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Posted: 2007-04-30 04:48
by Smitty4212
I'd like to see someone on the insurgents get the bizon :p

I haven't seen that weapon in... at least a year, last time I played vBF2.

I like most/all the changes. I imagine as civilian you'll still be able to pick up other kits off dead people per usual? Would be pretty cool to see the Brits take out an insurgent, and run by you thinking you're harmless.. only for you to grab his AK and get vengeance :)

Posted: 2007-04-30 04:48
by PlayPR!
Flanker15 wrote:"Medics can't heal themselves"?! Ahhh ok sure and I guess they can't tie their own shoes without help either? Real realistic... :roll:
Just imagine that they got shot in the middle of their back... You know the spot where you cant reach!

I like this change... If you went medic you basically can outlive everyone on the BF

Posted: 2007-04-30 04:52
by daschewy
Im glad you all are changing the medics healing themselves, should force most squads to have two medics or at least get some cooperation between medics.

Posted: 2007-04-30 05:03
by eggman
Civilians cannot pickup weapons (they are killed by game logic if they do).

They are there as a collaborator and have the repair and healing capabilities for Insurgents as well as the grapple hook which can be regarded as a metaphor for Civilians giving Insurgents access to use their homes and such for greater mobility around the conflict area).

Posted: 2007-04-30 05:12
by Wattershed
'[R-DEV wrote:eggman']Civilians cannot pickup weapons (they are killed by game logic if they do).

They are there as a collaborator and have the repair and healing capabilities for Insurgents as well as the grapple hook which can be regarded as a metaphor for Civilians giving Insurgents access to use their homes and such for greater mobility around the conflict area).
Will troops with construction tools instead of knives be able to "capture" civilians?
Are there any difference between Insurgent and War Veteran except kit load out?
Will the Spec ops have AK-101UGL or AK-47UGL? (I'd like the latter)
Please give the ambusher a AK-47/74. Shotgun dosent seem that realistic nor imaginable

I would love if you answer my questions/pleas :)

Posted: 2007-04-30 05:13
by Top_Cat_AxJnAt
QUestion:

Will the Insurgent SF officer type request kit still use the AK101 assult rifle and UGL, rather than the Chinese AK varient with UGL. I say this becuase, i think you all know how rare the AK101 actualy is and even though the AK is not exactly the old 47 varient, it would still look for realistic him carrying that.
(if that is, i have my facts strait on the weapons names/types!).

Other than that, all the kit changes seem excellent. LIke all peeps, i could suggest tens of petty changes, but after writting them out, decided they where way to petty, even when bcked up with reason (e.g 1 extra smoke ....).

Posted: 2007-04-30 05:19
by Top_Cat_AxJnAt
'[R-DEV wrote:eggman']Civilians cannot pickup weapons (they are killed by game logic if they do).

How do their stones work, are they like from Far Cry where the character bends down to pick them up (ANIMATIOn, darn - still short on that front?) or do they carry alittle carrier bag of them!

Any idea how many it will take to kill....3,4,5?

p.s the news that the SF kit is still there but a pick up, has some what dented my idea of being a civilian squad leader...........the joys of being able to take a back seat from a rooftop, slip in amung the "crouds" (jkes) but now it will just be, "TC go get an SF kit" again and again. ;-)

When will a leader be spared the joys of the limited kit system............never cos your (DEV) plan to stop the dross leading and have a priramid of skill, or something like that, lol, and kT is at the old heart of it!

Posted: 2007-04-30 06:25
by IronTaxi
as far as the militia faction goes they will hopefully turn out as a blend between short range and long range shooting ability and should lose out in themiddle range engagements (in theory) they should be good snipers but fall quickly when engaged be semiauto rifles... we will additonally give them good CQB ability in the form of SMGs... we still have to see how this plays out in testing but this is the concept...and personally i dont mind a strong support type class being quasi nerfed by having only a shotgun or a very innaccurate SMG... kind make them a little more fun to play and stops "elite" players from exploiting the class...

Posted: 2007-04-30 10:52
by $kelet0r
for some variety for the insurgents you could give the War Veteran the RPK.

Posted: 2007-04-30 11:01
by Gaz
Fastroping is in?? AWESOME!!!

Posted: 2007-04-30 11:03
by youm0nt
$kelet0r wrote:for some variety for the insurgents you could give the War Veteran the RPK.
Then that class would have to be limited...

Posted: 2007-04-30 15:52
by Rick_the_new_guy
Interesting changes. Thanks for all your work and time PR devs.

About Medics. Sadly now many squads will have two medics to make sure they stay up. Being more toward a sim player, I do not like a saturation of medics in a Marine outfit (What I would call medic saturation is 10 medics out of 32). Generally one/platoon IRL, so I can except one/infantry squad while playing the mod because IRL that happens also (note: the squads are more than 6 players (12)). General, 3-4 out of 32 players is ok for me.

Granted, the medics in game do not have a lot of offensive or defensive capabilites and will die a lot more often because they cannot run and heal at the same time.

I was wondering about this set-up: Would it be possible to either cost the team more tickets when a medic dies or have it set-up so that a medic does not affect the flag orb? (medics defend marines not assault and secure positions, they carry M16 so that they do not stick out like a swore thumb and get sniped). This may perhaps force SL to have only one medic/squad.

I know I am on the Armed Assault tuition program for more sim players, but medic saturation is important to me.

__
Also, I plan on being on of those CO/XO guys, so what would be a good squad set-up for helping the CO.

It looks like only a engi and a rifleman is needed now to set-things up.

__

Also what happened to the claymores?

Posted: 2007-04-30 16:08
by Dyer |3-5|
'[R-DEV wrote:Gaz']Fastroping is in?? AWESOME!!!
Your joking right...

I thought fast roping was never going to happen b/c of engine limitations, am I wrong?

Posted: 2007-04-30 16:14
by DirtyHarry88
whoosh

Posted: 2007-04-30 16:51
by paco
I like all the changes, on paper, except for the medic not being able to heal himself. As Rick said, I'd hate to see 1/3rd of the force being medics, turning it into a healthcare faction. There's probably alot of medics now, but with less roles, it could get saturated.

Looking forward to all the new maps and changes. It's going to be sweet :)

Posted: 2007-04-30 17:06
by loyalguard
I am also concerned with no medic self-healing. I do think it is much more realistic, but, in other ways it may force more non-realistic gameplay. As said above this may take the form of more medics per squad in order to be able to mutual heal. If VOIP worked inter-squad then a medic could call for another medic to heal but alas not possible.

Will the bunkers have "heal" capability?

What if a special/limited "Medical supply drop or rally point" could be requested that would simulate another medic being deployed by the CO to heal a wounded medic?

Posted: 2007-04-30 17:30
by Outlawz7
Increase the HP, Field dressings give you? Make them, so they at least stop you from bleeding...
Idea is, that you patched the wound, from where you're bleeding, but after some time, like a minute or two, you start bleeding again, unless you get treated...

Posted: 2007-04-30 17:36
by eggman
Keep in mind that Medics can still heal themselves with field dressings. And they wear body armor now.

The notion of a dressing station is a decent one and is something I've thought about.. could have a lil dressing station in the bunkers. Will see how it goes.

Posted: 2007-04-30 17:42
by Outlawz7
Yea what about other people...with everyone getting marksman and all that long-range shite, they would complain, when getting shot and bleeding out..
No one would get medic, or 2 squads would steal them, and no more medic kits for others...

*slap*

No more noobs!!11! W00t !!11!

lol ;)

Hmm, field dressings in a bunker..will this be like a handkerchief box and you would pull dressings out? :P