Scope unscoped unlock cycle

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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Scope unscoped unlock cycle

Post by Cassius »

Suggestion, to clean up the kit selection menue how about using the unlock cycle function from vanilla to cycle between scoped and unscoped versions of the weapon ?
And while I am at it even if it has been suggested, can we get an unscoped version of the Machinegun ? Though I guess that specific point can be discussed in the already existing thread.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Scope unscoped unlock cycle

Post by Rudd »

This is a resuggestion EoD got it working, and the DEVs have stated they will look in to this, but its not particularly high on their priority list pre-.86, but who knows now.
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Scope unscoped unlock cycle

Post by Cassius »

Ah well, if they have to bend themselves out of shape to get it working we can easily manage without, though I guess the problem would be having a limited number of slots in the spawn menue.
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SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Scope unscoped unlock cycle

Post by SkaterCrush »

I actually think it should be pretty high up on their to-do list. Its a real important aspect of the game that should be implemented. I mean how many times have you seen an insurgent running some 20 feet in front on you, you know you can't hit him for shit without scoping and your rifle recoils too much for scope to be handy. This will get rid of the "dead zone" for bluFOR soldiers.
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IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Scope unscoped unlock cycle

Post by IAJTHOMAS »

SkaterCrush wrote:I actually think it should be pretty high up on their to-do list. Its a real important aspect of the game that should be implemented. I mean how many times have you seen an insurgent running some 20 feet in front on you, you know you can't hit him for shit without scoping and your rifle recoils too much for scope to be handy. This will get rid of the "dead zone" for bluFOR soldiers.
How would this suggestion make that any better?

I have either misunderstood you or the OP, or you have.

The suggestion is just about cleaning up the menu and collapsing the Officer/Rifleman scoped/unscoped to use on menu slot and the "unlocks" feature (with server setting it so that all unlocks are globally available.) right?
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SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Scope unscoped unlock cycle

Post by SkaterCrush »

IAJTHOMAS wrote:How would this suggestion make that any better?

I have either misunderstood you or the OP, or you have.

The suggestion is just about cleaning up the menu and collapsing the Officer/Rifleman scoped/unscoped to use on menu slot and the "unlocks" feature (with server setting it so that all unlocks are globally available.) right?
I was thinking for other kits too...same thing works with the MG, at least with his suggestion you can change it, but at the present you can't
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