Page 4 of 19
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:14
by JeffCole
About the medic limitation: is this also going to be in effect for the Insurgent Civilians so that they are limited to 1 per sqd?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:15
by Simmage
Yay for good changes!
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:24
by Charity Case
Looking good DB

.
On a somewhat unrelated note, will we ever see a non-para version of the SAW?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:37
by badmojo420
Looking good. Nice changes.
Will the insurgent cell leader get another weapon option as well?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:40
by hiberNative
when speaking about collaborators, i'd like the same limitations as heavy anti-tank, with some tweaks.
collaborator (team limited)
- only 5 per team
- one per squad (consisting of at least 3 members)
- same respawn time as normal soldiers.
like 1 collaborators at each cache (lets say 2 caches are revealed) healing soldiers with special kits, and the other 3 out in the field with their squads.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:44
by Awesome_Aid_Adam
i always play medic for my squad and i do agree that 2 medic on a squad is better than just one. i usually stay back alittle from the squad so if someone gets shot i wont be the first to die and when everyone dies except for me, it is really hard to revive all of them and heal all of them when i am the only one to heal all of them. plus if i die then someone has to take my kit to revive me. somtime i have to heal 3 people and it takes awhile so a second medic is always helpful to get everyone back to full health and carry on with the objective.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 19:51
by Damian|PL
PKM with scoup(in RUS), awesome. I think only one medic in SQ can give uss more realism.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 20:28
by jbgeezer
One word: GREAT!
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 20:28
by Lt Mic
[R-CON]ReaperMAC wrote:Yes, cause you've OBVIOUSLY have tried out the new Auto-Rifleman haven't you?

thats top secret
i can't tell you that i might have seen one of them so i can't say it in public ,can I?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 20:31
by Warpig-
hiberNative wrote:i appreciate the medic limitation, but i'd also like headshots that kill instead of wound.
What he said, I'd like to see lethal headshots again.
But overall, I think these changes are perfect. No more screwing around running to get an AR kit when realistically you'd have one in your squad anyway, not to mention the AR kit might actually be useful now given that it should accurately depict it's useful area range. And thank god for 1 medic per squad, zombie squads get more than annoying.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 20:39
by Vege
Will there be weapon alternatives for Talibans/Insurgents SL:s?
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 20:40
by waldo_ii
I love you DB.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 20:51
by McBumLuv
Yes, thank you Jaymz
I wonder if my pm was completely coincidental, but I think I was probably the most spoken when it came to the medic limiting

I REALLY didn't want it to become like the AR kit, where it's near necessary for a squad's efficiency, but often barely used.
Also, glad to see the AR kit being spawnable, too, as well as the scopes.

Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 21:14
by HughJass
not bad, but I wish there was a better way to select between scope/ironsights. And a limited AT rifleman should be up there IMO
nonetheless this is pretty good.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 21:53
by [uBp]Irish
Wheres the dev post talking about how AR's are going to have Ironsights, and Scope, with undeployed having the ironsights, and deployed being the scope, but with somewhat the same deviation/recoil making crouching+undeployed work for CQB
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 21:59
by CyrusPI
'[uBp wrote:Irish;1006946']Wheres the dev post talking about how AR's are going to have Ironsights, and Scope, with undeployed having the ironsights, and deployed being the scope, but with somewhat the same deviation/recoil making crouching+undeployed work for CQB
Right here:
https://www.realitymod.com/forum/f10-pr ... post991000
2nd Dev post related:
https://www.realitymod.com/forum/f10-pr ... post991912
Con post elaborating on who gets what:
https://www.realitymod.com/forum/f10-pr ... ost1004494
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 22:23
by [uBp]Irish
that be the one.
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 22:25
by Howitzer
Thanks DEVs !!!
Ill have to edit my Sig

Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 22:28
by -=TB=-Tobakfromcuba
i like the change, good work on observing and evaluating the current gameplay on the servers. thats the right answer!
Re: [Hud] Limited kits on spawn menu
Posted: 2009-04-28 23:05
by GreedoNeverShot
Great...... more limited kits. Eventually there will be some many limits and restrictions the game won't be flexible or playable at all.
Instead of changing the medic, make headshots kill again. Don't limit one medic per squad. How am I supposed to have 2 independent fireteams? More and more and more limits. The maps get better, there is more content, there are more factions, but the gameplay gets more restricted.