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Posted: 2006-05-20 11:03
by Scott01
I dont think snipers in ghillie suits use parachutes IRL...
Also is it possible to give the parachute a delay, so it takes like 0.5 for it to take effect in slowing your falling velocity AS WELL AS a delay to remove it when you land, say 2-3 seconds, as if the soldier was actually detaching his parachute so he can keep moving? maybe restrict movement or weapon use as he is removing the parachute?
Posted: 2006-05-20 14:01
by Pence
Americas Army style jumping, you gotta love it.
Posted: 2006-05-20 14:39
by ScotCop
'[R-CON wrote:NikovK']Special Forces get a chute because they're exceptionally trained elite badasses. Aren't snipers exceptionally trained elite badasses?
There exceptionally good at sniping but there still not any where near special forces and part of most SF training around the world is airborne insertions and parachuting HALO/HILO.
Posted: 2006-05-20 18:22
by Pence
AA style jumping would be good, a static made of a Hercules high up enough that aircraft can not reach it, an uncapable flag inside the back of the aircraft would be the spawn point and this would stop spawn rape (Unless we get some AA guns

)
USMC are Marines not airborne so the team should be changed to airborne.

Posted: 2006-05-21 05:26
by Iasthai
Out of reach? wouldnt that really mess up the realism, seeing as most of the fixed winged planes in game are fighter planes arent they? Though im not sure what jet powered plane couldnt reach the alt needed to attack that thing...
Posted: 2006-05-22 06:59
by -g00nie-
Snipers SHOULD have a parachute. IRL Snipers use them just as much as SpecOp. Often sipers are inserted via fly overs in remote locations. I cant think of a better use of the chute than the sniper class. I was suprised when I saw it was decided upon as a SpecOp only.
Im not sure if it can be done in the game code but it should be limited to just usage when jumping from heli's. Im not sure how that can be donse as I suspect it has to do with the height and not the instance of where the player is/was. Even if this cant be done I dont think it would lead to abuse. You could at least scale the height up so they cant use it on normal building. Only the highest drops (water towers, cranes) would allow it to be triggered.
Posted: 2006-05-22 16:03
by Malik
So how do you go about doing HALO jumps? By putting the parachute on any form of limit, it's possible that when you really want to use it it won't be possible. Having a minimum time delay will prevent HAHO jumps and having an altitude block will prevent HALO jumps, unless it's all done correctly. Some people suggested a system that lets you have a single use parachute when you enter a plane and that'll be gone after a certain period of leaving the plane. Again, this doesn't do any good when it comes to HALOs because by the time you get within a decent altitude your parachute would've 'disappeared'
Until a decent method of stopping parachute whoring comes about, I don't think the sniper should have it. The sniper will be even more abused than it is now if people can use planes with it.
Posted: 2006-05-22 19:33
by Iasthai
I think a 3 seconds fall delay before you can open it would be fine, short enough to open it from a chopper, long enough to stop people using it for base jumping... But i really dont think snipers should get chutes, i always think the whole point of playing a sniper is you have to be slow, take your time, crawl to some nice vantage point to snipe from, not skydiving into the enemies base...
Posted: 2006-05-22 22:01
by Pence
Iasthai wrote:Out of reach? wouldnt that really mess up the realism, seeing as most of the fixed winged planes in game are fighter planes arent they? Though im not sure what jet powered plane couldnt reach the alt needed to attack that thing...
What are you on about, its out of reach so nobody on the ground can see it and aircraft cant shoot at it.
Posted: 2006-05-22 22:32
by Iasthai
Pence wrote:What are you on about, its out of reach so nobody on the ground can see it and aircraft cant shoot at it.
And how is that realistic? a fighter plane not being able to reach it!
Posted: 2006-05-22 23:20
by six7
Iasthai wrote:And how is that realistic? a fighter plane not being able to reach it!
This would only be used IRL after air supremacy was acheived usually, so there wouldn't be any jets on a map with it.
Posted: 2006-05-23 00:11
by triumph
Snake eater anyone?
Jumping off the buildings, be they the largest on Kark 2 or small ones would just make more people flock to sniper and we would be seeing even more of those next to worthless 3 sniper squads that will never cap a flag even when life depends on it.
So we have guys who can hop off buildings no problem, drop to prone for a quick HS no problem, and a pistol + nades. I could see a chute for certain maps if the sniper was a pick up kit like those from the PoE BFV days but for a commoner kit i must say NFW because it's pure insanity to let the kit do that when so many people can use it and not be a real use towards objective goals with it.
Posted: 2006-05-23 08:06
by Pence
Iasthai wrote:And how is that realistic? a fighter plane not being able to reach it!
If you havent noticed, flying a jet at the hights i am talking about is almost imposable.
It would be good for Airborne/Para maps were the enemy might be trying to launch planes and airborne forces need to stop then, the good thing about games is the fact you can overcome realisum without straying too far from the bounderies.
Posted: 2006-05-23 14:17
by Iasthai
Pence wrote:If you havent noticed, flying a jet at the hights i am talking about is almost imposable.
It would be good for Airborne/Para maps were the enemy might be trying to launch planes and airborne forces need to stop then, the good thing about games is the fact you can overcome realisum without straying too far from the bounderies.
I guess we can just throw the PR bit out of the window then?

Assault rifles for AT's anyone?
Posted: 2006-05-23 14:21
by Pence
Its not unrealistic, its just a bit restraining.
Posted: 2006-05-23 15:38
by Malik
I've got another couple parachute ideas.
1) Entanglement. If your parachute touches anything else, it automatically disappears. That means no more jumping off buildings as your parachute will get 'tangled' and you'll splat yourself.
2) Positioning. If you watch somebody jump off a building, you'll notice the animation depicts then jumping feet first, then they go into 'dive' mode after a few metres where they flip towards a headfirst position. When you see someone skydiving they'll be in this position throughout. If we allow the parachute only to be enabled when the player is in this upside down position, they can open parachutes close to the ground from airplanes, but if they've only just jumped off a building by the time they've switched positions they'll be on the floor already. Dead.

Posted: 2006-05-23 18:31
by NikovK
Nevermind that I said HALO.
Posted: 2006-05-23 22:04
by Fenris
Maybe the solution is to use 2 types of chutes- static line and HALO. Everyone would get a static line chute that would deply automatically after jumping from a helo or a plane, and Spec Ops would still get the HALO manual-open chute.
Posted: 2006-05-23 23:18
by -g00nie-
Fenris wrote:Maybe the solution is to use 2 types of chutes- static line and HALO. Everyone would get a static line chute that would deply automatically after jumping from a helo or a plane, and Spec Ops would still get the HALO manual-open chute.
I really like this idea. This will stop chute abuse and still maintain some realism.
Posted: 2006-05-23 23:32
by Cerberus
Fenris wrote:Maybe the solution is to use 2 types of chutes- static line and HALO. Everyone would get a static line chute that would deply automatically after jumping from a helo or a plane, and Spec Ops would still get the HALO manual-open chute.
Awesome idea!