Signal Flares

Suggestions from our community members for PR:BF2. Read the stickies before posting.
stiankir
Posts: 84
Joined: 2008-12-31 04:01

Re: Signal Flares

Post by stiankir »

I wasn't there man, but I've tried it!

Winners never quit, quitters never win
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: Signal Flares

Post by Scared_420 »

stainkir that is pro, what map is that ?
Zar2Roc
Posts: 57
Joined: 2008-06-07 11:41

Re: Signal Flares

Post by Zar2Roc »

I'd rather have some kind of tracking beacon, which would be visible like a laser to all air units for like 2 mins after throwing - good for marking strafing run targets (a la BHD).
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Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: Signal Flares

Post by Scared_420 »

r-com we already have it, they are incindiary grenades and they work better than that hand flare
Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: Signal Flares

Post by Ninja2dan »

I'm not sure if this topic is discussing the hand-launched signal flares, or the 40mm signal flares? Because people are mentioning using the flare in a slot, I'm assuming they mean the hand-launched kind.

As for hand-operated flares, there are generally two types of flares. The first type is similar to the flares used in automotive accidents, which are made up of the burning agent and are either held in the hand or dropped on the ground, and emit the burning signal directly. The other type of hand flare is an aerial model, which fires a parachute-retarded signal flare similar to the models used in the 40mm (US) and other UGL's. The third type of signal flare, which are non-retarded, are those fired from special devices such as a pistol or pen-type launching base. These are commonly seen in aircraft and boating survival kits.


It might help to clarify exactly which type of signal flare is being discussed/recommended, or else it's hard to comment on the different aspects of each one and how they might prove useful or not in PR.


Scared_420 wrote:r-com we already have it, they are incindiary grenades and they work better than that hand flare
The use of an incendiary grenade as a signal device is pretty stupid, both in PR and in real life. You start dropping those things around friendlies, you're bound to injure/damage something on accident. Signal flares on the other hand are much less likely to do so.

Also, real incendiary grenades have less "bright" light visible from a distance compared to a flare, you'll mostly just see smoke. Flares on the other hand are designed to produce minimal smoke and a bright light visible for extended distances.
Last edited by Ninja2dan on 2009-12-04 22:58, edited 1 time in total.
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-.-Maverick-.-
Posts: 361
Joined: 2009-06-07 17:14

Re: Signal Flares

Post by -.-Maverick-.- »

Yea replace it with the purple smoke. Im a SL allot of the time and I never used it. :grin:
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Ninja2dan
Retired PR Developer
Posts: 2213
Joined: 2007-10-29 03:09

Re: Signal Flares

Post by Ninja2dan »

I wasn't aware of any problems with smoke, such as those mentioned where smoke is not visible to air crews when deployed outside of their "visibility bubble". The question is, can a flare-like effect be made without the same problem?


From what it sounds like, using smokes as a signaling device is only a problem when used for aircraft signaling. If this is the case, then it might work better to create some sort of spawned flare at the location of extraction and supply points. This would allow pilots to have some form of improved identification point, without having to create a new kit item.

As for giving flares to players as an actual item, I don't see this being necessary. The only time a flare should be used is to signal aircraft, in the same manner in which you call for the support. You should not be using flares for anything else, as smokes will always be a better marker for ground-based units to see. I don't think players should be running around with signal flares when they can work just as well as a spawned object.


I'll bring this up with the coders to see if it's possible, and if it's worth the effort.
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Signal Flares

Post by illidur »

anybody notice how when you use the grenadier kit and shoot it straight up it explodes like a firework? well that smoke stays there for awhile. maybe use that somehow? or use a jet flare that stays in the air longer. i think it would be sweet to have a flaregun that shot the flares already ingame (officer kit). only if it stayed in the air longer or stuck to stuff.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Signal Flares

Post by mat552 »

[R-DEV]Ninja2dan wrote:I wasn't aware of any problems with smoke, such as those mentioned where smoke is not visible to air crews when deployed outside of their "visibility bubble". The question is, can a flare-like effect be made without the same problem?
While "signal" smokes do not draw when thrown out of range of my helicopter, tripflares do. You can also set a tripflare, and as soon as you see the helicopter, trip it, thus producing a very nice high, easily visible column of smoke, and I love it when people use this method to guide me in. Makes my job ever so much easier to see the friendlies.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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