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Posted: 2005-11-29 16:27
by Armand61685
i think u guys are missing the point of a "squad." They have to be close together, mostly.
Posted: 2005-11-29 21:40
by Heydude235
Tychandrus wrote:Paladin said in this very thread that unlocks will be 'locked until we can make further use of them'. I don't want to hear anything else about SF unlocks and if they'll be in there. People who talk about wanting to put them in there set themselves up as targets.
Ya for real dude lay off. No need to jump on a new player to this mod. Now i would like to see an apology come on tychandrus.

Posted: 2005-11-29 21:57
by Tychandrus
Right, right, my apologies. I didn't mean to be so hot headed. I was directing my frustrations in his direction unintentionally.
I'm just a little irritated at EA's design decisions for the expansion pack. I somehow knew they were going to do that when I discovered so long ago about the missing features of BF2. I didn't mean to get angry at you lad, so please forgive me.
Posted: 2005-11-30 00:47
by hoak
No hard feelings, and I completely understand your sentiments about the expansion... Still, if the FN SCAR ever gets used (it is slated to be 'the' next Free World assault rifle much the way the FN FAL was) I hope the PRM Team will ditch the scope entirely and render the fantastic Knights sights, or at the very least loose teh cheap full screen masked scope...
Special Forces really looks and feels like a rush job as far as the number of bugs, attention to detail, and performance issues... Still there are some useful SF assets that are part of the 1.12 patch that might be exploited by PRM...
Δ
Posted: 2005-11-30 02:40
by BrokenArrow
utilized is a friendlier word than exploited is

Posted: 2005-12-01 05:43
by Rg
Paladin or whoever,
What’s being or going to be done with the Sniper Class?
I hope it’s not being over looked, because snipers and the grenade launcher are the two biggest problems right now.
Maybe a poll or a thread to discuss it (like you did with the grenade launcher) would be appropriate?
Posted: 2005-12-01 06:15
by Cerberus
Just get rid of sniper class (put in sniper kit) and limit the use of a grenadier class
Posted: 2005-12-01 06:44
by ECale3
The class setup is not what is hurting the game, poor implementation is. Now that isn't the PR team's fault, but it is something to look into. I personally love playing as a sniper (not as much in PR because its disappointingly easy) and it gets real old seing people say how your favorite kit should be removed. The sniper class is not the problem. Also, yes snipers are generally not a squad level unit, but has anyone seen pics from afghanistan and (especially) Iraq? There are a lot more DM's/Snipers in the current conflict due to the nature of the fighting.
So my point is, Fix it rather than kill it, you'll have a better game for it.
Posted: 2005-12-01 07:55
by Gunfighter34ID
I agree with you to a degree, ECale, but I can only point out the fact that sniping in video games bears no reality whatsoever to sniping in the real world. I'm not sure how you would even mimic the complexity of hitting someone at 500+ meters with a rifle in a game where you point and click with a mouse. As a result the sniper ends up with all the benefits, such as a powerful rifle and extremely good optics, but none of the drawbacks, such as actually having to know how to shoot. Two-thirds of the people on these forums probably think Kentucky windage is a tornado blowing through a trailer park.
You're undeniably right about the fact that snipers and designated marksmen are being heavily employed in Iraq and Afghanistan, but what's the solution? As you said, not much challenge picking people off with a flat-shooting, high-powered rifle on maps that rarely even challenge a real sniper's maximum effective range. I'd like to see it stay in the game somehow. I guess one uber popper per team isn't too bad if they went to that, or maybe make it kit based with one kit per side like some have suggested. I just don't know what a good solution is, but leaving it the way it is has "goatscrew" written all over it.
Since they haven't figured out new kits I think the best utilization of effort would be to get rid of SF and replace it with a grenadier class, revamp assault as a new rifleman class that can do the SF role, and get rid of sniper and replace it with a CVC/pilot class armed only with a pistol and a couple mags and no cap ability, but make it so only that class could run the vehicles. I'll probably get flamed all to hell for that, but that's my two cents. Of course, if they could add classes, I'd rather keep sniper and limit them to one per team or make it kit based with one kit per team.
Posted: 2005-12-02 05:57
by ECale3
What if they made a time delay trigger to simulate the fact that a marksman wouldn't just hammer down on the trigger. So if you press and hold the shot will be more accurate than if you just press quickly. Scope waver would also help. Maybe an accurate (or even a decent attempt) at an actual ballistic model for the weapons, since real rifles don't shoot laser beams and the bullets arc. Also real optics have limited Fields of view, but in BF2 you can see quite a lot through the scope, maybe a better representation of FOV would help. Maybe forcing sudden movements to pull the player out of scoped view, since a real scope requires you to look into it the right way or you will either see nothing or have a distorted view. Maybe having zero points for the sniper rifle similar to the Delta Force series to make players estimate and account for range.
There is quite a lot that can be done to properly implement sniper rifles, and i think the team should do it right instead of going "Oh, we'll just limit it and leave it overpowered."I think the whole "OMG LIMIT IT!" thing is silly,if you implement it properly, it will limit itself.
Posted: 2005-12-02 06:13
by Armand61685
ECale3 wrote:What if they made a time delay trigger to simulate the fact that a marksman wouldn't just hammer down on the trigger. So if you press and hold the shot will be more accurate than if you just press quickly. Scope waver would also help. Maybe an accurate (or even a decent attempt) at an actual ballistic model for the weapons, since real rifles don't shoot laser beams and the bullets arc. Also real optics have limited Fields of view, but in BF2 you can see quite a lot through the scope, maybe a better representation of FOV would help. Maybe forcing sudden movements to pull the player out of scoped view, since a real scope requires you to look into it the right way or you will either see nothing or have a distorted view. Maybe having zero points for the sniper rifle similar to the Delta Force series to make players estimate and account for range.
There is quite a lot that can be done to properly implement sniper rifles, and i think the team should do it right instead of going "Oh, we'll just limit it and leave it overpowered."I think the whole "OMG LIMIT IT!" thing is silly,if you implement it properly, it will limit itself.
There already is bullet drop. But it's not really noticable.
Posted: 2005-12-02 06:23
by Rg
I honestly can't really tell if there is bullet drop. I never play as a sniper, but should normal rifles show significant bullet drop for the amount of viewing distance available in BF2?
Posted: 2005-12-02 06:38
by Armand61685
but, how could we notice it?
Posted: 2005-12-02 09:19
by ECale3
I did not say bullet drop, i said a ballistic model. The bullet doesn't fly perfectly straight and then start to drop off. there is some curve in bullet trajectory, the higher calibre rifles tend to have more arc in their trajectory, which means it would hit high before zero range, dead on at zero range, and low after. Also the bullet drop currently modelled is not very accurate since after a certain (and fairly close) range the bullet seems to drop like a stone.
And please share your opinion on the other things i mentioned, because i didn't only mention a ballistic model.
Posted: 2005-12-02 16:03
by Gunfighter34ID
ECale3 wrote:What if they made a time delay trigger to simulate the fact that a marksman wouldn't just hammer down on the trigger. So if you press and hold the shot will be more accurate than if you just press quickly. Scope waver would also help. Maybe an accurate (or even a decent attempt) at an actual ballistic model for the weapons, since real rifles don't shoot laser beams and the bullets arc. Also real optics have limited Fields of view, but in BF2 you can see quite a lot through the scope, maybe a better representation of FOV would help. Maybe forcing sudden movements to pull the player out of scoped view, since a real scope requires you to look into it the right way or you will either see nothing or have a distorted view. Maybe having zero points for the sniper rifle similar to the Delta Force series to make players estimate and account for range.
There is quite a lot that can be done to properly implement sniper rifles, and i think the team should do it right instead of going "Oh, we'll just limit it and leave it overpowered."I think the whole "OMG LIMIT IT!" thing is silly,if you implement it properly, it will limit itself.
These are some good suggestions. Maybe you should even have to adjust your sight for elevation to take environmental conditions into account. Still, if you don't limit the number of sniper kits available per team, you don't have "project realism". I can't put it much more simply than that.
Posted: 2005-12-02 20:21
by CodeRedFox
What about jsut getting rid of the sniper class and making IT the gernader calss. I think we cann all say ( well alot of us) that the sniper class pisses us off.
The best fight I been in had no snipers and everyone was having a great time, then a sniper would come in and totally ruin everything.
Just a thought
Posted: 2005-12-02 20:59
by Suicide Commando
hmmm I think a sniper class is needed, maybe on specific missions. like RO you should only have one per team and only on specific maps.
Posted: 2005-12-02 20:59
by SiN|ScarFace
Not a grenadier class. A marksman class.
No guille suit and no high power optics. Replace the sniper with a marksman with no armour. Some kind of higher powered rifle .30 or increase the accuracy on the standard assault weapon and remove its abilty to fire full auto, just single shot, and carry hand grenades. Add optics like on the m4.
This will force the player to move with the squad but be able to hang back and throw lead accurately. IMO the people who like to be snipers will play this class but they will not be way out somewhere hidden, they will still be engageable by other infantry but are not suited to rush flags.
Thoughts?
Posted: 2005-12-02 21:11
by CodeRedFox
Yeah that would work! if I've been hearing correctly this shouldnt be hard
Posted: 2005-12-02 21:12
by Armand61685
nah don't get rid of the sniper completey. Just make it severely limited. Maybe on some maps, have snipers, and other maps, have the designated marksmen.