Random (small) suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Random (small) suggestions

Post by Bringerof_D »

General Dragosh wrote:As far as i know the AK-47 should be set to auto on spawn couse it was made to be a machinegun of some sort

good point there, when an AK isnt on safe the first firing mode is automatic then semiautomatic, other weaposons should be set in a way so that it is the first selection past safe. in other words NATO weapons will mostly be spawning semi
Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Random (small) suggestions

Post by Sirsolo »

How about not letting people get ammo bags back from ammo bags they threw?

It makes little sense... It's a paradox... Or at least, if they try to, open a black hole on the coordinate (ex. E7) =D That would be fun!
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

Its not always possible to do now (at least its much more difficult then previously), the ammo system bf2 has is pretty bunk from what Ive read


Is it possible to have C4 detonation as a right mousebutton click and the laying of it as left click, that'd stop it being wasted so easily by lag/netcode.
More feasible maybe is having the detonator as a separate weapon slot but engineer is allready quite crowded with the optional hook so maybe not :/

Insurgent should stick to a possible 1 click lay & blow as obviously its more appropriate for them
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Have tank wrecks give a lock signature like the Kashan oilwell smoke trails do either in the body of the wreck or the smoke it gives off.

I remember the old basra wrecks did this though I realise they are statics loaded with the map
Last edited by Sabre_tooth_tigger on 2008-05-24 01:44, edited 3 times in total.
Freakinmusket
Posts: 2
Joined: 2007-12-31 00:01

Re: Random (small) suggestions

Post by Freakinmusket »

Hey guys I already saw a couple people mention it but the Marine Spec-Ops guys (MSOB or Force Recon) should be using Kimber ICQB's. I think it would be sick if we had one with an Insight Technologies M6x.
Thanks for listening.
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Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Random (small) suggestions

Post by Tirak »

About the whole "Vehicle's Collide" thing, would it be possible to make the boat a bomb while it was attached to the aircraft? I mean, a bomb is attached to the jet and suffers no collision errors... but then again, I know nothing about modding...
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: Random (small) suggestions

Post by SGT.JOKER »

I like the random skin generator (?) from EOD.
One one map lets say you spawned a white medic with no glasses or facial hair, while on another map you might be a black medic with glasses and a slight beard
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: Random (small) suggestions

Post by Cyrax-Sektor »

Tirak wrote:About the whole "Vehicle's Collide" thing, would it be possible to make the boat a bomb while it was attached to the aircraft? I mean, a bomb is attached to the jet and suffers no collision errors... but then again, I know nothing about modding...
I think it's possible. Make the "bomb" an unusable vehicle model, right-click to deploy vehicle, it spawns in "mid-air" to simulate dropping the vehicle. "Bomb" is removed from vehicle.

Many people suggested this possible method for the Chinook to drop light transport.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Random (small) suggestions

Post by Psyko »

could we do somthing about the gunner hatch on the tanks? its really enoying.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

You mean the way it blocks the view of the driver? Thats more like feedback or a bug report then a suggestion.

Search for gunner and hatch and you get previous discussions on it,

https://www.realitymod.com/forum/f10-pr ... ening.html



The miltia t-62 does not have this problem as the 50cal is not there despite being listed in the guide as an armament.
I think the Challenger does have the same thing but Ive not heard of it being changed, the EA assets cant be changed.
Not sure if the IDF tank will also suffer this problem/limitation
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Random (small) suggestions

Post by gclark03 »

Cyrax-Sektor wrote:I think it's possible. Make the "bomb" an unusable vehicle model, right-click to deploy vehicle, it spawns in "mid-air" to simulate dropping the vehicle. "Bomb" is removed from vehicle.

Many people suggested this possible method for the Chinook to drop light transport.
The Devs are often quite slow to adopt new ideas like this - in order for it to be seriously (perhaps, just publicly) considered, it would have to be engineered by a non-Dev and presented to the Devs in workable fashion.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

I think every 20 mins of game time spent as CO should allow you to accumulate the power to reduce someones score below -30 which then causes a pb kick.
20 mins is enough time for the CO to be useful or useless in directing the team.
This would then allow the admin to govern just one man (in this respect), the CO. Let the chain of command do the rest.
Tirak
Posts: 2022
Joined: 2008-05-11 00:35

Re: Random (small) suggestions

Post by Tirak »

Sabre_tooth_tigger wrote:I think every 20 mins of game time spent as CO should allow you to accumulate the power to reduce someones score below -30 which then causes a pb kick.
20 mins is enough time for the CO to be useful or useless in directing the team.
This would then allow the admin to govern just one man (in this respect), the CO. Let the chain of command do the rest.
And this of course would never be abused nor could anyone possibly do it for smacktard like reasons :roll:
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

Sure it could be abused just like anything else in the game.
This at least would first require 20 mins of ground work, during which that co could be removed by vote or admin if they are just an idiot.

I just want the co to have some authority to his word, currently he is often the pawn of the squad leaders who able to kick people, spot live targets on the map remotely and many other advantages.

I like db's latest changes but it does illustrate that the co is often only used for bunkers.
The co main stength should be direction of the team so every game we dont see the entire team on one flag.

Its boring to see mistakes repeated because the guys on the ground lack vision and perspective that comes from being slightly removed from the battle ie. co > soldier

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Last edited by Sabre_tooth_tigger on 2008-06-19 19:57, edited 2 times in total.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

Low density soloured smoke for SL with a nade launcher ( no nades)


SL given the ability to restrict a squad member to spawn only kits
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

:lol: I figured that but I thought their might be an indirect way since the game can restrict it for tk and timer reasons.
I guess there are few ways in the code for one player to effect another like that, just would be good if sl had something beside kick.

It would effect the game alot. I order my squad to withdraw the tow hummer immediately but they insist on lining up one last parting shot. I know from experience the tow must be used with some surprise element not head on after being discovered. So they take their last shot and get blown up


I'd be fine with it being automatic, if the game itself was harsher on players for vehicle losses
Last edited by Sabre_tooth_tigger on 2008-06-29 05:11, edited 1 time in total.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

[allready in game, my bad]
Last edited by Sabre_tooth_tigger on 2008-08-03 03:58, edited 3 times in total.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

Allow commander to remove rally points, sandbags, razorwire & 50 cal just like bunkers can be removed now
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Random (small) suggestions

Post by Sabre_tooth_tigger »

Allow civilian 'arrest' by shotgun slug/beanbag



I'd like empty vehicles to create a static engine idling noise if possible.
Diesel engines especially 26 litre ones can be hard to restart and are often left running afaik.

It'd stop the idea of one manning heavy vehicles as a way of being 'stealthy' Also it'd create a more interesting dynamic audio landscape to every game since noise can be a form of cover
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