Real Deployable Machine Gun

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driver-ch-driver
Posts: 820
Joined: 2008-06-15 17:00

Re: Real Deployable Machine Gun

Post by driver-ch-driver »

i like the idea... :smile:

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jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: Real Deployable Machine Gun

Post by jbgeezer »

I really like the idea :)
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Real Deployable Machine Gun

Post by PatrickLA_CA »

That is gonna be cool 'cause we really need something to put on windows for defending!@ +1
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Real Deployable Machine Gun

Post by Killer-Ape »

X1 Spriggan wrote: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.
1. Like when you die and the weapon wont disappear from game?

2. Or when killed in a vehicle unable to be revived by medic?

The second point is fair game as in current vehicle death and wont disrupt game play.

I hope we can make this one work. :mrgreen:
superhunty123
Posts: 70
Joined: 2009-08-31 19:03

Re: Real Deployable Machine Gun

Post by superhunty123 »

For a starting post this is fantastic... people like you are just what PR needs!
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Real Deployable Machine Gun

Post by mat552 »

akatabrask wrote: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?
This strikes me less as "Exploit" and more as "Side Splitting Hilarity"

It wouldn't make a vehicle any more effective, if anything more prone to a sudden glitchsplosion.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: Real Deployable Machine Gun

Post by Salmonella »

in fact I’ve done this 3 months ago, I’ve tested all combinations my mind could think of, but I couldn't find a way to make it fully operational. There are several glitches and unlogical behaviors, and I don't know how to fix it.

2 months ago, a friend of mine, sent the files to the DEVs, but no answers, so a decided to post as an open suggestion, to see the public reaction and maybe any bright idea to solve any of the known issues...so, any contribution is welcome
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Real Deployable Machine Gun

Post by akatabrask »

mat552 wrote:This strikes me less as "Exploit" and more as "Side Splitting Hilarity"

It wouldn't make a vehicle any more effective, if anything more prone to a sudden glitchsplosion.
No, I didn't mean exploit as in "hey let's put these MGs on this hummwee so we can drive our whole team on it" rather as in something that could be used to for example letting the Chinook carry more than 8 guys (which then of course is the same thing, silly me).
Although that is very off topic and something I'm sure already has been tested.

On topic though: Couldn't you make it work somewhat like the c4/ied where iirc you have two weapons on one slot sort of?
So that one shoot the lmg when you have the c4 "slot" at hand. Whereas you deploy it when you have right clicked and have the detonator "slot" up, or something like that.
Thus you can't switch back to the lmg when you have deployed it (just as you can't switch to c4 when you've thrown it).
Only issue there would be how to aim when firing from the hip which I think, though, could be solved by implementing Combined Arms CQB sight method (which was linked to shift, right?), if possible to map that to something else than shift, like x or c, if poss.

And about the ammo linking issue: how is ammo "stored" in dropped kits for instance? Maybe you could utilize that function?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Real Deployable Machine Gun

Post by Rudd »

No, I didn't mean exploit as in "hey let's put these MGs on this hummwee so we can drive our whole team on it" rather as in something that could be used to for example letting the Chinook carry more than 8 guys (which then of course is the same thing, silly me).
thats actually interesting as well lol. Could stick hand holds on to the vehicles so more than 8 could travel lol :P
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Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: Real Deployable Machine Gun

Post by Anhkhoa »

What would happen if you stuck it on top of the cabin of the M35 (The Logistic Truck), got into the back, mounted the gun, and had a friend drive off?
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Hoboknighter
Posts: 149
Joined: 2009-03-08 17:46

Re: Real Deployable Machine Gun

Post by Hoboknighter »

I dont think it could be mounted to a moveing object like that, although dont quote me on that.
LechHools
Posts: 132
Joined: 2009-05-16 22:00

Re: Real Deployable Machine Gun

Post by LechHools »

1+ up i like the idea
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Real Deployable Machine Gun

Post by McBumLuv »

Draakon wrote:No, the AIX portable mortars explode as soon as you exit from it(that is, if you ever enter it) and have to reload it from a supply point. Although, the 1.5 patch ruined the AIX mortars(its fixed by server side).
That's right, I was somehow under the impression that had you not fired any shots they didn't explode immediately.
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=Toasted=
Posts: 359
Joined: 2009-07-01 22:08

Re: Real Deployable Machine Gun

Post by =Toasted= »

Anhkhoa wrote:What would happen if you stuck it on top of the cabin of the M35 (The Logistic Truck), got into the back, mounted the gun, and had a friend drive off?
I think its coded like the IED, so it wont stick to vehicles, but will stick to ledges and junk. A logistic truck bristling with M249's would be kinda cool...But wouldnt be very realistic... :roll:


Anyway this is really cool, although I can imagine some mistakes bieng made on the players end. "Opps, I accidentally threw my AR out the window."
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Real Deployable Machine Gun

Post by dtacs »

Imagine running around deploying a Mk19 with this system.

Total win up in here.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: Real Deployable Machine Gun

Post by Potilas »

++++++++ For starter. Somebody has actually done some real work for making suggestion! We want more this kind of stuff.

We are talking about huge chance so progress must not be too fast. I see it risky move to replace current m249 whit this. How about if you could do entirely new gun what does not reguire replacing existing stuff? M240G, M240 tripod, PKM tripod, KORD lightweight mount, MX312 or just pick here something else: Modern Firearms - Machineguns - Intro

I really love your idea and I hope we will see someway or another deployable machineguns.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: Real Deployable Machine Gun

Post by Salmonella »

I was thinking, the best way to solve the ammo and dismount issues, its not to replace the current SAW, but to add a new class of HMG, with only deployed mode and a 2 men kit.

I’ve tested yesterday and still no video available.
- one soldier take HMG gunner kit, that contains the HMG itself, and a little ammo box(50-100) bullets
- another soldier take the HMG ammo kit, that contains a great ammobox (200-500) bullets
- the deployed HMG, starts with no ammo(in fact will be 10-20 bullets since it is an engine limitation)
- the deployed HMG, must be fed manually by the ammo kit, in batches of 10-20 rounds, don't worry the HMG will still fire continuously, only the fed system will be in batches, like movies scenes when another soldier brings the ammo belt

this way, HMG gunner kit has the ability to mount/dismount the weapon, without worrying about any Mag-linking, and the HMG AMMO KIT, has a limited ammo count, that will not be wasted in every mount/dismount operation.

in addition I think the SAW could nerfed a bit, and this new HMG system replace de .50 tripod from firebases(that in my opinion is useless)
Last edited by Salmonella on 2009-11-04 15:04, edited 2 times in total.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: Real Deployable Machine Gun

Post by Potilas »

I was imagin far more simple way. Sure, you know much better, but i guess you like to hear my toughts. Cant do harm anyway.

-HMG kit ammunition count: 2x50 round belts.
50 rounds is normal belt lenght. When you have 2 "clips" ammobag gives 50% back from full ammo capacity. In this case it would be 50 rounds what is IMO decent amount of ammo what you can get from ammobag.

Fast reloading: about 3 secons.
I see it best way to simulate linking belts together when weapon is deployed.

No hip fire: Messes up ammonition system and we have already one rambo gun. Big guns have their benefits and cons.

I wasnt thinking at all resuply class for HMG kit. Another great idea. How about if resupply guy carries several ammobags? Otherwise it would be like standart rifleman expect no smokes and frag grenades.

Honestly I dont want to push you doing things based to my (blurry) vision. I am glad if I could give some useful ideas and boost your motivation for keep doing this.
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: Real Deployable Machine Gun

Post by Salmonella »

the main issue is, HMG is a "vehicle", not a weapon.

so if we add 50 bullet magazine, every time it was spawned it will be fully rearmed = infinite ammo
and the normal ammo bag do not ressuplie "vehicles"

so i've made a especial ammo box that only resupplies the HMG, with a high rate, that allows constant fire rate with minimum magazine size.
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