Disassemble/destroy enemy kits.

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ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Disassemble/destroy enemy kits.

Post by ankyle62 »

I was thinking it would be cool if you could pick up an enemy kit, break down the rifle, throw the bolt away, or pick up an rpg and break off the optics. Throw away a cell phone or smash it.

Things of that nature. I hate killing someone checking their kit, and not being able to take it or destroy it, knowing it is going to sit there for 5 mins for the person to get it back or someone else to grab it. Same goes when you find an idiot teammate that brings out a engineer kit or hat kit into the field on insurgency.
Last edited by ankyle62 on 2010-04-19 20:41, edited 1 time in total.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Disassemble/destroy enemy kits.

Post by gazzthompson »

Sounds uber hardcoded(but what do i know) and overly complicated to strip and "Break" the weapons, id rather see a com rose command that when you drop the weapon it disappears immediately on the floor. Would be alot more simple.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Disassemble/destroy enemy kits.

Post by Tim270 »

Use incendiary to burn their kit. Simple.

Now if if this was done on bodies to stop revives :p
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ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Disassemble/destroy enemy kits.

Post by ankyle62 »

gaaz: that works too. maybe just add an animation of breaking it down shotgun style, pulling out the bolt, and tossing it.


tom: an incendiary would draw tons of attention, but does it currently work now to get rid of it?
Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: Disassemble/destroy enemy kits.

Post by Pirate »

You can sometimes try to hide it.
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Disassemble/destroy enemy kits.

Post by IAJTHOMAS »

Collision mesh the bag and knife it to 'disable'?

I would like to be able to swap weapons sometimes without fearing for the kit i'm dropping, disabling the kits would be nice.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Disassemble/destroy enemy kits.

Post by goguapsy »

Pirate wrote:You can sometimes try to hide it.
Yeah, once a guy in my squad got a HAT kit (by accident) in insurgency. We didn't need it, and we were moving inside the city on Ramiel (CO's orders). Even though I SHOULD have RTBed with that kit, we tried dropping it in the water. Took some time, didn't make it. I, in my infinite wiseness, say "leave the kit there. If a random insurgents comes here to do something (which I don't know why would he), he will hit the jackpot. Still, he will be very far from the city, and the game will be over already". In the end, no insurgent picked that up, or at least reached for the city in 5 minutes...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Disassemble/destroy enemy kits.

Post by mangeface »

goguapsy wrote:Yeah, once a guy in my squad got a HAT kit (by accident) in insurgency. We didn't need it, and we were moving inside the city on Ramiel (CO's orders). Even though I SHOULD have RTBed with that kit, we tried dropping it in the water. Took some time, didn't make it. I, in my infinite wiseness, say "leave the kit there. If a random insurgents comes here to do something (which I don't know why would he), he will hit the jackpot. Still, he will be very far from the city, and the game will be over already". In the end, no insurgent picked that up, or at least reached for the city in 5 minutes...
Lol, if I was in a Stryker and got pwn'd by a US HAT on that map and saw your post, you'd be my arch-enemy.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Disassemble/destroy enemy kits.

Post by Gore »

You can waste the kit's special ammo and then drop it again, that'll give you some more time before it's usable, or hide it. It's often very easy to hide it for people, just a few meters and they give up looking for it :)
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Disassemble/destroy enemy kits.

Post by ankyle62 »

GoreZiad wrote:You can waste the kit's special ammo and then drop it again, that'll give you some more time before it's usable, or hide it. It's often very easy to hide it for people, just a few meters and they give up looking for it :)
i will do that if i have time, but usually it's while moving house to house. i also rather not fire off weapons telling people where i am.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Disassemble/destroy enemy kits.

Post by Gore »

If you've just killed a guy with that kit they know it anyway. If it's the engineer it just drop the mines somewhere bad and blow the c4.
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Disassemble/destroy enemy kits.

Post by SnipeHunt »

I liked my idea of returning kits to the "kit pool" maybe have them be available in half the normal time or something as a reward for doing so.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: Disassemble/destroy enemy kits.

Post by Zoddom »

imo the kits stay too long after dropping in 0.917.
this allows unsing nearly infinitive fielddressings and makes it nearly impossible to request your previous kit again (for example in a sniper squad)
there has to be a change to that.


ps: if i there wouldve been anybody who criticised or even kicked me cause i used a HAT kit in insurgency, id directly flamed him as a fckin noob and retard, cause thinking you could bar me from using a HAT kit is absolutely wrong. Prohibiting HATs generally on INS is imo a foolish action out of frustration because you maybe got killed by one in the past.
Forgetting about the advantages of a HAT is just lack of experience.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Disassemble/destroy enemy kits.

Post by Redamare »

yea .... i dont think its worh the trouble of first Coding and animate the disassembly of the guns... 2nd creating new kits to simulate pickup a disasembled gun or w.e .... i agree with .. HIDINg the kit is the best solution drop your kit pick up the one u waant to get rid of .. hide it under a bush and walk away :D
BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Disassemble/destroy enemy kits.

Post by BlackwaterSaxon »

Zoddom wrote:imo the kits stay too long after dropping in 0.917.
this allows unsing nearly infinitive fielddressings and makes it nearly impossible to request your previous kit again (for example in a sniper squad)
there has to be a change to that.
I agree to a certain point, honestly I'd prefer it if when a sniper kit is lost, it isn't available for request by that person for at least 20 minutes, to cut down on the amount of numpties who go charging off into the distance with the sniper kit and inevitably get slotted for it.

Zoddom wrote:ps: if i there wouldve been anybody who criticised or even kicked me cause i used a HAT kit in insurgency, id directly flamed him as a fckin noob and retard, cause thinking you could bar me from using a HAT kit is absolutely wrong. Prohibiting HATs generally on INS is imo a foolish action out of frustration because you maybe got killed by one in the past.
Forgetting about the advantages of a HAT is just lack of experience.
I would kick someone for using HAT on an Insurgency map. I would also say a lack of experience is shown by requesting HAT in the first place, it's unnecessary, and if anyone requested a HAT in a squad I was leading on Insurgency, they'd be kicked, for a number of reasons -

1) It's unnecessary, I've never once been on an Insurgency map and thought "Damn, I wish I had a HAT right now"

2) One less guy with a rifle in my squad, unless I'm a fire support squad on an AAS map, I wont touch the HAT and I'd prefer it if my team had a LAT as opposed to a HAT, as they'll still be of use in close quarters, and after hitting an enemy APC with a LAT, you'll find they scurry off so they don't get hit a second time, keeping them away from my squad.

3) It's not a useful kit unless you're in a static position on AAS and facing tanks.

HAT on Insurgency, lol, just lol
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Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: Disassemble/destroy enemy kits.

Post by Boris.T.Spider »

I think the amount of time a kit stays on the ground is good at the minute and , the time before re-request of special kits is also good, people who loose kits and cant retrieve them from the feild deserve penalties. But... as I said before, a good solution would be so you could knife kit bags, if you for example, kill and ins squad who has mainly blufor weapons, you should be able to destroy/deactivate those weapons before moving off. Once knifed, the bag should disappear just like a rally, no extra kit mechanics for weapons that don't work, etc. If its a special kit you knife, like an enemy sniper or HAT, it should be removed from the pool for 20 minutes.

As for issues like leaving unarmed people when revved, seems to me that if you kill a squad, take their position and have time to be destroying the kits, those guys should be deemed dead anyway, the hidden medic waiting to come in and revive later, is from a reality perspective, the one using the exploit. If these folk a revved, empty handed, so be it.

Oh, I don't tank on insurgencey mode, but I can certainly understand peoples frustration being killed by stolen HAT kits. I don't envy tankers on INS, they have a lot to watch out for at close range, IED's, mines, civys, without some .... gifting them a weapon that can kill them in one shot from 800m away. I am 100% behind any admin decision to kick people taking HAT weapons on INS. Last person who joined one of my squads and requested a HAT and refused to RTB with it got a 9mm to the back of his skull for insubordination. The entire squad then had to sit and wait while a reliable squad member took the kit back to main and hid it.
Jman234
Posts: 90
Joined: 2009-05-17 16:27

Re: Disassemble/destroy enemy kits.

Post by Jman234 »

Just try the incedinary grenade idea.
Infantry1242
Posts: 251
Joined: 2010-05-29 00:16

Re: Disassemble/destroy enemy kits.

Post by Infantry1242 »

GoreZiad wrote:You can waste the kit's special ammo and then drop it again, that'll give you some more time before it's usable, or hide it. It's often very easy to hide it for people, just a few meters and they give up looking for it :)
There is always the possibility the guy who finds in will get ammo from the Rifleman in his/her's squad.It may take time to get the special ammo like the C4 and the Claymore,etc,but they can get atleast 1 to 2 mags from the rifleman so they are still combat effective,its better if you can just mess up the kit,(Example:You can put a trap in the LAW and when the U.S/British/IDF etc. find it and fire it,it will backfire and kill that person).
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