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Posted: 2005-11-21 17:16
by {GD}geogob
No, as far as I noticed, AAS brings no limitation at all regarding snipers. Last night it was proven quite a few times :P

Posted: 2005-11-21 17:17
by Wolfmaster
:p ok, i'm probably wrong then. i do recall seeing it in some of the testing sessions a while back... but it might have been removed since then.

Posted: 2005-11-21 20:34
by SiN|ScarFace
Yea there needs to be a sharp shooter class. Like swap the G36c unlockable from the spec ops and put in an M14 with a red dot like on the m4, and swap the C4 for like binocs or something.

In Bf42 I was an engy sharpshooter. Bf2 needs a powerful medium range semi auto weapon.

The socom 16 in poe.4 was sweet.

Posted: 2005-11-23 04:27
by Viper3369
{GD}geogob wrote:No, as far as I noticed, AAS brings no limitation at all regarding snipers. Last night it was proven quite a few times :P
Man you mean the CSM Seattle server - I joined at about 8PST on Karkand. The first squad I joined (four man) was *all* snipers. The other squad had two. Out of twenty players, I think there was about 10 snipers.

Solution: Get in a tank and snipe them back. :-) Oh how they died and quickly respawned as AT. :-x Darn it. I hate that. :? ??:

Solution: Disallow any changing of class once you select one (you could of course pick up different weapons if you find any). That would make the initial selection of kit *VERY* important. :grin:

Posted: 2005-11-23 04:58
by {GD}geogob
Having a limited numbers of times you can change loadouts, euhh class i mean (old reflex ^_^), would make you think twice about what you do and how you contribute to the team's effort. Not a bad idea, the team should give it some thought.

Posted: 2005-11-23 05:58
by TweedleDee
Viper3369 wrote:Man you mean the CSM Seattle server - I joined at about 8PST on Karkand. The first squad I joined (four man) was *all* snipers. The other squad had two. Out of twenty players, I think there was about 10 snipers.

Solution: Get in a tank and snipe them back. :-) Oh how they died and quickly respawned as AT. :-x Darn it. I hate that. :? ??:

Solution: Disallow any changing of class once you select one (you could of course pick up different weapons if you find any). That would make the initial selection of kit *VERY* important. :grin:
naa, i think the best solution would be to follow in forgottenhopes footsteps to fix the rediculous sniper war mod problem. get rid of the choice completly to be a sniper...... and have a couple sniper kits spawn in game at choice locations.

i cant wait till this sniper problem is fixed, i havent felt like playing prmm at all lately cause of this. i cant go back to vanilla either, so i guess ill just wait.

Posted: 2005-11-23 06:26
by Rg
solodude23 wrote:Yeah, killing enemy is practically suicide at times, because 2/3 of everyone you kill switches to AT. ********. The Seattle servers my fav though, cause I live near seattle and get 20-40 ping :D
Is there a way to check ping in game?

Posted: 2005-11-23 10:56
by Doedel
Please!

Posted: 2005-11-23 15:32
by BLind
since i play alot of sniper myself i realy dont like the idea of limited kits, i can imagine being in a race to a kit with some beginner and them seeing him waste it.

i think it should be a harder weapon to use. possibly do the folowing

- increase the deviation when standing, bipod for perfect almost accuracy would be good.
- increase the bolting time, if u can change the animation timing in would b great but just having more of a tme lapse between cycling the bolt and going back to the scope. (maybe force the option where u keep zoomed in to stay on for a second or 2 after every shot) (for semi's make the screen jump alot more so they cant rapid fire so easily)
-maybe less ammo aswell so u have to pick ur shots more carefully.

just make the dam thing harder to use so that wen some beginner picks it up he gets taken to town rather than forcing people who love sniping for just the experience of sniping (might not appeal to some) to play some class they get no enjoyment out of.

A possible solution

Posted: 2005-11-26 00:18
by Flash25
If I may suggest a solution, make the sight wobble. Add some sort of heartbeat, or wobble from movement to the sight, so that the player has to settle down and aim before he takes a shot. This would nix the dive and snipe technique, as well as incease the time in between shots. The lower the position, the less it wobbles.

Posted: 2005-11-28 18:44
by Vlasterx
I like the idea of spawnable kits. Sniper, DAO12, and all other extra weapons weapons should be spawnable kits. That would improve game alot ;)

Posted: 2005-11-28 19:04
by Gunfighter34ID
If you're going to sell yourself as a realism mod you're going to have to put in some kind of class limit system in my opinion. I was in a separate infantry battalion of 600+ personnel and we had one sniper platoon with a strength of about 30, and maybe half of them are snipers. That should give you an idea of the proportion of snipers to grunts in a line unit. In other words, in a BF2 sense you'd be looking at one, maybe two snipers per team.

There are few ways you can implement sniping into a game that don't make it an unbalancing class vs. any other infantry classes you create. I'd personally just as soon see them done away with altogether, but if they're a component of a team and don't make up more than, say, 1/16th of the playing population the potential for their abuse disappears. And as many have noted, the sniper class is abused and exploited simply because it can be. The increased lethality in PRMM should tone that down some, but it won't eliminate it.

If you're going for realism and balance you can force some of it onto players. As one of the PR guys said, he'll play any class and enjoy it, and I think most players will. Some won't. On a 16-man team you should have maybe one sniper, two medics, two engineers, one AT and the rest assault. Make a new grenadier class for the M203/GP-30 and make that two per team as well and give the assault guys M4s or M16s. Also give the assault guys a couple of blocks of C-4 and you can get rid of the SF class altogether (maybe replace it with the grenadier).

Anyway, just freeform idea generation, but I seriously think the whole sniper thing will be a major problem that needs to be addressed, and it can and will kill your mod if you don't fix it. I downloaded this mod because I wanted the weapons to have more lethality than pellet rifles, not because I wanted to engage in a battle of wannabe snipers.

Posted: 2005-11-28 19:11
by GABBA
The only reason i dont like "class limits" is........


I would hate if a great class like sniper would be given to a sucker who just does'nt have the skill OR is unable to do what the class is meant to do. It should go something like commander. The highest rank get's a chance to pick first......or some similar like that.

Infact there should be another "special" class that the person with the highest rank gets a chance to play.....I dont a class that is really kickass......
This way even people with a lower rank will still have a chance to play on all the other class's......just not in my special class 8-) .

Posted: 2005-11-29 08:06
by Figisaacnewton
First of all, all classes need to be redone, but that is for PR.

Seconldy, the main unit of the game should not be the soldier, but the squad.
Do what FH is doing, and bind the ability for specialized kits to being in a squad, with a class limit per squad and per team. Say, you can only be a rifleman and auto rifleman w/o being in a squad, but you can be a sniper or combat engy while in a squad, if those spots arn't taken up already.

seriously ,FH has an awesome system in the works, ask them about it.

Posted: 2005-11-29 13:43
by wykinger
GABBA wrote: The highest rank get's a chance to pick first......or some similar like that.

Infact there should be another "special" class that the person with the highest rank gets a chance to play.....I dont a class that is really kickass......
This way even people with a lower rank will still have a chance to play on all the other class's......just not in my special class 8-) .
Sounds like a mod of the pickup system from AmericasArmy to me ;-)

Posted: 2005-11-29 20:55
by Cerberus
GUNFIGHTER34ID!!! What's goin' on? (I see you on the Insurgency forums all the time)

Posted: 2005-11-30 18:44
by Gunfighter34ID
Hey mate, what's your INS forum name?

Posted: 2005-12-03 04:54
by GodsHolyMember
Reply to #1

Simple way to fix the sniper wars problem is simply to tweak maps to make sniping a little more difficult by making popular/effective roosts more exposed, have more routs of access rather than a single ladder/stairway, and or make it more difficult to reach and harder to defend without a person covering you...all whilst giving infantry a little more cover run between and hide behind or add more transport vehicles to rear spawns.

If you notice with vanilla BF2, you actually get hit by the same number of sniper rounds in a game as you would in PRMM. Its just that PRMM has made the rifles more realistically powerful so you are probably 2x more likely to die from the first hit rather than the second. The major issue is that the vanilla BF2 maps were never adjusted for the change.

-Sniper rifles should not be limited by player skill level because then only the sniper whores with the fastest computers will have built up the score for the favoritism. It would be like limiting the blackhawk to only pilots with the highest helicopter skills. It would only make the problem worse because then the best players will ALWAYS have access to being able to dominate the enemy with an "end-all-be-all" weapon/vehicle

-Sniper rifles should not be limited by quantity because a first come first serve basis dosn't mean that there are going to be an adequate number of snipers dispersed properly around the map, the buildups of snipers in a region will only be far more polarized as people find it impossible to counter a massive sniper nest because the bulk of their snipers are busy score whoring by roosting in another part of the map where the enemy volume is higher but the tactical advantage toward victory is nill.

-Sniper rifles should not be gimped. Because the standard BF2 gives the player the freedom of surviving the first shot, it has built the attitude that allows people to run across open firefights or through massive open plains without so much as a worry (especially if you're a medic). A more deadly sniper rifle will make going into the open a lot more risky, be it to cross a road or to heal a person already felled by such a sniper.

All in all...Change your strategy, PRMM is not BF2 arcadiness, its a lot more difficult to pop your head out. Keep in mind you're only going to have a split second to look around a corner before a bullet might catch up with you. You can no longer assume that you will survive the first shot, or that the sniper will miss due to bullet drop. PRMM = Close to Real