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Posted: 2006-05-19 06:04
by ZupaflyBE
I agree on the smoke grenades, they should be abit better to use them in a good way.

Is it really realistic atm or not dense enough ?

Posted: 2006-05-19 06:25
by NikovK
I think smoke grenades are being kept from "real" potential for the sake of lower-end PC's that have a rough time with the smoke effect. I do think it should last longer and spread larger, though.

Posted: 2006-05-19 07:50
by Rhino
have you noticed atall they stay longer than the BF2 smoke? its really hard to blance out amount of smoke, time and performance.

Posted: 2006-05-19 08:17
by .:iGi:.U.G.H.
Yeah I noticed they last longer. I don't think they are that bad and have used them and seen them used effectivley for cover many a time. I do miss having frag 'nades as a medic for assult purposes but like have the smoke 'nades as I can throw some down to cover us and go and revive who needs to be. :)

Posted: 2006-05-19 08:36
by Top_Cat_AxJnAt
I have noticed they stay longer but i agree it is a fine balance. I would just like that when i am assult i do not have to use both my smokes to cross a medium road, it is a real bugger, when often a battle (stay alive) lasts for 10mins plus (but do the new ammo bags supply grenades and smokes). A larger spread could be much more usefull at present than a longer stay time.

I am really surprised that the medic lost frags, i know that you thought to keep things balanced due to giving him a smoke. But i say up the power of all, an extra M203 grenade for assult (think = 6), plus his 2 smokes and ammo bag = allot of power. So why not give medic 2 frags, hardly makes it umbalanced compared to assult.
And as support accuracy has gone down, just give im an extra magazine.

It is not exsactly that unrealsitc, i have many a photo of US soldiers with both M203's , with a fair few grenades and 1/2 disposable rocket launchers - a bit extreme for PR but shows that we are not breaking any reality laws.

I am just saying that i dont think giving a medic a frag would unbalance the game that much and if it does i think even a single Small change to the other class's regarding ammo or accuracy/power of weapon can balance things off easily.

Posted: 2006-05-19 08:47
by Rhino
M203 is nothing like as powrful as a hand nade. There exsplosion radius is very small where frag nades are very large.

Posted: 2006-05-19 08:53
by BigEd88
I was told that "40 Mike Mike's" are a pretty devasting weapon in real combat. The must offer some advantage over frags (distance?).

Posted: 2006-05-19 08:56
by eggman
anyone having performance issues when smoke is popped? we doulbe dit from vBF2 I think... I'd like to go more, but not at the expense of performance hits to a chunk of the player base.

Medics and frags were removed becuase the smoke serves the medic better when attempting to revive. They should not be a light assault class with a bandage.

egg

Posted: 2006-05-19 09:04
by Top_Cat_AxJnAt
This then implies that giving a class anouther hand grenade has a bigger impact on the power of that class that handing out anouther M203 grenade.

However one might argue that the present medic is under powered and therefore the class is unbalanced. But by providing him with a frag grenade - a small but deadly weapon this can be rectafied.
But this is completely down to opinion.

Also there is the question of realism, which as we all know must be considered with every change - do medics in real life carry frag , well i dont think the medics are exsactly like the PR ones but if we compare the clostest real class to them.
There is also the grenade timer thingy (have to wait before you thro...), with the maxium power of frags grenades have been reduced, no longer able to place to frags in an area almost at the same time.

When i have played medic i have often found my self in a sitution where i am near the front of an assult, this often requiring grenades to clear an area safely. However this mostly only happens in smaller squads and therefore this lack of grenades in a full 6 man squad, with a fair number of assult and support should not be a problem, in theory.

Posted: 2006-05-19 09:07
by Rhino
top cat, have you used the M203 much? Its nothing like as powerful as a frag nade. I would much prefer to have 2 or 3 frag nades than 6 M203s.

The fact is that a medic is a medic, and used to heal people and not be a all round class that can do everything.

Posted: 2006-05-19 09:10
by the.ultimate.maverick
M203s do have their place though, clearing out a sniper in a window accross the street. or from range where the FRAG wouldn't reach.

Posted: 2006-05-19 09:12
by Rhino
'[R-PUB wrote:maverick']M203s do have their place though, clearing out a sniper in a window accross the street. or from range where the FRAG wouldn't reach.
the thing that the M203 is best at is killing light jeeps.

2nd best is shooting around corners with its arming time.

3rd is shooting down on somone from up high with it, very effective.

Posted: 2006-05-19 09:13
by Top_Cat_AxJnAt
Any chance of different types of M203 grenade. I am not sure waht types they comein though and if any would be suitable for PR gameplay.

Posted: 2006-05-19 09:24
by Tolots
You could color the smoke to make it more "dense" maybe red blue or green. Its not that unrealistic and armys use colored smoke not only for signal issues.

Posted: 2006-05-19 09:44
by Malik
Well, as some of you may have picked up, I'm running Battlefield on lowest settings. I get video lag on most custom maps, even though my settings are so low. One thing though, is that I've never had video lag issues with smoke grenade. I did a little test the the other day. I sat in the back of a humvee as assault and used the 'exploit' to throw a ton of smoke grenades. I must've thrown about 50 in total, and at no point did I get a performance hit. I got out and noticed the whole area I was in was a huge cloud, but it didn't affect my graphics at all, if anything it made it better because it reduced the need for a higher draw distance. But yeah, that's just me. If it was my decision I'd increase the length that they stay for.

It'd be nice if smoke was more like CS:S smoke. CS:S produces dark smoke that when passed through is almost opaque. Two smokes thrown together produces a complete smokescreen that's almost impossible to see through, and when you're actually in it you can barely see a thing. Of course, I'm not asking for this, I know the BF2 engine isn't designed for such features. ;)

Posted: 2006-05-19 16:45
by MrD
More smoke would be good! you tend to get a breeze in the Real World that spreads smoke about so a larger area of envelopment in the game would be real good for those running around looking for good cover.

there just isn't enough natural ground cover to avoid enemy fire like Joint Ops has, so smoke needs to be made realistic and larger than it is now.

Posted: 2006-05-19 17:15
by maz0r
Top _Cat the great wrote: When i have played medic i have often found my self in a sitution where i am near the front of an assult, this often requiring grenades to clear an area safely. However this mostly only happens in smaller squads and therefore this lack of grenades in a full 6 man squad, with a fair number of assult and support should not be a problem, in theory.
The Medic Class is Awesome in this mod, the M16 is by far the best semi-automatic weapon in the mod, (the burst is alright for CQC but its easier to double tap on rep)

I play medic almost all the time and i dont miss the grenades at all, infact if anything im glad their gone because it means playing the medic class now requires more skill.

Just one little sidenote

Bring on the HKSA80L85A2, im missing my one from the TA!, poor old number 49, pitty i had to leave just because i pulled a muscle in my back a day from the end of my phase two training :(

Posted: 2006-05-19 17:32
by eggman
OK will look to up the ttl "time to live" on the smoke even further in next release.

egg

Posted: 2006-05-19 18:10
by tophdawg
well the thing is they could do it like cod2 cause i have lower end comp but i can play CoD 2 with the smoke effects.