Have you looked at

http://realitymod.com/forum/t4649-airdr ... tions.html

?

Ideas that would constrict drivers and pilots to there respectable vechiles not by brute force, but by the fact that it would be extremly stupid and ineffective to be any other class.

Posted: 2006-03-20 01:11
by 00SoldierofFortune00
Then we would have everyone going to one spot possible and everyone on the other side attacking.

And limiting the classes in general would just be pretty stupid since you maybe extremely good with the grenadier kit, but your less skilled partner might get it. And depending on the situation, it doesn't let you get a good diversity. Some main bases on carrers also, or would take away half the team from the battlefield, and since there really aren't that many 64 player servers out there now, that is not something that should be done.

And tanks should be killed immediately if they are alone and not with the infantry by a spawning AT.

Beta- In the class limiting area, if it is not possible to directly limit classes (ie: in the spawn screen, there can only be 10 of each or whatever), perhaps indirectly limiting the classes is the way to go.

This sounds like a somewhat good idea, even though it would hurt if you could not have more riflemen then other classes since they are the most needed class for fighting.

Posted: 2006-03-20 03:13
by beta
And limiting the classes in general would just be pretty stupid since you maybe extremely good with the grenadier kit, but your less skilled partner might get it
Still a FAR better solution than having the WHOLE team composed of Grenadiers, or LMGs, or Snipers, or <insert overpowering kit here>.
even though it would hurt if you could not have more riflemen then other classes since they are the most needed class for fighting
Since the Rifleman would be the ONLY SELECTABLE class, there would be PLENTY of them because people will most likely NOT spawn back at main just to get their M249, they will spawn where the "action" is.


But ANYWAYS, thats a whole new topic ...

Guess I could make a thread about that ...

Posted: 2006-03-20 10:25
by Pence
Marksman: I'd like different weapons for this class, not just scoped variant of the Rifleman ones.
This mod is called Project Reality, not Lara Croft. Marksmen are used to take out enemys at a distance althogh the British have the L85A2 witch is accurate enough even without the x4 sight.

The L86 LSW is takeing over as the DMR in the British army, the Mimmi and GMPG's are becomeing more common. The L86 has an advantage over the L85A2 in the fact of a longer barrel also improves muzzle velocity for longer effective range.
Automatic Rifleman: I'd add a pistol to his class. Some LMGs take a lot of time to reload (SAW) and are sometimes too heavy and cumbersome for close combat (PKM).
In close combat the riflemen are coverd by the LMG, LMG's are used to cover the squad.
LMG spotter: I'd like it, but I still don't know whether would it be used or not.
Who is going to rearm the LMG gunner if he does not exsist. PR is not only for the public but for clans too who want to play tacticly.
Combat medic: No "defibulators", please!
The amount of gameplay that defibulator's hold is a beefy part, being able to revive wounded soldiers is a big thing, takeing it out would kick the dev's in the back because of how much takeing them out would cost PR.
Limiting there useage like Beta said is better.
Combat engineer: Seems way too equipped to me. I'd give him a 4 mines limit and the ability to choose his loadout.
Waste of time, they engineer is only going to be used in the defencive role in PR so i would have prefered to add to his kit but i tryed to lessen it.
AT and AA: Maybe we could reduce their amount of ammo, from 2+1 to 1+1 for the AT and to 1 for the AA.
Mabey we could just give them a mine and see how far they get then :?
Sniper: What's exactly the phosporous nade for?
Snipers are also crawl in-crawl out sabotier's. One thing about snipers is that they hardly ever fire there weapon in agression, they are mainly used for recon.

Posted: 2006-03-26 23:07
by Cerberus
Only problem I saw with the classes was the LMG + LMG spotter. Instead, I think the HMG should have a spotter. Other than that, it looks good

Posted: 2006-04-13 20:46
by LorienvArden
I'ld think AT classes should work the same as LMG - one carrying the gun and one the ammo (cause' thats the way we did it during service). AA as class ? I'm skeptical about that one. A nice stash of AA-kits in some key positions (like DC1942) would be decent enough inmo.

AT loadout could be like that:
AT1 (no armor)
AT-weapon(1round)
Smg 1+4 clips

AT2 (no armor)
AT rounds 2
AI round 1
Smokescreen-round 1
Rifle 1+4
binoculars

Smg...Submachinegun HK PDW or MP5K maybee
AT-round....antivehicular shaped charge round. small blast
AI-round.....anti Infantry fragmention round. Air-bursting shrapnell-death in a 40m killzone. Difficult to implement properly because it needs to be primed properly before firing.

Our regular outfit, however was AT1 carrying the weapon and AT2 carrying the 2 Rifles, 2 nades, 2 AT-rounds and sometimes the squad-radio...

Posted: 2006-04-14 03:50
by Zepheris Casull
hmmm... i wasn't even aware that there was any army using MP5K in their hardware listfor these kind of roles. I guess i should update my info list. And do they not even wear the basic layer of the OTV armour? I was under the impression that without the heavy and cumbersome SAPI plates the OTV should not restrict an AT infantry too much to allow him to function well.

Posted: 2006-04-14 09:16
by LorienvArden
I don't know if they use smg's -we used the STG77 on everyone (including the lmg s !)

I heard some guys from the armored company dream about the PDW's as driver/gunner/comander sidearms though...

Austrians use no kind of armor on recon s... we ar too brave/tough for that sissy **** =)

Posted: 2006-04-14 10:12
by Pence
I would like to know wether the initial idea is being implemented. There was a problem but im sure the devs can work around it or totaly remake it.

Posted: 2006-04-15 11:30
by SufF3R
Beta, I'm in love with the idea. Regular soldiers can't drive tanks and fly. Oh man you sir are a genius.

Posted: 2006-04-16 11:21
by LorienvArden
Could you change a players kit on entering a vehicle as driver/pilot ?

That would allow for players to grab a vehicle as a regular soldier, but exiting it as 'driver/pilot' class...

Posted: 2006-04-16 12:30
by Pence
LorienvArden wrote:Could you change a players kit on entering a vehicle as driver/pilot ?

That would allow for players to grab a vehicle as a regular soldier, but exiting it as 'driver/pilot' class...
I think if you pick up a kit, you will lose the ability to drive/pilot a vehical seing as thogh they are specific to THAT kit.

Posted: 2006-04-21 15:23
by Malik
The idea that's implemented needn't be as complex as it currently is. One simple variation to the primary weapon can change a kit's role completely. Let's go with the current system and the alterations we could use:

Spec Ops:
CQB Carbine with silencer (Higher fire rate for close range?)
Scoped semi automatic sniper rifle (High accuracy and power)

Sniper:
Standard sniper rifle (Very high accuracy, very high power)
Semi-auto marksman rifle (Less accuracy, less power, designed for squad use)

Assault:
Scoped assault rifle with smoke and grenades (Accuracy and power for long range)
Iron sighted assault rifle with GL and flashbang (High power for short to medium range)

Support:
LMG (Unaccurate, overheating and powerful)
LMG (More accurate, less power)

Engineer:
Shotgun with current choice of cartidges (Short range)
SMG/Carbine with some more accuracy (Medium/Short range)

Medic:
Carbine (Medium range support, more ammo)
Rifle (Longer range support, less ammo)

Anti-Tank:
Standard rocket, faster reload (Aim and shoot, fires in straight line)
Guided rocket, slower reload (Aim, shoot and guide)

Already, that adds a lot more variety to the game without going into anything too durastic. There's no need for it to completely overhaul the layout of the classes and it's already almost doubled the class layout. Duel weapon sets for each army would add a lot more variety to the game overall (swapping kits with the enemy anyone?). Of course the unlocks would need to be exclusive to on army so unlike current vanilla the MEC doesn't have access to British weapons and other high tech gear. Of course, as long as the basic principle is there it can be expanded upon with altered secondary gear such as explosives to meet different situation and adding different sidearms to some classes.

That's my $0.02, but whatever goes into the game is sure to be awesome. I'm really looking forward to seeing new content. :D