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Posted: 2008-05-05 12:43
by zangoo
@suggestion 1
use the numpad system, so if a enemy is in b2 top left, then that would be b2 numpad 7.

@suggestion 3
love the idea, i think this would also make it easyer when you take controll of a area instead of having to keep killing a constant flow of enemys.

Posted: 2008-05-05 12:57
by 101 bassdrive
I like all ideas and especially no4 it has also bugged me quite a few times.
if it wasnt there you could do driveby shootings and car chases with your squad :D

Posted: 2008-05-05 13:19
by Zimmer
at suggestion 2 you should spawn as a normal with or without scope rifleman or Officer as commander and sl

Posted: 2008-05-05 16:49
by frrankosuave
I like #4 but do not like #2 & #3. #1 is manageable with "keypad". For #3, if there are enemies at firebase, I usually only have to be killed once to figure it out, then I come in with a plan (either spawn scared or spawn elsewhere) and hopefully I notified all the other team members (via text) that such an enemy is present (I mean, shtit I had 30 seconds to do nothing else). Maybe my teammates sense of teamplay will urge them back to flush out the spawn point and make it safe for us dead folks (who are about to realistically spawn in). It sure would suck to come in with only my pecker to protect me (your #2).

Posted: 2008-05-05 19:22
by gclark03
Actually, how about limiting the starting classes to Rifleman, Scoped Rifleman, Carbine Rifleman, and Officer, then issuing specialized kits (engineer, medic, spec ops, etc.) that keep the primary weapon and change the additional equipment accordingly?

(Giving the medic a scope already has a strong argument, as seen in the thread on that very topic. Engineers are different, but perhaps the concept of a scoped or carbine engy could be put to bed by overriding the scope or carbine when the engineer kit is requested.)
---

In response to the other ideas, they're a great start, and further refinement from us - the other PR community members - could make them quite feasible in the near future.

Posted: 2008-05-05 22:57
by Eddiereyes909
'Darkeye[NL wrote:;669640']I would like to hear why they HAVE to spawn with rifles, Ghost.
I dont know, maybe because they are soldiers that were already shiped out, and hence have their weapons. Im just assuming that both sides know that the battle has begun, and they have their weapons.

Posted: 2008-05-06 00:51
by Tartantyco
'Darkeye[NL wrote:;669684']Yeah, okay, but this is a whole different thing when you are talking about rally-points. I don't like the fact that someone immediately spawns with a rifle, how can I explain, it's just not realistic.
-But spawning is realistic?

Posted: 2008-05-06 02:52
by gclark03
That's why there would be a choice of iron sights, a scope, and a carbine rifle w/irons - not a sidearm. In fact, most soldiers generally don't touch sidearms in regular service, and certainly don't ship out with a sidearm alone in most cases I know of.

Re: Grids, view-angle, Immediate fire-arms

Posted: 2008-05-06 17:24
by frrankosuave
Ghost1800 wrote:Would you walk off a FOB with nothing but a sidearm (during a battle no less)? The rally point is a staging area for further maneuvers, not an armory.
it's also not a Divine place of Creation. If it can pump out people, it can certainly arm them.

Re: Grids, view-angle, Immediate fire-arms

Posted: 2009-05-02 20:16
by ZAk
I used search in a word "aim grid", have found this theme, I will write here my suggestion if you don't mind:
Subj: In optical sights of sniper rifles too thick aim grid, sometimes on large distances it completely closes the target, you could not make it is more thiner? For example as in COD4 MW optic sight grid. :cry:

Re: Grids, view-angle, Immediate fire-arms

Posted: 2009-05-02 20:22
by Adetter
Suggestion 2:What if all of the kits are allready taken?