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Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 06:41
by DNAz5646
this is a mini suggestion but what if we make it like a real squad. 1 per squad limit on everything but norm rifleman/point man/rifle spec and the others are limited IE:
SL/officer
MEDIC
GRENADIER
LAT
LMG
LIGHT MARKSMAN IE AR with improved scope ect
so GRENADIER LAT and LMG replaced by
DEMO a combat engie can repair with wrench ect but no explosives. demo gets 3 c4 more explosives than combat engie as it is now but can repair again with wrench.
MARKSMAN but not a weak one but a light sniper rifle probably still normal marksman but give more real/better damage range.
MMG (medium) MG ie FN mag for brits and US QJY-88 or Type 67 MMG for china not sure bout mec
any thoughts?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 07:43
by Raic
DNAz5646 wrote:
any thoughts?
Yes, no.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 08:36
by Ecko
This is a great idea, particularly the LMG on the spawn menu, it will further encourage squads to use cover fire techniques. However, I believe the UGL should be limited in the same way as the LMG. Lets face it, realistically every deployed squad has at least one UGL in real life. This will one again encourage people to use it and push out new tactics. Further more its a good replacement for the fact no real progress has been made on the mortar situation (Unless its being kept hushed up).
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 09:37
by sakils2
IIRC someone said that in US Army and/or USMC theres a AR and Grenadier on every 4 people. I may be wrong.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 11:39
by Warpig-
And in a perfect game that'd be accurately reflected. But BF2, the way it is. That's not going to be possible. The devs have to ballance what's realistic, with what's not going to be exploited to obvilion. I think having the AR in the spawn menu is a perfect compromise
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 12:28
by sakils2
The devs have to ballance what's realistic, with what's not going to be exploited to obvilion.
How so? LMG
can be exploited like the Grenadiers! I'm sure DEV's will limit the AR kit, so it wouldn't be exploited. They could achieve the same thing with Grenadier- limit, relocation time etc.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 12:32
by Warpig-
The grenadier kit is more of a tard magnet than the AR.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 13:26
by McBumLuv
Warpig- wrote:The grenadier kit is more of a tard magnet than the AR.
That's one of the least backed up statements I've ever seen, and I don't see any evidence at all to prove it. It's just a worthless statement with no value.
Ontopic - I'm looking forward to these changes. While there might be a few more changes I'd like to see, no one's to say they aren't going to happen, and spawn limiting is a much better step towards "realism" from not having an AR in every squad practically because they died and you can't request it or w/e.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 15:17
by Ecko
Warpig- wrote:The grenadier kit is more of a tard magnet than the AR.
Firstly how often do you actually see the grenadier kit in play? I see one per a server at most. This kit is fantastic but it always takes the side lines because its just not good enough too warrant heading to a supply crate for if you're spawning at a RP. Its excellent for room clearance and fire support.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 15:28
by SgtFailure
Limiting the kits like AR, Grenadier and LAT will be good, i'm too used to seeing a whole bunch hybrid taliban fighters carrying US special kits in Archer. People will just grab the kits and charge into the cache area, they will only end up giving the insurgents more scoped weapons. Now whoever complaints insurgents does not get scoped weapons, they literally fall out of the sky! Back to topic, maybe the squad leader can assign kits to specific members of the squad instead of the squad member getting their own special kits and go rambo, but i guess these kind of features will probably be hardcoded or having too much people complaining about the squad leader not giving them the kits they want.
SgtFailure
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 16:52
by Demonic
That is a great idea (regarding the image provided). Having a limitation of one medic is both realistic and will make the medic have to play better and make him a better asset. Can't tell you how much I see medics just rush into places without his or her squad or goes first and gets killed and leaves others unrevived or unhealed. Pisses me off.
Also having the option of a AR per squad will be very popular. This going to be added in 9.0?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 17:00
by DesmoLocke
Demonic wrote:This going to be added in 9.0?
Reading is a gift you know... First sentence of the first post!
'[R-DEV wrote:dbzao;1006390']A little update from the upcoming 0.86 patch.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 18:55
by TonkaTruck
I disagree with the 1 medic kit per squad. I'd much rather see two. I know from personal experience that two medics cannot take care of 12 people when in a serious firefight. You guys keep saying things about the medic spam and how 3 medics+ was a problem. It won't obviously be a problem if their is a limit of TWO medics per squad. Not to mention having two will be nice as one of your medics can really suck and you don't want to have to kick him and have someone suicide because you don't have a medic then.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 18:58
by TonkaTruck
I also saw plenty of posts about how medics need to stay back and hide behind cover during a firefight. That is not the case. A good medic knows when to shoot and when not to. If I'm a squad leader and I'm engaging an enemy, even more so when it's suppressive fire for a squad, I want EVERY gun in my squad firing. I don't want one of my members hiding because a stray bullet might hit him.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 20:22
by Human_001
TonkaTruck wrote:I know from personal experience that two medics cannot take care of 12 people when in a serious firefight.
1 soldier, 1 soldier, 1 redcross... 1 soldier, 1 soldier, another redcross...
That many medic is no where near reality of battlefield.
That means on frontline in modern army, 1/3 of army is Medic.
Ofcourse you can't take care of 12 peoples with 2 medics. You are suggesting make it medic take care of 12 peoples with 4 medics. (2 medics in 6 men squad)
If ALL of your squad mate needs medic attention at same time that means your squad is under machine gun fire or Sniper fire. NO medic will save squad in this situation in real life and this... is Project Reality.
I personally would like medic kit to disappear immediately after medic player is dropped just like civilian kit once was. So if you kill a medic, there is no more medic. If this doesn't happen, there will be medic spam again. Believe me. I never can take out 1 soldier+1 medic team because they just switch kit and revive each other.
If soldier is shot, medic can revive him, and if medic is shot, soldier can pick up medic kit and revive him to become rifleman.
But this will be disadvantage for Insurgents and be advantage of BLUFOR because Insurgent that picks up medic is not instantly a BLUFOR medic.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 21:50
by Rudd
That means on frontline in modern army, 1/3 of army is Medic.
but you forget that there is no law against only medic's providing live saving first aid.
The medic isn't some dude who dropped out of medical school to serve his country, she/he's a soldier who has done extra training in caring for wounded in battle and is carrying the medkit with all the tools to do it. If you gave that same medkit to another soldier, sure there are a few things in there he won't know to use properly, but its not like he'll just go "I'm not a medic", he'll get on his hands and knees and help his buddy to the best of his ability. So let the medic kit drop and let another dude pick it up.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-04 21:57
by Rollonio
I like these changes alot. I've played a dedicated medic in the FFTF tournament in the primary assault squad, and one medic was definitely enough 90% of the time. But for this to work, i had to change my approach from trying to kill the enemy to only thinking of myself as support for the squad, often sitting back, covering the flanks and observing with binocs during long distance engagements. Virtually every round i was in the top 5 scorers that way, so you don't have to give up points by playing a dedicated medic.
Obviously like the iron sights option for the SL and the greater availability of AR will improve squad tactics considerably by better using suppression and cover.
Nice work DEVs
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-05 01:13
by Warpig-
McLuv wrote:That's one of the least backed up statements I've ever seen, and I don't see any evidence at all to prove it. It's just a worthless statement with no value.
Yes because actually I should have submitted it in essay form, sorry. I forgot this wasn't a forum.
It's a grenade launcher, it's the same in every game. People join your squad, take the kit and leave. I've seen it happen on servers many times before. I was simply saying that the AR kit is less prone (From what I've seen. Are you happy now?) to be abused and taken by people who only want the kit, not to actually take part in your squad.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-05 01:30
by McBumLuv
Fine, but I completely disagree with that, as I've never seen it as a preference of some of the less team-minded players I've had in my squads.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-05-05 01:59
by Skodz
People will stop whining once the patch is out, 1 medic/squad work just fine. Trust me. I've been doing some very intensive skirmish battle with only 1 medic for the squad and it was just fine.
If you need or use 2 medic/squad, you are doing something wrong.