5 min kit feature.

Post your feedback on the current Project Reality release (including SinglePlayer).
maarit
Posts: 1145
Joined: 2008-02-04 17:21

5 min kit feature.

Post by maarit »

so is this good thing to have that kits stay in ground 5 mins?
im really not sure about this so englighten me?

what i have thought about this that its MORE realistic that if someone gets shotted,he`s gear stay on ground 5 mins but otherhand when looking deathcount in a round there are sometimes over 200 deaths.thats not realistic at all.
and so,there are kits everywhere.

and there is so much patches available and this is bad to medickit.
because amount of deaths,and medickit dilemma,i would (maybe) like to see that timer to decreased.
but im not sure...
what you think?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 5 min kit feature.

Post by Rudd »

kits on the ground for 5 mins has had some undesirable side effects, however this is the revive time for down players, which means that this prevents exploitation of being revived with the kit they have selected on the spawn screen.

what I'd really like is for kits to be knifable, this will allow the enemy to destroy their own kits if they don't want them to fall in to enemy hands, or to knife enemy kits that they do not wish to keep to prevent the enemy taking them back.
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Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: 5 min kit feature.

Post by Sgt.BountyOrig »

Now THAT I would love, and if a team-mate is downed and kit knifed, but revived, he should have the unarmed kit.
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TmanEd
Posts: 101
Joined: 2009-09-07 23:32

Re: 5 min kit feature.

Post by TmanEd »

I've found myself picking up random rifleman kits laying on the ground and tossing their bag down to give me some extra supplies whenever I've been running low. Is that technically an exploit, or am I just good at resource management?
Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: 5 min kit feature.

Post by Excavus »

TmanEd wrote:I've found myself picking up random rifleman kits laying on the ground and tossing their bag down to give me some extra supplies whenever I've been running low. Is that technically an exploit, or am I just good at resource management?
This is not an exploit. You should be able to get ammo off of downed soldiers, there is no problem with this.
Looy
Posts: 73
Joined: 2010-05-31 12:26

Re: 5 min kit feature.

Post by Looy »

Ghost1800 wrote:Well, it could be perceived as one. Especially between factions that use different ammo (5.56NATO, 5.8whatever, 7.62NATO, 5.45x39, 7.62x39, etc.)

Given the variations present, I don't think it would be a good idea to scrounge ammo from enemy forces (unless, for some cosmic fluke, it was US vs UK or another NATO country)
I don't think BF2 can tell the difference though. So you have to choose between no ammo pouches or "magic" ammo pouches.
Beginner
Posts: 11
Joined: 2009-03-16 15:12

Re: 5 min kit feature.

Post by Beginner »

maarit wrote:so is this good thing to have that kits stay in ground 5 mins?
Not cool. Better to think of how to hide kits. In the current version we have to hide weapons from the killed snipers and engineers. It's easy if u playin some jungle map with a lot of bushes, but where to hide if u playng kashan or jabal?

For an example:

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We got two snipers and two HAT's but didn't know where to hide them. There is no APC around to destroy this kits. Need some feature of the shovel to bury the kits.
zenarion
Posts: 56
Joined: 2010-02-15 12:47

Re: 5 min kit feature.

Post by zenarion »

Easy. Don't take sniper kit, it's useless.

What Rudd said, destructable kits would be awesome.
dunem666
Posts: 559
Joined: 2009-06-02 13:04

Re: 5 min kit feature.

Post by dunem666 »

whats wrong with 5 minutes dead time
and 3 minutes kit time before it dissapears. this makes all poroblems solved and makes people fall back to supply crates to grab a new kit.

also, the markers on the kits "logos" are still visable when FOV lighjt shines on them.
dunem
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ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: 5 min kit feature.

Post by ryan d ale »

maarit wrote:so is this good thing to have that kits stay in ground 5 mins?
im really not sure about this so englighten me?

what i have thought about this that its MORE realistic that if someone gets shotted,he`s gear stay on ground 5 mins but otherhand when looking deathcount in a round there are sometimes over 200 deaths.thats not realistic at all.
and so,there are kits everywhere.

and there is so much patches available and this is bad to medickit.
because amount of deaths,and medickit dilemma,i would (maybe) like to see that timer to decreased.
but im not sure...
what you think?
I ALWAYS try to pickup my kits if I'm an Insuregent with a special kit :)

Therefore, I like it.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: 5 min kit feature.

Post by maarit »

Draakon wrote:IMO, this feature is not unrealistic. IRL, if you kill an enemy soldier in a battle, wouldn't you be able to use his equipment even after 5 minutes, if it needs do come to that. Should stay as it is.
yeah but people die too much in game and thats making it little odd.
i was playing today fallujah and everyone in our insurgent squad have US kit.
we got medic,squadleader kit,automatic rifleman,grenadier,marksman.

its working better in big maps but in small maps like fallujah,asad,its not that good.
Nagard
Posts: 217
Joined: 2008-05-02 17:06

Re: 5 min kit feature.

Post by Nagard »

maarit wrote:so is this good thing to have that kits stay in ground 5 mins?
im really not sure about this so englighten me?

what i have thought about this that its MORE realistic that if someone gets shotted,he`s gear stay on ground 5 mins but otherhand when looking deathcount in a round there are sometimes over 200 deaths.thats not realistic at all.
and so,there are kits everywhere.

and there is so much patches available and this is bad to medickit.
because amount of deaths,and medickit dilemma,i would (maybe) like to see that timer to decreased.
but im not sure...
what you think?
Wait a second... You just said there is no medic needed because there are so many people dieing that everyone can heal himself with the kits lieing around. :-? Why do they die then?

(If you are going to tell me the medic is not needed if enough people died... Keep it for you, thanks.)

Also all those deaths don't happen in one minute. They happen all over the game (which ususally covers a few hours) and therefore all those kits don't lie around everywhere at the same time.
Darknecron
Posts: 40
Joined: 2009-12-21 00:48

Re: 5 min kit feature.

Post by Darknecron »

I like the destructible kits idea.
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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: 5 min kit feature.

Post by Anderson29 »

well i think the 5min kit is fine and serves its purpose. though i think to combat the glitch that comes with the enemy picking up the kit is not a good glitch to have and i think, if possible, instant death should occur if a player tries to pick up an enemy's kit.

i understand thet yeah anyone can pick up a rifle and use it, but picking up the entire kit (helmet, body armor, all mags, frags, smokes, etc) in an instant is unrealistic and some kits require special training to use (LAT,HAT,claymore,grenade trap, ieds etc).

i know the argument to this is that anyone can look up the TM for anything and learn it, but i think for gameplay purposes players should not be allowed to pick up enemy kits. so if possible use a similar code that when someone is TKed and picks up the kit of the player TKed instant death occurs, make a code where any player picking up an enemy kit instant death occurs. yeah the learning curve may be raised a tad and complaints may surface and yeah there are instances where enemy have disguised themselves in enemy uniforms but i think for gameplay purposes and immersion the picking up of enemy kits should not be allowed....
if there is an alternative to fix the bug/glitch im all ears/eyes...would a bleed be possible like when u enter a tank w/o a crewman kit?
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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: 5 min kit feature.

Post by Bringerof_D »

dunem666 wrote:whats wrong with 5 minutes dead time
and 3 minutes kit time before it dissapears. this makes all poroblems solved and makes people fall back to supply crates to grab a new kit.

also, the markers on the kits "logos" are still visable when FOV lighjt shines on them.
problem arises when i guy with low ammo waits till his kit is gone, gets revived and comes back with full ammo.
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Ratha
Posts: 17
Joined: 2010-07-19 08:24

Re: 5 min kit feature.

Post by Ratha »

I dont see the 5 minute timer being a big problem, it allows for enemies to overrun your position and steal your kits and use them. Currently (from my understanding) thats an acceptable gameplay mechanic by denying a team some of those specialized kits, and thus making you use them more smartly, or require planning a 'mission' to retrieve or secure them. Being able to destroy them would probably lead to more issues than solved problems or increased gameplay mechanics.

I would like to see icons return to the dropped kits, i searched the forums but couldnt find out why they were removed. If the icons returned, you could visually identify which kit you wanted to grab, and then i believe a kit swap timer of 5 seconds or so where you couldnt move or use the kit would be fair. Wouldnt be realistic, but would be fair to introduce some risk/reward to kit swapping and remove the insta-swap exploitation of health and ammo drops, and the highly annoying need to constantly pick up kits to see what kind of enemy you just killed or stumbled across, or find which downed friendly is playing hide the medikit.
Boris.T.Spider
Posts: 224
Joined: 2008-05-27 16:18

Re: 5 min kit feature.

Post by Boris.T.Spider »

I really don't see how this is exploitive, just because the game mechanics force you to remove all the kit items from someone, doesn't mean that you should be penalised for it. Yeah, I agree that if we treat the game mechanics literally, where by what actually happens is you undress the fallen soldier, dress him in your gear, then redress yourself in his gear, then yes the current process is way to quick. But just because this how the BF2 engine handles kit inventories, does not mean that this should be treat literally when all you want to do is detach an ammo bag from a dead mans webbing, pick up 2-3 fresh rifle clips, or grab a bandage from the clearly labled medic pouch. So by making one single scenario more realistic you are infact making several other unrealistic.

As for the issue of using other sides kits, yeah, it may be unrealistic that an insurgent could pick up an ERYX and know how to fire it as well as its previous operator did, but on the flip side, would it be realistic that a BLUFOR soldier would be clueless as to how to use a Tandem RPG? MEC and Canadian forces and Russian and militia would be able to use each others HAT kit just fine as they are both the same. PLA vs UK, well the PLA HAT has lots of buttons on it, and I would bet money that if they were labled, they wouldn't be in English, so PLA might know how to use UK's, but not visa versa. So it would end up a massively complex web of what kits are feasible for use by multiple forces. Oh and all sides use the same claymores.

Lastly, for an insurgent picking up a BLUFOR kit, as far as I am aware the addition of the helmet and webbing is purely cosmetic and offers no addition protection and IIRC was an unintended side effect of another feature, don't remember exactly. And as far as I am aware almost all the gear other than the rifle are only cosmetically different. Other than the appearance of it being an old style pineapple grenade, it still operates and deals damage in exactly the same way as the BLUFOR M67's, smoke is only slightly different, certainly 100% the change to the combat knife, shovel and bandage is purely cosmetic. So, if we just use our imagination to fill in the gaps and limitations with the BF2's inventory engine, we can see that in the vast majority of cases the only thing that you are actually picking up is the rifle and the webbing pouch containing the magazines, and maybe his hat, if he was wearing one.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: 5 min kit feature.

Post by Anderson29 »

Boris.T.Spider wrote:I really don't see how this is exploitive, just because the game mechanics force you to remove all the kit items from someone, doesn't mean that you should be penalised for it. Yeah, I agree that if we treat the game mechanics literally, where by what actually happens is you undress the fallen soldier, dress him in your gear, then redress yourself in his gear, then yes the current process is way to quick. But just because this how the BF2 engine handles kit inventories, does not mean that this should be treat literally when all you want to do is detach an ammo bag from a dead mans webbing, pick up 2-3 fresh rifle clips, or grab a bandage from the clearly labled medic pouch. So by making one single scenario more realistic you are infact making several other unrealistic.
ok, so your an insurgent and you have an insurgent weapon. why should throwing down an American or British soldiers ammo bag supply you? he is most likely carrying 556 while your carrying 762 or extra at4 while you have rpgs. you see? in my eyes its an exploit and i use it often as do many others, for example stealing a rifle man kit and taking that ammo bag to the rpg'er on the roof so he doesnt have to go down the ladder to reload. should insurgents have an ammo bearer? yes. it could be a useful job for a civi.
Boris.T.Spider wrote:As for the issue of using other sides kits, yeah, it may be unrealistic that an insurgent could pick up an ERYX and know how to fire it as well as its previous operator did, but on the flip side, would it be realistic that a BLUFOR soldier would be clueless as to how to use a Tandem RPG? MEC and Canadian forces and Russian and militia would be able to use each others HAT kit just fine as they are both the same. PLA vs UK, well the PLA HAT has lots of buttons on it, and I would bet money that if they were labled, they wouldn't be in English, so PLA might know how to use UK's, but not visa versa. So it would end up a massively complex web of what kits are feasible for use by multiple forces. Oh and all sides use the same claymores.
u.s army is taught to destroy all enemy weapons they come upon. source- Small Unit Tactics fm 6-7 i think.
for regular armies your weapon is a sensitive item and must be accounted for at all times. do weapons and ammo get used by the enemy? yes, but not on such a scale that happens in PR.
i love being an insurgent and using the saw, engi, and sniper against BLUFOR but do i think its realistic....no. hella fun...yes
Boris.T.Spider wrote:Lastly, for an insurgent picking up a BLUFOR kit, as far as I am aware the addition of the helmet and webbing is purely cosmetic and offers no addition protection and IIRC was an unintended side effect of another feature, don't remember exactly. And as far as I am aware almost all the gear other than the rifle are only cosmetically different. Other than the appearance of it being an old style pineapple grenade, it still operates and deals damage in exactly the same way as the BLUFOR M67's, smoke is only slightly different, certainly 100% the change to the combat knife, shovel and bandage is purely cosmetic. So, if we just use our imagination to fill in the gaps and limitations with the BF2's inventory engine, we can see that in the vast majority of cases the only thing that you are actually picking up is the rifle and the webbing pouch containing the magazines, and maybe his hat, if he was wearing one.
hemets dont protect from bullets(exception to pistols) no matter who's wearing them. falling rocks and shrapnel from explosions, yes. head gear is also use alot of time to I.D. friend from foe. the only reason i think this feature is left in and going to stay left in is because of the fun factor, game-play vs realism and yes its realistic to pick up a dead persons kit but would a BLUFOR soldier ever really throw down his own weapon and pick up an enemy's? NO, unless extreme circumstances required him to.
pros for getting rid of picking up enemy kits :
no more traitors purposely turning over the engi and HAT kits
no more BLUFOR going around with insurgent headress and using IED's
no more mistaken I.D. and therefore less TK's on both sides
no more C4 bikes
con:
no more insurget fun...
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