Real Deployable Machine Gun

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X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: Real Deployable Machine Gun

Post by X1 Spriggan »

I remember seeing this back in august and the first thing I was concerned about was people being killed while being in the gun. If that could be solved, I'd love to see this feature added.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Real Deployable Machine Gun

Post by Gore »

Sweetest thing I've seen for months. I think this will get integrated in PR sooner or later, wether you guys like it or not.
Sidewinder Zulu
Posts: 2429
Joined: 2009-07-28 03:30

Re: Real Deployable Machine Gun

Post by Sidewinder Zulu »

Where are the DEVs when you need them? :roll:

This is by far the best suggestion I've seen on here in a long time.
It solves the recent complaint of the LMGs being too powerful, as well.
I would be very suprised if this wasn't put into a patch sometime in the near future.
Nice work! 8-)
503
Posts: 679
Joined: 2008-08-30 02:53

Re: Real Deployable Machine Gun

Post by 503 »

WOW! Now that is impressive!
abbadon101
Posts: 87
Joined: 2008-12-30 13:17

Re: Real Deployable Machine Gun

Post by abbadon101 »

Looks awesome.

I am waiting to see what a DEV will say.
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: Real Deployable Machine Gun

Post by Sgt. Mahi »

Best suggestion for a long time indeed. Would love to see it work in the future. Great job!
Peace is that brief glorious moment in history when everybody stands around reloading
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Real Deployable Machine Gun

Post by Redamare »

Very interesting :P ... yea the only problems are ya.. is it like a ... Deployed asset or somthing? thats very interesting how you got that to work :P lol it seems to be a popular idea lol.. only beingable to deploy laying down :P i like the idea Nice presentation
Hoboknighter
Posts: 149
Joined: 2009-03-08 17:46

Re: Real Deployable Machine Gun

Post by Hoboknighter »

This is the best thing sinced sliced bread.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: Real Deployable Machine Gun

Post by Jaymz »

I know this has everyone excited and rightfully so, Salmonella's work here is top notch. But bare with us, we've been aware of this work for a while now and there are several flaws that need to be overcome for this type of system to be used.

1. As already mentioned, there needs to be ammo linking between the deployed version and the undeployed one. I'm not too sure if that can be done via python like you suggested, Salmonella.

2. There will be issues with reloading the weapon. Going to be hard to get a reloading system that works and is intuitive.

3. As already mentioned, animation issues.

4. What's to stop the player deploying the weapon and switching to the undeployed one while it's deployed?
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Tofurkeymeister
Posts: 647
Joined: 2008-03-22 13:09

Re: Real Deployable Machine Gun

Post by Tofurkeymeister »

[R-DEV]Jaymz wrote:I know this has everyone excited and rightfully so, Salmonella's work here is top notch. But bare with us, we've been aware of this work for a while now and there are several flaws that need to be overcome for this type of system to be used.

1. As already mentioned, there needs to be ammo linking between the deployed version and the undeployed one. I'm not too sure if that can be done via python like you suggested, Salmonella.

2. There will be issues with reloading the weapon. Going to be hard to get a reloading system that works and is intuitive.

3. As already mentioned, animation issues.

4. What's to stop the player deploying the weapon and switching to the undeployed one while it's deployed?
For 4, isn't the ammo linked? Couldn't you just make deployment take up all the ammo boxes or something similar. Sure, there is still the whole visual thing, but its a start.
Hoboknighter
Posts: 149
Joined: 2009-03-08 17:46

Re: Real Deployable Machine Gun

Post by Hoboknighter »

Also, with the time it takes to get the undeployed gun ready to fire, wouldn't just linking the gun to only be used by the AR guy simulate just picking the gun up from undeployed mode? That, and for number 1, just give the new gun however many mags the current gunner has minus one, so that each time its swapped the guy loses a mag to prevent spamminess.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Real Deployable Machine Gun

Post by McBumLuv »

Tofurkeymeister wrote:For 4, isn't the ammo linked? Couldn't you just make deployment take up all the ammo boxes or something similar. Sure, there is still the whole visual thing, but its a start.
I believe that you can only mag link weapons if they have the same mag count? So it'd be possible if you deployed the gun for each mag, as I suggested last page, but I don't know to what extent you could code the rest of the ammo sharing through Python.

Though it's also possible to make the model invisible when deployed and no one is in it.
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samogon100500
Posts: 1134
Joined: 2009-10-22 12:58

Re: Real Deployable Machine Gun

Post by samogon100500 »

Nice idea!!!
Mb take this idea from instaling tow launchers on battlefield!
Take the VERY HEAVY AT kit,limited as 1 on the map,tow has not rearm on supply,only pick up in old position!!!
Take this kit only for big maps(4x4)
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GeneralNorth
Posts: 100
Joined: 2008-10-09 09:27

Re: Real Deployable Machine Gun

Post by GeneralNorth »

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I like the idea, and considering that this guy pulled it off himself decently, what couldn't the devs to improve this idea?
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Real Deployable Machine Gun

Post by rampo »

VERY cool, would be moar wonderous if u could mount it whitout throwing it like that but its still EPIC
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mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Real Deployable Machine Gun

Post by mat552 »

The only glaring flaw I can spot in this otherwise shining example of work is that so long as the deployed mg is treated as a "vehicle" by the engine, that means that if killed on it, you cannot be revived.

Still it is astounding work!
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Real Deployable Machine Gun

Post by Arnoldio »

Thats almost too good to work in game as Jamyz said, there is a lot to overcome.

But its a very good starting point!
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Orgies beat masturbation hands down. - Staker
Tarantula
Posts: 243
Joined: 2008-03-24 00:36

Re: Real Deployable Machine Gun

Post by Tarantula »

i say this should be good reason to bring in the big guns like gpmg's and m60's, with this addon a Heavy Machine gun class would be great, i know its a ressugesstion but this idea seems perfect for it.
Ingame name: OfficerJamesPrice

"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it"
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Real Deployable Machine Gun

Post by akatabrask »

Uhm, if this has the same "stick-physics" as a c4, doesn't that mean that it could be exploited as in sticking it to a vehicle?

Other than that: Great concept, looks like it could have a lot of potential.
Liam[EEF]
Posts: 82
Joined: 2009-02-12 23:19

Re: Real Deployable Machine Gun

Post by Liam[EEF] »

Looks good, the only thing I would see my self do is accidentaly throw it off the roof when trying to deploy.
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