[Concept] More Technicals

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KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: [Concept] More Technicals

Post by KiloJules »

I have to ask? Do you want to have more techies available at once to the ins team or just have a bigger diversity from which a mapper can choose from?

For the diversity part: Agreed! Today it almost looks like if the INS all over the world have a contract with the same chop shop that only builds this one (okay there are two) techies. Sure wouldn't hurt to have a wide variety of technicals so that Blufor had to identify the weaponry before taking the necessary steps.

For a bigger amount: Disagreed!
Rhino
Retired PR Developer
Posts: 47909
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Re: [Concept] More Technicals

Post by Rhino »

btw for anyone thinking of making a ZU-23-2 for this, it seems that its really not going to be any better than the ZPU-4 as while yes it has 1/2 the barrels, it has double the shell size :p
KiloJules wrote:I have to ask? Do you want to have more techies available at once to the ins team or just have a bigger diversity from which a mapper can choose from?

For the diversity part: Agreed! Today it almost looks like if the INS all over the world have a contract with the same chop shop that only builds this one (okay there are two) techies. Sure wouldn't hurt to have a wide variety of technicals so that Blufor had to identify the weaponry before taking the necessary steps.

For a bigger amount: Disagreed!
Well naturally its for diversity more than anything else. Of course we are not going to oversaturate a map with assets otherwise we would have done so with conventional forces getting so many assets :p
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: [Concept] More Technicals

Post by SGT.Ice »

'[R-DEV wrote:Eddie Baker;1735303']

No, but pretty close.

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I like it.

As far as the ZSU I was referring to a technical sized truck/build.

Though the number of technicals for 32 guys seems appropriate to me right now, since without a set up SAW/HMG/AT it can be a pain to kill technicals which tend to dominate whole squads when in the right hands.

Speaking of BLUFOR assets... on basrah the amount of armor greatly out numbers the RPG/Techies the insurgents have. So on a map like that a couple more techs would make sense.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: [Concept] More Technicals

Post by rushn »

you might have to make some more techies and trucks

I do like the concealed dump truck/rocket arty
FLAP_BRBGOING2MOON
Posts: 166
Joined: 2011-02-20 20:56

Re: [Concept] More Technicals

Post by FLAP_BRBGOING2MOON »

i could see this working if the materials were done so it was terrible against armor and hummers, don't nerf the traverse (how frustrating would low flying be). just make it so the zpu wont shred anything it sees. also take away the splash on the rounds. you could use the in game zpu 4 model if the damages were slightly tweaked.

edit: the rocket tech would completely destroy any advantage offered by building emplacements, and would have to have something limiting the amount of shells it could put out (long reload time..etc..).
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Concept] More Technicals

Post by Pvt.LHeureux »

Guys imagine how the movable arty with the rocket pod would fit well in 4km insurgency maps? Or other kind of arty made on trucks, etc.

That would be another step to 4km insurgency maps.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
=HCM= Shwedor
Posts: 432
Joined: 2009-09-04 22:17

Re: [Concept] More Technicals

Post by =HCM= Shwedor »

What type of sighting system would this "rocket technical" utilize? Would it be direct fire, adjust based on first hit (SPG-style)? Or use a mortar-type system? Will its rockets be as powerful against armor as the current Hydra-type aerial rockets? If so, it will be like an automatic SPG launcher against BLUFOR light armor, completely OP. It would need a crazy deviation system to be fair. Would it be given reloads, or will it have to RTB each time it is finished firing?
shwedor
rushn
Posts: 2420
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Re: [Concept] More Technicals

Post by rushn »

it can have something similar to the forgotten hope 2 sighting system
LITOralis.nMd
Retired PR Developer
Posts: 5658
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Re: [Concept] More Technicals

Post by LITOralis.nMd »

I read the Libyan rebels had really high misfire rates off their ZPUs, some of the quad guns were down to one functioning barrel, etc.

Could use the current model but only simulate the use of one barrel, 1/4th speed of fire, and 1/4 of the ammo to simulate. Or 1/2, depending on gameplay considerations.

I'd like to see a RANDOM function also, like a 1% chance that left clicking the weapon blows up the entire vehicle. :P Set the Random function inside the spawning function, so it spawns with a certain round that will blow up in chamber. :P
Kevokpo
Posts: 286
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Re: [Concept] More Technicals

Post by Kevokpo »

[R-COM]LITOralis.nMd wrote:I'd like to see a RANDOM function also, like a 1% chance that left clicking the weapon blows up the entire vehicle. :P Set the Random function inside the spawning function, so it spawns with a certain round that will blow up in chamber. :P
maybe, not blowing up the vehicle, but if the gun starts overheating, the vehicle gets some damage until it explodes, so they have to fire in bursts of 1-3 seconds
rushn
Posts: 2420
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Re: [Concept] More Technicals

Post by rushn »

or you can just make it so it faces the back of the truck that way you will have to maneuver the car first before firing
Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: [Concept] More Technicals

Post by Sgt.Desert Tiger[TR] »

I was suggested the ZPU techy in another thread and one of the modders said that it will be in game in future.
'Sgt.Desert Tiger[TR wrote:;1670206']You are talking about using AA against ground targets but answer simple:

You will use everything when its needed and its not important gun desing for what engage.

From ww2(2 cm Flakvierling 38 ) AA cannons used against inf and light armored vehicles too.

I saw ZPU(mostly ZPU-1 and ZPU-2 but rare ZPU-4) mounted technicals.We saw it Libyan pll using it in war too(so you can find more about it when you look at Libya war).Best solution for AA is this I think.

Image Libyan AA techy(ZPU-1)

Image Hezbollah AA techy(ZPU-2)

Image PLO AA techy during Lebonese Civil War(ZPU-4)

Image Tons of AA techy(every kind of ZPU techy :mrgreen :)
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Kevokpo
Posts: 286
Joined: 2011-09-25 14:40

Re: [Concept] More Technicals

Post by Kevokpo »

you can also make it so it can fire in a minimal angle of 20 or 30 degrees so they can not aim that low to use it against infantry. I know that IRL they use it against infantry but, in PR they will use it like technicals, going everywhere with it to camp. also making it, as rushn said, facing it the back of the vehicle, with a little of movement.
Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: [Concept] More Technicals

Post by Sgt.Desert Tiger[TR] »

Kevokpo wrote:you can also make it so it can fire in a minimal angle of 20 or 30 degrees so they can not aim that low to use it against infantry. I know that IRL they use it against infantry but, in PR they will use it like technicals, going everywhere with it to camp. also making it, as rushn said, facing it the back of the vehicle, with a little of movement.
If its not gonna attack inf like in RL so why we talk about reality??? I dont want to see reality only on bluefor side.
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PoisonBill
Posts: 682
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Re: [Concept] More Technicals

Post by PoisonBill »

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:D
Shovel
Posts: 860
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Re: [Concept] More Technicals

Post by Shovel »

'Sgt.Desert Tiger[TR wrote:;1739471']If its not gonna attack inf like in RL so why we talk about reality??? I dont want to see reality only on bluefor side.
Because the quad gun litterally shreds everything it shoots at in this game, and it is not realistic for it to be able to take out a tank. It needs to be powerful against helicopters, but not powerful against tanks, etc. The only logical way of doing that that comes to mind would be limiting the vertical range.

If people truly want to shoot at inf, they can drive it up a hill or something, and then aim at the inf.
Shovel009
Stealthgato
Posts: 2676
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Re: [Concept] More Technicals

Post by Stealthgato »

Shovel wrote:Because the quad gun litterally shreds everything it shoots at in this game, and it is not realistic for it to be able to take out a tank. It needs to be powerful against helicopters, but not powerful against tanks, etc. The only logical way of doing that that comes to mind would be limiting the vertical range.

If people truly want to shoot at inf, they can drive it up a hill or something, and then aim at the inf.
No. It can't damage tanks at all and I tried it just now and it took literally 2 minutes of continuous fire to kill a Warrior. Your point is invalid. What's with everyone whining about the ZPU being overpowered if being able to fire at ground targets? Jesus Christ, it's not like BLUFOR doesn't have anything to counter it between snipers, marksmen, HATs, LATs, Grenadiers, ARs, CAS, APCs and tanks...
samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: [Concept] More Technicals

Post by samogon100500 »

SGT.Ice wrote:How? We haven't given them Tanks, APCs, IFVs, Choppers, Airplanes, Drones or updated weaponry yet.

I have never personally seen any conventional army issue some beer guzzling trigger happy rednecks truck with a gun slapped on the back to any unit. Have YOU?
You scared?Never play for insurgents,or if play never try to win?

Actually you can make BTR from 2 truck,BTR chassis and weapon).Or if you have good hands - you can make almost everything.
Gun-trucks with ZU-23 still used in Russian army for example.
Last edited by samogon100500 on 2012-02-29 18:11, edited 1 time in total.
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Sgt.Desert Tiger[TR]
Posts: 195
Joined: 2009-06-19 13:13

Re: [Concept] More Technicals

Post by Sgt.Desert Tiger[TR] »

samogon100500 wrote:You scared?Never play for insurgents,or if play never try to win?

Actually you can make BTR from 2 truck,BTR chassis and weapon).Or if you have good hands - you can make almost everything.
Gun-trucks with ZU-23 still used in Russian army for example.
Forget it man. They will never understand how this people think.

They think their jobs are stupid and I am just wonder did they win against those men ???

Also everytime when opfor players comes with good idea or just talk about how their guns overpowered in game they start cry. They must look at their minigun on blackhawk, because its have exploding effect now(7.62mm bullets ???).
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Concept] More Technicals

Post by Bringerof_D »

i would suggest that the ZPU be mounted on something a little larger than a techie, something like a small flatbed truck. kinda like the one you see in SAMEE's post with the chinese lettering on the side.

about the rocket techie, i don't thing a rocket pod would be very good, it'd look ridiculous and probably would not be mounted often like that irl, honestly libya's the only place i've seen this done so far. that said we can always go with the more conventional rocket tubes. such as:
Image
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that said these rockets too should be mounted on a larger platform than just a pickup, though it can be done that way and sometimes is. A balancing factor and a realistic one should be to not allow this to fire while moving, the truck's driver must dismount or the traverse and firing remains locked. this is a requirement IRL due to thes mounts not being strong enough to handle both bumpy rides and the damn thing swinging around. number 2 we can make it turn very slowly, like mortars. these should really be used from a set up position for ambush and long range support only. give it a range selection similar to the UGLs so it can act as mortars without the same accuracy.

small trucks like this:
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They are commonly available in places like afghanistan due to the large amounts imported into china and other surrounding asian countries then sold elsewhere. the slightly larger size would make them easier targets for LAT and make it harder to hide these things.
Last edited by Bringerof_D on 2012-03-02 20:07, edited 3 times in total.
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