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Somthing from the Mil. Advisors of USM
Posted: 2006-06-04 03:07
by USM-ST3.Highspeed
Ok, if you all remember, I had said I wished that the snipers had to adjust for a fake BF2 wind and elevation for bullet drop. Well if this can't be done...
On a serious tone...
Problem: Snipers shoot without taking time to aim, in reality snipers need to adjust their scopes to changing distance, if not distance then, shifting winds.
Solution: Once the sniper raises his scope, there should be about a 3 second timer for the prone position and a 5 second timer for crouched and standing positions before he can take the shot. This timer would be the time it would take to adjust the scope in reality. All I'm shooting for is that the sniper rifles at least take patience to use, but if the sniper waits through the timer the shot would be true, dead crosshairs.
Problem: All kits cept for the sniper and support kits have become the minority in the PRMM community, EVERYONE and their mother is either a support gunner or a sniper.
Solution: Standing, or crouch to prone position for the support weapons need to have about a 3-4 second timer, this is the aproximate time it takes for the gunner to set up the bipods, take a good firing position, take aim and shoot. Also in reality the support guns, can only fire a certain amount of bullets (700 rounds) through the barrel before the barrel is changed according to SOP (Standard Operating Procedure) there should be about a 10-15 second timer for the gunner to change barrels everytime he overheats his weapon. the support guns are generally fired in 2 to 3 round bursts to allow the gunner to re-adjust aim due to recoil. I think the support guns in game should have increased recoil past the point of a 3 to 4 round burst, defining a burst as depressing the mouse button for a period of 3 to 4 rounds, then releasing the mouse button, only to re-depress it.
Infact, I think that all stances should have at least a 1 to 2 second timer before the weapon can actually be shot, this compensating for the time it takes to adjust position for shooting.
On a joking note...
Problem: The soldiers in this game spend long hours fighting, which requires coffee, coffee produces piss.
Solution: I think after a cerain amount of fighting or even a close encounter with an enemy the soldier should therefore have to approach a bush for 30 seconds of draining his lilly.
Posted: 2006-06-04 03:16
by Doc
An adoption of Enemy Territory's sniper rifle aiming system
could be taken into effect, have to wait for a certain period
of time in order to produce an accurate shot.
The recoil on the support gun could also reduce the amount
of use in the field, possibly limiting it to one or two per squad.
Not a bad idea, there.
Now, how are we going to promote the other classes?
Posted: 2006-06-04 03:37
by Cerberus
I think the 'timer' should affect all classes, not just the sniper and automatic rifleman. However, the duration before an accurate can be taken should be much less for classes that are not the sniper. The time required should be based primarily on the weight of the weapon and size of the weapon (so someone carrying an RPK-74 would have to wait slightly longer than someone carrying an M16A4, who in turn would probably wait longer than someone with an MP5). A lot like Rainbow Six: Raven Shield, I suppose.
In the prone position, the deviation timer should not affect HMG and LMG gunners.
Classes
Posted: 2006-06-04 04:10
by USM-ST3.Highspeed
The adjustment of classes...
Now of course the kits I'm about to mention are in favor of the USMC, cause well... I just favor the USMC over USMC enemies

However kits would be the same for MEC or China.
Assault loadout...
Knife
2 Frags
2 Flashes
2 Smokes
M16-A2 or possibly A4

with 7 clips of ammo
NV goggles should be available at all times, due to dark rooms.
Reasoning: Everything an assault member needs 7 clips of ammo is usually standard issue for theater action.
Spec Ops loud out...
Knife
Silenced Pistol
SLAM with ability to disarm them as well.
Laser Designator that actually paints targets for Air Strike or Artillery strikes
M4
2 Frags
2 Flashes
NV goggles should be available at all times, due to dark rooms.
Reasoning: Spec ops are designed to be stealth and heavily backed on the battlefield bombardaments by air and artillery is at their dissposal because of the threat of their mission.
Medics loadout...
Knife
Med Pack
Defibrilator (headshots should not be meddable.)
M16A2 or A4
2 Frags
4 Smokes
Reasoning: Frags for a small defense, M16 standard issue, and smokes for constantly having to med.
Anti-Tank
Knife
M16A2 or A4
AT RL
6 frags
Reasoning: M16 is standard issue, no soldier at least on the US goes to battle without it.
Support
Knife
SAW
3 Frags
3 Smokes
4 ammo kits
Binoculars for Assisting Gunners
Reasoning: Support= ammo and shit, binoculars for assiting gunners also falls under the "support" term.
Snipers
knife
Rifle
Pistol
3 frags
3 Smokes
Binoculars
Reasoning: Sniper kit is simple, no questions.
Engineer
Knife
M16
Pistol
C4
2 Claymore non sensored, line detenated and clay placing should be timed
2 AT mines with the ability to disarm them as well.
3 Frags
3 Smokes
Wrench Ability to repair bridges and vehicles
Reasoning: Engineers are highly mobile, they have many capabilities big packs on their backs carry clays, mines, and repair equipment. Those clays, as far as I know there isn't any sesored clays, to set a clay you must be on a detonator. Setting the clay should have a timer of about 7 seconds cause it takes time to set those babies up.
Posted: 2006-06-04 04:22
by Crawley
have to wait for a certain period
of time in order to produce an accurate shot.
If we implemented the M107 this would be totally stupid and useless in prone... they should have made all the snipers like the old M24
that would have owned.
Posted: 2006-06-04 04:31
by Doc
Perhaps we could also give the PLA and MEC an old fashioned
Mosin Nagant? I hate approaching a sniper who just blasts
away in his semi-auto. It's annoying when you're two feet
away and he just presses the button three times and...
Yeah, let's give them a Mosin Nagant.
Oh! Or the
Russian SV-98!
yeah uh...
Posted: 2006-06-04 04:35
by USM-ST3.Highspeed
I'm really trying to focus on the main factors right now. Pay attention to my first post and the read yer last post. My post depletes it. And the kits for classes is perfect. I don't really see any other modification working as well as my suggestion.
Posted: 2006-06-04 04:53
by hop_ic
do medics even fight in combat in rl?
yep
Posted: 2006-06-04 04:59
by USM-ST3.Highspeed
Medics in combat are considered "combat medics" of course, and in this case, yes they fight.
Posted: 2006-06-04 05:03
by Crawley
Agree with kits for the most part, there should be two sniper load out options.
Posted: 2006-06-04 12:20
by Bob_Marley
Doc wrote:Perhaps we could also give the PLA and MEC an old fashioned
Mosin Nagant? I hate approaching a sniper who just blasts
away in his semi-auto. It's annoying when you're two feet
away and he just presses the button three times and...
Yeah, let's give them a Mosin Nagant.
Oh! Or the
Russian SV-98!
No! Lets give them an SUV-A, a bullpuped dragunov capable of full auto. That would suprise those USMC gits when they go to take out a snipers nest.
And before anyone denaouncing "cool" weapons in the mod, please note, this IS a joke.
like to see more input
Posted: 2006-06-05 08:32
by USM-ST3.Highspeed
I'd like to see more input on my idea's of kits and of the changes I reccomended to the snipers and support gunners. I've suggested both my ideas to Rdev Fortnight and he seemed to take interest. Something else we discussed is... for you rocket noobs, sounds like there will be back blast area and a shell shock for at rocket launchers in a future release.
Posted: 2006-06-05 09:08
by duckhunt
I disagree with there being mostly Sniper and Support kits in game, when I play there seems to be a good variety and balance, with plenty of medics, engineers, etc. However Assault does need a boost as I can never find ammo!
Excellent Kit list, It would be good to Issue most kits with M16 as their primary weapon, as irl. Same with the British, L85A2 is the only primary weapon for all 'classes' except sniper and support and spec ops.
How many rounds do you think the sniper should load out with?
Posted: 2006-06-05 09:16
by Top_Cat_AxJnAt
assult need a disposable At - that would be the end of it. Just a question of how to do it best. I personaly would like to see assult split into 2 kits, grenadier and rifle man. rifle gets At.
THis is simple, no fuss or mess. rifle gets a scope. It is perfect in my eyes. Solves alot of fuss and mess and gets a scope in the game, keep acog at SuSAt peeps happy.
Posted: 2006-06-05 09:38
by Thunder
dont give the assualt a disposable, anti tank rocket.
they could be split into rifleman and grenader though.
i enjoy playing assualt, as you can really do damage against all the other classes, as body armor and a assualt rifle is a deadly combination. is a very good class as it is just most people suffer from vannila fever using what ever kit makes them feel "1337" its funny to see the chineese spec ops on jungle fever they red beret makes them so easy to pick off.
Posted: 2006-06-05 09:41
by .:iGi:. Calcutter
This may have been mentioned, but to resolve the issue of the sniper, rather than having a timed delay, why not just have a breathing affect, where the sight shakes, not too rapidly, but not too slow either, making it harder for the sniper to aim but allowing them to take the shot as soon as scoped.
Posted: 2006-06-05 09:46
by duckhunt
I if they can program the breathing-wobble, they should have it aswell as a delay.
from what I understand!
Posted: 2006-06-05 10:10
by USM-ST3.Highspeed
From what I understand the BF2 engine doesn't allow to much play, so I don't think they could add in breathing cause the engine doesn't support it. However, the timming is set to play as the part where the sniper adjusts windage and elevation of his target, thus after the timer the shot will be accurate.
Posted: 2006-06-05 10:16
by JellyBelly
My answer to this is simply, everyone can be a sniper. But only a hand-full are hardcore snipers who can really use the weapon to its full potential. Ive seen guys running full steam into a firefight as a sniper, then they complain the sniper rifle is to nerfed and too hard to use. Id say out of a team of 20, you might get about 8 or 9 snipers. About 3 of those can actually use the weapon well, and hit targets dead on.
As for breathing wobble, im not sure I like it. Its hard enough to track a target at 600m, adjust for drop and aim for the head. Putting scope wobble is going to mean its a near impossible feat. Perhaps, if its possible at all, have a system where by scope wobble occurs when a sniper moves. For the wobble to stop, he has to of been prone or stationary for a lenght of time. Any movement, bar aiming movement, should then set the scope wobble off again. This would force a sniper to find a decent hide, set up, and wait. Im sure most people who play snipers would soon get bored of sitting still and waiting, reducing the numbers down to those who actually have the patience and skill.
As I said though. This is all going on the assumption its possible at all.
Posted: 2006-06-05 13:11
by Army Musician
USM-ST3.Highspeed wrote:The adjustment of classes...
Now of course the kits I'm about to mention are in favor of the USMC, cause well... I just favor the USMC over USMC enemies

However kits would be the same for MEC or China.
Assault loadout...
Knife
2 Frags
2 Flashes
2 Smokes
M16-A2 or possibly A4

with 7 clips of ammo
NV goggles should be available at all times, due to dark rooms.
Reasoning: Everything an assault member needs 7 clips of ammo is usually standard issue for theater action.
Spec Ops loud out...
Knife
Silenced Pistol
SLAM with ability to disarm them as well.
Laser Designator that actually paints targets for Air Strike or Artillery strikes
M4
2 Frags
2 Flashes
NV goggles should be available at all times, due to dark rooms.
Reasoning: Spec ops are designed to be stealth and heavily backed on the battlefield bombardaments by air and artillery is at their dissposal because of the threat of their mission.
Medics loadout...
Knife
Med Pack
Defibrilator (headshots should not be meddable.)
M16A2 or A4
2 Frags
4 Smokes
Reasoning: Frags for a small defense, M16 standard issue, and smokes for constantly having to med.
Anti-Tank
Knife
M16A2 or A4
AT RL
6 frags
Reasoning: M16 is standard issue, no soldier at least on the US goes to battle without it.
Support
Knife
SAW
3 Frags
3 Smokes
4 ammo kits
Binoculars for Assisting Gunners
Reasoning: Support= ammo and shit, binoculars for assiting gunners also falls under the "support" term.
Snipers
knife
Rifle
Pistol
3 frags
3 Smokes
Binoculars
Reasoning: Sniper kit is simple, no questions.
Engineer
Knife
M16
Pistol
C4
2 Claymore non sensored, line detenated and clay placing should be timed
2 AT mines with the ability to disarm them as well.
3 Frags
3 Smokes
Wrench Ability to repair bridges and vehicles
Reasoning: Engineers are highly mobile, they have many capabilities big packs on their backs carry clays, mines, and repair equipment. Those clays, as far as I know there isn't any sesored clays, to set a clay you must be on a detonator. Setting the clay should have a timer of about 7 seconds cause it takes time to set those babies up.
You mentioned about the US Army but don't forget the british and the L85A2 with/without sights, bayonet or UGL