Random (small) suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Random (small) suggestions

Post by Sabre_tooth_tigger »

I often think of ideas to change small rules in the game that might have a big positive effect so I thought I'd start a thread so theres a chance they might be seen before I forget to write them down.




Anyone is free to add to this if its a small suggestion and they have checked the section sticky https://www.realitymod.com/forum/f18-pr ... s-***.html
(Use F3 to search quickly in Firefox while viewing that list)












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1st suggestion is to only allow SL spawning when the SL has the officer kit. Reasons being is to encourage the SL to take less of a pointman position in his squad and lay back using the riflemans zoom he is presently given.
Last edited by Sabre_tooth_tigger on 2009-10-18 08:15, edited 1 time in total.
Sabre_tooth_tigger
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Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Just writing these down as I find them.

In a tank I can hear the tiny pitter patter of troops around me, through however many inches of steel and a diesel engine this shouldnt be possible surely.

Again a small change but tanks have a large influence and distance weapons arent given to spawnable troops anymore so I think this matters alot.
Tanks offer protection but should also isolate the crew to some extent imo
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

Sabre_tooth_tigger wrote: 1st suggestion is to only allow SL spawning when the SL has the officer kit. Reasons being is to encourage the SL to take less of a pointman position in his squad and lay back using the riflemans zoom he is presently given.
I like this, it's a compromise between the spawn on SL and no spawn on SL. plus it encourages kit based play involving officers.
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Jaymz
Retired PR Developer
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Post by Jaymz »

Sabre_tooth_tigger wrote: In a tank I can hear the tiny pitter patter of troops around me, through however many inches of steel and a diesel engine this shouldnt be possible surely.
Fixed for 0.7. There will be heavy sound occlusion when inside armored vehichles, you'll only hear the low end of explosions etc.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Ironcomatose
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Joined: 2007-02-21 06:07

Post by Ironcomatose »

[R-DEV]Jaymz wrote:Fixed for 0.7. There will be heavy sound occlusion when inside armored vehichles, you'll only hear the low end of explosions etc.
awesome!! Seeking up on tanks will be so fun now.

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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

[R-DEV]Jaymz wrote:Fixed for 0.7. There will be heavy sound occlusion when inside armored vehichles, you'll only hear the low end of explosions etc.
Thats great news, thanks :)




Another one Ive been meaning to write for ages is the single fire selection for guns when spawning. Its more of a pet hate then a suggestion but I do think it'd help stop spawn camping.

If the default position was burst or full auto you'd be giving people a much better chance to hit the ground running.

Every time you spawn or step out of an apc or other vehicle this currently puts the player at a disadvantage vs the wise guy just sitting there waiting.
I know single is more accurate in theory but thats down to the player and your average disorganised force should spawn with automatic selected and then if they have any fire disipline, have to select single fire themselves imo

I certainly think the miltia or insurgent forces should have this if they dont currently.
77SiCaRiO77
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Post by 77SiCaRiO77 »

bad new for tankers :p , but is realistic and i can live with that :D

also , that will reduce the solotanking !
fuzzhead
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Post by fuzzhead »

spawning with single: If it was up to me there would be a 'safety' fire select mode, and troops would spawn in on 'safe' ;)

most modern military do not promote full auto or burst fire on rifles, vast majority of time while shooting a rifle its on single, for a number of reasons but mainly cause of accuracy.

my opinion on spawning is well documented, but basically would like to see alot less spawning 'right into the action'.
Sabre_tooth_tigger
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Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

So can we agree that insurgent and militia would be walking round on full auto most of the time, so should spawn that way also
General Dragosh
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Post by General Dragosh »

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
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Jaymz
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Post by Jaymz »

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
+
Sabre_tooth_tigger wrote:So can we agree that insurgent and militia would be walking round on full auto most of the time, so should spawn that way also
=

http://www.youtube.com/watch?v=WrjwaqZfjIY[/youtube]
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
El_Vikingo
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Joined: 2006-11-27 01:50

Post by El_Vikingo »

No that video again! :lol:
Image

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Jaymz
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Post by Jaymz »

couldn't help myself...
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
Morfeas333
Posts: 3
Joined: 2007-09-11 23:50

Post by Morfeas333 »

In the AK first you choose the full auto and then the semi-auto.

Why not putting a Mk23 with silencer and the new HK416 carbine for the special forces class? I wish I knew how to do it.
A nice feature would be to remove the smokes from the spec ops and put there claymores but the player must place the like booby traps with tripwires.
El_Vikingo
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Post by El_Vikingo »

Maybe a silenced GUA8 on the A10 and nuclear warheads on the mini rockets and sun glasses for the spec ops and scar lights and fast ropes for black hawks to make like movie black hawk down i see night yesterday and c130 in teh sky to shot teh insugrents + silencors 4 specsopz+ kikcin nades cause rambo duz it + jam1ng gUnz cuz durt in it + lazor bombz cuz IRL dey exists + hotwireng enehmy carz + silncor 4 sniper rifel cuz I sawz it in sHooter teh movei....

Although some people want it, somethings should stay in movies.

There is no problem in spawning with the weapon on Semi, since you can change it in a second. As Fuzz said, there'd be less Run'n'Gun!
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Kruder
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Joined: 2007-04-05 10:26

Post by Kruder »

Sniper kits shouldnt be obtained from RPs,like the H-AT.Because they are too powerful, in some maps even more powerful than HAts.: the guy you shot 50 secs ago spawns picks one of the most powerful/accurate rifles ever made and shoots you in the head by walking 20 meters away from his RP...
Last edited by Kruder on 2007-09-12 00:56, edited 1 time in total.
Morfeas333
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Joined: 2007-09-11 23:50

Post by Morfeas333 »

I suggested it because USSOCOM uses Mk23s mainly because of the .45 caliber and then the P226s. Also they now use the HK416s instead of the M4s and the new Scars have not arrived yet. Well its just a game. :?
Eddie Baker
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Post by Eddie Baker »

Morfeas333 wrote:I suggested it because USSOCOM uses Mk23s mainly because of the .45 caliber and then the P226s. Also they now use the HK416s instead of the M4s and the new Scars have not arrived yet. Well its just a game. :?
Welcome aboard. :)

The 416 is in use on a trial basis with some USSOCOM units, but one unit has allegedly adopted it for wide issue.

As for the Mk-23, it was a disappointment that was designed by a committee that did not include any of its eventual operators. It was too big for most holsters even without the laser aiming module, and there wasn't any holster large enough to accept it with both the suppressor and LAM. And the barrel threads to accept the suppressor were threaded the opposite direction of the rifling, so you would slowly unscrew the suppressor as you fired it. In a couple of cases, the suppressor was actually shot off of the weapon during practice. One bona-fide operator on another forum I visit said that he had seen only one ever carried on a deployment, and the rest avoided them like a plague.

As for other .45 pistols, the Maritime Strike Force direct-action component (attached MSOB or Force Recon direct-action platoon) of a MEU(SOC) get the M1911 MEU(SOC) Pistol, which is assembled from military stock, commercial off-the-shelf and in-house, custom-made components by USMC Precision Weapons Armorers. Before the creation of MARSOC and the Marine Special Operations Battalions, the Marine detachment to USSOCOM (MCSOCOM Det 1), were issued a new M1911 near-match-grade pistol produced by Kimber, which they designated the ICQB (Interim Close-Quarters Battle) Pistol, since the MEU(SOC) Pistols are 20 years old. No information released on a further or wider issuing of the ICQB Pistol.

SFOD-D supposedly uses an in-house or commercially customized (Kimber or Wilson) M1911 variant, but what they actually use as their standard sidearm in various situations is their business, and nobody who has real, first-hand knowledge is (or should be) talking about it.
Morfeas333
Posts: 3
Joined: 2007-09-11 23:50

Post by Morfeas333 »

Yes I know about the 1911 line but this wasnt a reason that the member above had to attack me like this in my first post. Anyway, if we were real soldiers we were not playing this game-lol. Thanks for the welcome.
I would like to know if any class with binos can work as a spotter for a sniper. I have not tried it so far.
Last edited by Morfeas333 on 2007-09-12 08:55, edited 1 time in total.
-=TB=-ante9383
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Joined: 2007-05-06 22:13

Post by -=TB=-ante9383 »

I have read in many different places that the Mk. 23 indeed is very unpopular in the USSOCOM community, but I seem to remember that in addition to the modernised 1911s (like Kimber/Springfield Arms/Wilson "Combat" mods etc.) special operators like the Heckler & Koch USP .45 (possibly the "Tactical" model), which is very accurate and powerful, while maintaining low weight, a large enough magazine capacity, an attachment rail (although sadly a custom one) and a threaded barrel for suppressor attachment. Do you know if this is true, Eddie?
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