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Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-29 19:37
by SocketMan
Correction to my post above:the "infinite" part will be fixed (1 per minute ?)
I recall that's been said in one of the discussion threads.
(edit button -I miss you

)
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-29 23:27
by cfschris
Adding input on the medic deal-
Whenever I squad lead (and I do so alot), I always request a rifleman over a second medic. Why? Because now I have more firepower than I would with two medics. This being said, I'll have less casualties, and the medic won't have to do as much healing. And honestly, the so called "mountain of healing" a medic will have to do as an only medic is BS. BS because it's not a horrible amount, and because that's what they're primary job is. Don't go medic if you don't want to do a little healing.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-29 23:56
by Arnoldio
Lt Mic wrote:Great but only 1 med per sq? 2 is better...
rifleman has more ammo...it does better job keeping enemies away...if you cannot handle everything with one medic, call for evac or fall back and get the thing done
I think its a great idea overall.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 00:43
by JKRMAUI
Fantastic!!
I've always felt the AR kit was under used. It's one of the most important kits for an inf squad. Having it available from spawn is an A++++ move. Having an optic on it is icing on the cake!!
Spot on FANF****INGTASTIC.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 00:51
by DesmoLocke
00SoldierofFortune00 wrote:I like the changes so far, but I agree, 1 medic is not enough. If you are only going to have 1 medic, then you might as well make headshots kill because I can see 5 people crowding around the 1 medic right now. Games will also be much shorter since medics won't be able to revive and heal as much, meaning more ticket loss.
I always preferred to have 2 medics per squad so 1 medic could work with half of the squad, and the other medic with the other half. That way, fireteams were semi-possible. Now, it will be even more impossible to split up since you won't have a medic that can be with both fireteams at the sametime.
Also, why not have the medic have the option of ironsights and scopes? On wide open and long range maps like Kashan, the medic can't really fight at all, even when there is no one to medic. I mean, everyone always tells someone in the squad to go medic (except themselves), but not everyone wants to medic at every second of the game, they want to fight too. And without a scope on certain maps, this makes them even more of the squad "b*tch" I guess you could say. Basically, the guy who is always there to provide your the squad, but never for his own needs. Players aren't hardcoded remember? And this game is still about fun remember?
And to the people saying 1 medic is fine, remember that this game is still based on the BF2 engine. No matter what you do to it, this engine was never meant for realistic play, hence why it is still so easy to die in this game, even if you are being "conservative." Just saying "be more careful" or "approach carefully" means nothing because half the time you do, but get killed because of lag, insta-proning, or lucky shots.
GreedoNeverShot wrote:Great...... more limited kits. Eventually there will be some many limits and restrictions the game won't be flexible or playable at all.
Instead of changing the medic, make headshots kill again. Don't limit one medic per squad. How am I supposed to have 2 independent fireteams? More and more and more limits. The maps get better, there is more content, there are more factions, but the gameplay gets more restricted.
I agree wholeheartedly. The days of effective fire teams will pass on by...
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 00:52
by Snazz
00SoldierofFortune00 wrote:You don't understand. No matter how many design decisions you do, this mod is still using an engine that was not made for realistic play, so many things you say are "badluck" happen more often than they should.
I got that, I know the BF2 engine is not a simulator and unrealistic events occur.
But it doesn't really change the point that you're more likely to survive using roughly-realistic tactics (regardless of how many medics you've got), as opposed to going 'rambo' because the engine can be exploited.
00SoldierofFortune00 wrote:Being "insta-proned" is not badluck, it is standard.
I think you're exaggerating a little but naturally our experiences differ.
00SoldierofFortune00 wrote:Point is, you can be as safe and tactical as possible in this game, but there are still too many ways to die as infantry and too many variables to being killed. I mean, you can trip or 2 feet down a staircase and need healing. 2 FEET LOL!!!!!!
The battlefield is generally a dangerous place (RL or PR), you can't guarantee survival but you can certainly improve your chances.
BTW falling could be worse, in Vegas 2 you die instantly from falling off the tiniest ledge (yet can take several bullets and keep fighting).
00SoldierofFortune00 wrote:when no one goes medic, you will know why.
That's yet to be seen but I'm not concerned, As I said I already enjoy performing the medical duties which you suggest are unappealing without multiple medics per squad.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 00:55
by Warpig-
I agree. Especially when insurgents use the PKM properly and you have squads with no SAW to supress them while you flank and look for cover
It's criminally under-used. I really do dislike using it, which is a shame because I love to take the section gunner class in most games. But now they've got the zoom It'll be great not squinting to see targets well within rifle range, especially with no antialiazing on the BF2 engine, the screen tearing is shocking.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 01:31
by JKRMAUI
Criminally under used. I like that, most people have no idea how useful it is until they get some one who knows how to use it. It's night and day. Having your saw gunner cover a street, or watching a building while you move up. It's just...night and day.
As for the medics, from personal experience in playing PR. My PERSONAL suggestion would be two medics per squad. I want to say just have one and be more careful, but that's just not a real option in most situations. Two medics gives the squad a real fighting chance, and keeps down on medic spamming enough to make it balanced. That's just my opinion, and if I was in a position to make the change that's exactly what I'd do. Two medics per squad.
Also I really like the idea of having optics for medics.
Here's a thought, instead of having multiple classes, can we just alternate weapons within the same kit? Last I checked EOD had that. So I'm sure it can be done with PR, and it makes more sense than having every kit doubled up with an Iron version or Optic version. Just have one kit that you can click that little arrow for an optic or Iron load out/Aimpoint or Acog.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 02:05
by 00SoldierofFortune00
Snazz wrote:I got that, I know the BF2 engine is not a simulator and unrealistic events occur.
But it doesn't really change the point that you're more likely to survive using roughly-realistic tactics (regardless of how many medics you've got), as opposed to going 'rambo' because the engine can be exploited.
I know and I never suggested going rambo. My point is, this game is still about fun and having one medic take the burden of the usual two is not going to be a good thing for people wanting to go medic IMO. Since headshots don't kill anymore, that one medic is going to be reviving every other second rather than fighting (when he can) because someone will almost always be wounded or critically injured (due to the massive amount of ways to hurt yourself ingame).
I think you're exaggerating a little but naturally our experiences differ.
How am I exaggerating? It is a well known fact that insta-proning is still possible in this game and widely used. Hell, I even use it sometimes just because I am so used to it happening to me.
The battlefield is generally a dangerous place (RL or PR), you can't guarantee survival but you can certainly improve your chances.
BTW falling could be worse, in Vegas 2 you die instantly from falling off the tiniest ledge (yet can take several bullets and keep fighting).
In real life, you can't be shot in an instant by an insta-proning enemy though. And this isn't Rambo Six. That series went from being semi-realistic to arcadey long time ago IMO.
That's yet to be seen but I'm not concerned, As I said I already enjoy performing the medical duties which you suggest are unappealing without multiple medics per squad.
No, I said it will be unappealing once there is only 1 medic in the squad to pick up the duties of the second medic. I don't see how you could NOT see this as a bad thing. The medic already has a heavy burden and this will make it even worse. I would much rather headshots kill again if we are only going to be limited to 1 medic.
JKRMAUI wrote:Criminally under used. I like that, most people have no idea how useful it is until they get some one who knows how to use it. It's night and day. Having your saw gunner cover a street, or watching a building while you move up. It's just...night and day.
Most people don't know how to use it cus they can't get their hands on it most of the time.
But in real life, an automatic rifleman makes up the core of a fireteam, so this change is a nice and realistic one.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 02:18
by Snazz
Snazz wrote:medical duties which you suggest are unappealing without multiple medics per squad.
00SoldierofFortune00 wrote:No, I said it will be unappealing once there is only 1 medic in the squad to pick up the duties of the second medic.
That's exactly the same thing just worded differently.
00SoldierofFortune00;1008417 wrote:I don't see how you could NOT see this as a bad thing. The medic already has a heavy burden and this will make it even worse.
Because I don't find the medical role a burden, I think it's very beneficial teamwork element.
00SoldierofFortune00 wrote:I would much rather headshots kill again if we are only going to be limited to 1 medic.
TBH I don't personally care about whether head shots kill instantly or critically wound, either way the guys not shooting back anymore. Sure a medic can just revive him as it is, but that's why you try and kill the medic (more viable now that there's only 1 per squad).
I trust the dev's decision and if it turns out to be as detrimental to game play as you imply I expect they'll revise it in the next patch.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 02:25
by JKRMAUI
True, it's not like we are dealing with Dice here. Giving us the AR kit and limited the medic might just bring PR inf tactics to a point of pure win and awesome. We just have to see how things play out. I trust that the change will change up *** at least a bit. I am trying to grasp how INS will play out, and I'm seeing good things. Having support gunners available, and being a more effective kit....fire superiority goes to blufor...which is how it is in RL....now this helps keep the ins at arms reach, which gives the squad a much batter chance to not get over run and have to claw their way through a CQB engagement.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 02:38
by CodeRedFox
Before tempers get to high lets give the idea a chance. Its going through testing so we will see how it turns out. This is only a patch to .85 so if it doesn't work 100% it can be changed.
But I think we can all agree its a step overall (not talking numbers) in the right direction. We have some new ideas coming down the line which will allow quicker turn around for patches instead of a 5+ month wait as well.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 03:51
by DesmoLocke
[R-DEV]CodeRedFox wrote:We have some new ideas coming down the line which will allow quicker turn around for patches instead of a 5+ month wait as well.
Now that is GREAT news! And something everyone can agree on as simply awesome!
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 04:02
by CodeRedFox
Idea is the key word

Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 06:06
by DNAz5646
00SoldierofFortune00 wrote:I know and I never suggested going rambo. My point is, this game is still about fun and having one medic take the burden of the usual two is not going to be a good thing for people wanting to go medic IMO. Since headshots don't kill anymore, that one medic is going to be reviving every other second rather than fighting (when he can) because someone will almost always be wounded or critically injured (due to the massive amount of ways to hurt yourself ingame).
what do you mean for a medic its healing first fighting second if one medic limit will make it that then thats PERFECT!
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 08:29
by Alex6714
About fireteams, why slip up your squad when the second fireteam can be another squad. There is teamwork for you. And if you really want fireteams and 2 medics, you just make 2 squads of 3 and there you go. 2 Rallies aswell.....
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 08:45
by arthuro12
always wanted an Elcan on the SAW..
if i was like.. a whore.. damn.. round would be on me xD
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 10:08
by -=TB=- Sturmjaeger
lets give the idea a chance
Like the 0.8 release?

Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 10:34
by ChiefRyza
Hey, I loved 0.8. At least people stuck together and there was alot more teamwork than there is now. I always think of 0.85 as a step towards vanilla, hopefully that can change with the new patch.
And hey... Anything that means I don't have to look through a microscopic hole to aim the LMG's is fine by me

Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-30 11:06
by AnRK
Alex6714 wrote:About fireteams, why slip up your squad when the second fireteam can be another squad. There is teamwork for you. And if you really want fireteams and 2 medics, you just make 2 squads of 3 and there you go. 2 Rallies aswell.....
No DEV has chimed in about it but I'm sure they're aware of the potential for that kinda abuse. I imagine these limitations will be based on squad/team sizes aswell not just having 1 medic/mg per squad, I doubt you can get 9 MGs a side when you have 22 people in a server for example.