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Ammo types

Posted: 2005-08-11 19:30
by Doug97
Are we going to see different ammo types? I suspect there will be selectable HEAT/SABOT round for tanks, but what about other weaponry?

Artillery:
HE for prepared positions, bunkers etc
DPICM for surface targets, armour, personnel etc.
Copperhead laser-guided munitions
Anyone know if there are GPU-guided arty shells?
Scatterable mines anyone? That would put a stop to an enemy advance real quick

Machine guns or sniper rifles:
0.50 Raufoss ammunition (AP with incendiary and fragmentary effects) vs. ball

Shotguns:
Buckshot
Solid slugs
HEAT

Grenades:
Frag
Smoke
Phosphorous

Bombs:
Standard Mk 82s
LGBs
GPU guided
Cluster bombs
High-penetration bunker busters
MOABs
JP233 (for British Tornados)

Actually that last point reminds me of a question I've been meaning to ask. Is PR set now, or in the near future? For example, will the Brits get the Harrier or the F35?

Also, is there a list somewhere of all the weaponry and vehicles the Brits will be getting?

Posted: 2005-08-11 19:34
by TerribleOne
What would be very cool.
Tracer rounds especially at night which i hope nightfall will be included in PR.
This would enable any member of the team to point out targets and it would look v cool ;)

Posted: 2005-08-11 19:39
by Doug97
Out of all of those suggestions, the one I would love to see the most is the scatterable mines, either via arty, cluster bombs or JP233. Imagine the effect they would have if you were advancing with your squad plus vehicles, and suddenly there were mines all around you!

I'd have to be carefully tweaked to not imbalance the game, perhaps make it so it can only be used a set number of times per round, or severely limit its effective area.

Re: Ammo types

Posted: 2005-08-12 03:03
by Tacamo
Doug97 wrote: Anyone know if there are GPU-guided arty shells?
As of now there aren't any, but there are some in development. Even a 120mm mortar GPS round.

Posted: 2005-08-12 03:10
by CobraPhantom
Some of what you said Doug is implemented in PRMM, as stated in the latest news update. :)

Posted: 2005-08-12 03:14
by trim
well i am not sure if the PR dudes are planing night fights, but i do know that it can be done. with the anouncment of the bf2 expantion the blatantly said there is night fighting and evin night vision, which would by the way kick so much ***. so that is that, as for swichable ammo types, not to shure how that wuold play out, might over complicate things, always haveing to swich ammo for other targets, although rather realistic.

Posted: 2005-08-12 05:39
by Tonedef
What about nightfall maps...so there is still that red glow on the horrizon giving you enough light to see around you, but anything more than 40-50ft away is just a silhouette in all directions.

I hope you can invision that properly...it would make good use of the tracers and seeing muzzleflashes, but at the same time not make the need for NV.

And I am talking more set of a sun than the Dam even.

Posted: 2005-08-12 05:45
by keef_haggerd
you mentioned smoke grenades but not smoke fired from artillery! that would be awsome completly smoke out someones base before you rush in and take it over.

Posted: 2005-08-12 05:46
by Tonedef
That would be awesome, lol!

Posted: 2005-08-12 12:07
by Doug97
keef_haggerd wrote:you mentioned smoke grenades but not smoke fired from artillery! that would be awsome completly smoke out someones base before you rush in and take it over.
Good idea!

Can someone tell me if PR set now, or in the near future?

Posted: 2005-08-12 12:24
by Wolfmaster
i believe it's set now, because several of the devs told us in several threads things wouldn't be implemented because they 'aren't in service yet'.

Posted: 2005-08-12 13:17
by Djuice
Anything that is not in service, would not be implemented.

Posted: 2005-08-12 17:49
by TerribleOne
The best scenario for a map would be active daylight. Which i have seen thread previously talk about.
From day to night and back again etc etc (no need to go on because most allready have discussed this.).

Posted: 2005-08-12 21:35
by GABBA
That artillery idea is brilliant,.......a commander should pick what munitions his artillery fires...ingenious.....


and the artillery in bf2 is so random...sometimes its high of the cross sometimes is low....I dont artillery 1 guy, i aim for the groups. But still sometimes none of the shells hit...really annoying.

Posted: 2005-08-12 21:51
by Tactical Advantage
One thing I wouldnt mind seeing in PR is illumination rounds for artillery, altough Im not sure how often they are used anymore due to nightvision improvements and availibility to our troops... But It would be amazing to be sitting in the dark gaurding a base, you think you saw something of in the distance, so you call in illumination rounds on the area around your base, then the ground and sky light up with flares and you see several squads coming at you and a massive firefight breaks out, that would be sweet. If any of you have seen We Were Soldiers, you know what im talking about with the illumination rounds.

Posted: 2005-08-12 21:56
by Eglaerinion
I already read that in the minimod the combat engy has the option to select buckshot or slug which is great. Stuff like this really adds to the diversity of the game.

Sabot/HEAP is pretty much mandatory so I won't even comment on that. Is it possible to have the player make a choice between weapons like for example an M16 or Shotgun?

Posted: 2005-08-12 22:19
by Paladin-X
Eglaerinion wrote: Is it possible to have the player make a choice between weapons like for example an M16 or Shotgun?
Pick Engineer or Assault. :P

Otherwise please elaborate. I can take that many different ways, so I don't quite know how to answer.

Posted: 2005-08-14 11:10
by Eglaerinion
Ok I meant that you could for example utilise the unlock position to select a weapon. Unlocks are probably not working in mods so is there a way to use this option to let players choose between different type of weapons.

Posted: 2005-08-14 19:10
by Paladin-X
Yes.