Random (small) suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Post by Eddie Baker »

-=TB=-ante9383 wrote:I have read in many different places that the Mk. 23 indeed is very unpopular in the USSOCOM community, but I seem to remember that in addition to the modernised 1911s (like Kimber/Springfield Arms/Wilson "Combat" mods etc.) special operators like the Heckler & Koch USP .45 (possibly the "Tactical" model), which is very accurate and powerful, while maintaining low weight, a large enough magazine capacity, an attachment rail (although sadly a custom one) and a threaded barrel for suppressor attachment. Do you know if this is true, Eddie?
A version of the USP .45 Tactical has been adopted by the Bundeswehr for the KSK as the P12. H&K's Joint Combat Pistol contender, the HK45, is a variant of the USP .45 with an integral Picatinny rail in front of the trigger-guard, so I think they are starting to get in line with other manufacturers in that regard.

As for US forces, I have heard of no official adoption or mass purchase for field testing of the USP .45 Tactical. I know of a few special ops types who privately own them, but privately owned weapons cannot be taken on deployment. And most are rightfully tight lipped about what unusual items they carried while on a deployment.
robbo
Posts: 1159
Joined: 2006-10-25 15:14

Post by robbo »

We should all be armed with Lee Enfields with L17A1, Thermal scope and Webley revolvers with a LAM unit and a red dot sight.
ExOps_Mercenary
Posts: 126
Joined: 2007-07-09 18:40

Post by ExOps_Mercenary »

they need the poe2 t.v. guided bombs
Give me a rule or something and I'll find a way around it or tell you how to make it work
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

? Im lost on my own thread here but we have tv guided missiles and people struggle to use them properly and half as much as they could be.
Nothing more of that type is needed imo
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Someone just reminded me of something that I meant to bring up ages ago. Why the hell are sniper kits requestable at RPs?! It makes knowing who to kick from your squad so much more difficult, because squaddies can easily infer that they are somehow interested in working as a team, but then 2 minutes later are requesting a sniper kit or whatever from your rally point meaning you have kick them and be a 1 or more people down in squad. Seems reasonable if you can't request a H-AT up front, although I could of sworn I've been seeing it done since 0.6 came out.
Mouse
Posts: 308
Joined: 2006-08-17 15:45

Post by Mouse »

'[R-DEV wrote:Jaymz;482366']+



=

http://www.youtube.com/watch?v=WrjwaqZfjIY[/youtube]
That absolutley made my day

thank you!
Image
-=TB=-ante9383
Posts: 243
Joined: 2007-05-06 22:13

Post by -=TB=-ante9383 »

'[R-DEV wrote:Eddie Baker;484097']A version of the USP .45 Tactical has been adopted by the Bundeswehr for the KSK as the P12. H&K's Joint Combat Pistol contender, the HK45, is a variant of the USP .45 with an integral Picatinny rail in front of the trigger-guard, so I think they are starting to get in line with other manufacturers in that regard.

As for US forces, I have heard of no official adoption or mass purchase for field testing of the USP .45 Tactical. I know of a few special ops types who privately own them, but privately owned weapons cannot be taken on deployment. And most are rightfully tight lipped about what unusual items they carried while on a deployment.
Thank you for the answer! Oooh the HK45 looks sweet (I read HKPro.com)!
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Suggestion: To be able to request spawn kits from a rp at least once every spawn
Severloh
Posts: 26
Joined: 2007-01-21 23:20

Post by Severloh »

Small suggestion: Warn on the player screen when the next vehicle wave shows up :)

SA fire would be much more useful if the LSD effect was applied when someone is hit, as it would be much harder to shoot back and you could keep firing on auto until the guy is down
Kaijleor
Retired PR Developer
Posts: 380
Joined: 2007-07-04 10:26

Post by Kaijleor »

Hey, I have another (small) suggestion :idea: . How about the possibility to bury mines in soft ground (1. throw the mine 2. use the showel to bury it or using RMB with the mine selected).
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

https://www.realitymod.com/forum/alread ... 18434.html

I thinks its allready covered by the transparent idea
Kaijleor
Retired PR Developer
Posts: 380
Joined: 2007-07-04 10:26

Post by Kaijleor »

Ah, yes, sorry I have noticed only the "Mine/C4/SLAM Warnings".
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Just thought of this, often a map will be half empty or with even less players (most servers use 64p size regardless) and presently most requested kits will scale with numbers.

ie. No HAT when theres only 8 people on or a reduced number of grenadier kits, etc

The vehicles dont scale with numbers but I presume thats not a possibility. Just wondering if we could restrict crewman kits in the same way as the other kits.

An example would be Mestia where the UK advantage is via their superior APC.
If they only had 1 APC or crewman kit when theres 16people on then the map would scale better and be less biased to one side.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Post by arjan »

small suggestion:
implete save mode on guns.(like engineer said)
if someone dies and it stands on save, enemie can pick the kit up, but shouldnt be able to fire it
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Safety on weapons, argh. Still I like the idea of disabling a kit or complicating acquisition of it.
HAT gunners often say they dont want the kit to fall into enemy hands, a way to disable it permanently making the kit useless would be something new.


Anyway I had an idea and just wanted to write it down, boat drops. Simple but could be good. Mainly this is because I noticed Pheonix now has a large water element to it but MEC dont have any boats. They could more easily flank if a boat were available. A boat drop would stop it being an immediate option at round starts.

It'd be usefull on Jabal as well for getting from dam back to defend the beach flags. Its maybe not something thats wanted but I presume it could be enabled or disabled like vehicle drops, if it were at all possible in the first place
Raniak
Posts: 968
Joined: 2007-01-25 01:31

Post by Raniak »

Sabre_tooth_tigger wrote:Safety on weapons, argh. Still I like the idea of disabling a kit or complicating acquisition of it.
HAT gunners often say they dont want the kit to fall into enemy hands, a way to disable it permanently making the kit useless would be something new.


Anyway I had an idea and just wanted to write it down, boat drops. Simple but could be good. Mainly this is because I noticed Pheonix now has a large water element to it but MEC dont have any boats. They could more easily flank if a boat were available. A boat drop would stop it being an immediate option at round starts.

It'd be usefull on Jabal as well for getting from dam back to defend the beach flags. Its maybe not something thats wanted but I presume it could be enabled or disabled like vehicle drops, if it were at all possible in the first place
Yes, small deployable boats would be cool ! Or even airdrops... but air dropping a boat sound funny...
ImageImage
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

I couldnt find a clip but but did they did it in Apocolypse Now so it must be cocha
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Post by Ninja2dan »

Morfeas333 wrote:In the AK first you choose the full auto and then the semi-auto.
Actually that is incorrect. The fire selector on all AK variants has 3 positions. The up position places the weapon in SAFE, and prevents the bolt from being drawn back as well as blocks the trigger from being pulled. In the middle position, one notch down, it is on semi-automatic. This also allows the bolt to be drawn back. On most models, while the bolt is drawn back, you can also move the selector lever back up to hold the bolt to the rear. The third and lowest setting is the automatic mode.

Any of the 7.62x39mm AK variants have a larger amount of recoil than their 5.45 counterparts, largely due to their lack of a real recoil reduction system. The only real recoil reducer on most is the front muzzle attachment that in my opinion works like ****. I can hit a target at 200m with a burst from an M60 pretty well, but still have a hard time hitting a target at 100m with an AK on auto.

As was mentioned by others, most military units frown on the use of a burst or auto mode during combat except for the purpose of laying down supressive or covering fire. Auto and burst mode is used in MOUT warfare though, if trained to use it correctly. The reason for using aimed single shots is to improve accuracy as well as reduce ammo consumption. This is from lessons learned during the Vietnam conflict, where many GI's burned out their barrels as well as consumed way too many rounds per kills.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

It'd be good to hear the warning siren sound as the last flag comes into play via AAS.

This would serve more purpose then the present trigger of 10 tickets remaining, nothing can be done at that point anyway but many dont realise the UCB can be captured before it allready is
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