Page 1 of 2

deconsturcting assets

Posted: 2010-08-26 19:50
by Scared_420
very simple and useful idea for both teams

i find it unrealistic how an incindiary grenade can destroy a mound of dirt (foxhole/wire), it is also frutrating not being able to take down said assets when u run out of said device. would it be possible to "deconstruct" friendly or even enemy assets by simply right clicking with the shovel instead of left clicking to build? how hard would it be to reverse the animation of the shovel, i dont know how that is why im asking

comments on good idea or bad would be swell

Re: deconsturcting assets

Posted: 2010-08-26 20:01
by Brainlaag
Should be actually possible, in earlier version the commander had the ability to destroy FOBs just by using his map. Would be very useful IMO, I would appreciate such an idea

Re: deconsturcting assets

Posted: 2010-08-26 20:07
by Elektro
If I am not wrong, the shovel is uses the same principle as the medics healing bag. But instead of healing a bleeding soldier it heals deployable assests.

I dont think its possible for it to *unheal* enemy assests just like you cant use the medic bag to drain life. The problem with a tool to destroy enemy assests would be the weapons slot as there are very few of them.

The current system works for me.

Re: deconsturcting assets

Posted: 2010-08-26 20:23
by Dev1200
Elektro wrote:If I am not wrong, the shovel is uses the same principle as the medics healing bag. But instead of healing a bleeding soldier it heals deployable assests.

I dont think its possible for it to *unheal* enemy assests just like you cant use the medic bag to drain life. The problem with a tool to destroy enemy assests would be the weapons slot as there are very few of them.

The current system works for me.

I think you misunderstood what he said, or you think it's impossible for an item to have a negative effect ^_^ Basically it would be like a gun that destroys emplacements, similarly to the incendiary but right click on the shovel would make it destroy.


However, Current system works well. Don't think literally with PR. Although incendiary doesn't destroy dirt in real life, (or maybe it does, but find a video for me :P ) it is used to destroy enemy weapons, munitions, etc such as .50 cal emplacements and the like.

Re: deconsturcting assets

Posted: 2010-08-26 20:41
by Scared_420
the main reason i made this suggestion is because insurgents need to capture an enemy kit to destroy an asset, sure you can take out the fob with the knife but u cant destroy it completely and if there are well placed assets around you then need to call mortars on it
gets built with a shovel, should be able to take it down with a shovel

Re: deconsturcting assets

Posted: 2010-08-26 20:42
by Scared_420
and yes i realize we have ied's but u need like 5 to take out an asset it doesnt work anymore

Re: deconsturcting assets

Posted: 2010-08-26 21:11
by lucky.BOY
Scared, plz dont double post..
Anyway, I have read somewhere that shovel cant be used to kill people in game, not sure if it answers the question though. Yes i know that a phosphor grenade shouldnt destroy a foxhole, but its not so bad imho.
And for that argument about insurgents not capable of destroying a fob, you nearly always find some kits near a fob, and these are your friends :)

Re: deconsturcting assets

Posted: 2010-08-26 21:12
by goguapsy
Dev1200 wrote:I think you misunderstood what he said, or you think it's impossible for an item to have a negative effect ^_^ Basically it would be like a gun that destroys emplacements, similarly to the incendiary but right click on the shovel would make it destroy.
No I'm pretty sure he's right, this is a GREAT suggestion but I don't think it's possible for a repair tool (ie. Healing bag or shovel alike) to "unheal". Shovelling = healing the asset.

Re: deconsturcting assets

Posted: 2010-08-26 21:21
by Bazul14
NO, because if you could unshovel an asset it would mean that the blast radius of the asset being destroyed would have to be 0. A small blast radius, wound people near the asset when it goes down is realistic and fairly cool. :P , just my 2 cents.

Re: deconsturcting assets

Posted: 2010-08-27 02:21
by dbzao
In v0.95 there will be a "remove" option for SLs using the radio that will delete deployable assets that are WRECKED. Think of it as an "undo" if it got deployed badly.

As for this suggestion, there are technical issues.

Re: deconsturcting assets

Posted: 2010-08-27 02:45
by Startrekern
[R-DEV]dbzao wrote:In v0.95 there will be a "remove" option for SLs using the radio that will delete deployable assets that are WRECKED. Think of it as an "undo" if it got deployed badly.

As for this suggestion, there are technical issues.

THANK YOU

Image

You're standing up there on top of that.

Re: deconsturcting assets

Posted: 2010-08-27 03:25
by Bufl4x
[R-DEV]dbzao wrote: Think of it as an "undo" if it got deployed badly.
I love you guys so much, i had to go CO way to many times just to delete a firebase that accidentally got deployed inside a building.

Re: deconsturcting assets

Posted: 2010-08-27 03:34
by Slightchance
Horray, an "undo" button. Does this work on enemy wrecked deployables or only on friendly wrecks?

Re: deconsturcting assets

Posted: 2010-08-27 03:48
by dbzao
Only friendly assets.

Re: deconsturcting assets

Posted: 2010-08-27 03:56
by Bringerof_D
if i do recall the shovel idea is not possible due to the fact that a BF2 weapon cannot fire more than one type of projectile

Re: deconsturcting assets

Posted: 2010-08-27 03:58
by Bazul14
Double post

Re: deconsturcting assets

Posted: 2010-08-27 03:59
by Bazul14
Bringerof_D wrote:if i do recall the shovel idea is not possible due to the fact that a BF2 weapon cannot fire more than one type of projectile

Like the M16/M4 with the M203 'nade launcher? :mrgreen: :roll:

Re: deconsturcting assets

Posted: 2010-08-27 04:25
by Bringerof_D
Bazul14 wrote:Like the M16/M4 with the M203 'nade launcher? :mrgreen: :roll:
no, like the bayonet and rifle. the M203 is a separate weapon to the rifle, it simple shares the same model is how it's setup in game. it uses a separate weapon slot. what i mean is you cant left click and fire one thing then right click and fire another, while using the same weapon slot. vehicles dont have this restriction however.

Re: deconsturcting assets

Posted: 2010-08-27 15:41
by Bazul14
Oh, I see what you mean. Well, in that case, just make an additional slot, for the deconstructing shovel/radio. But wait a sec.
THE RADIO CAN DO A LOT OF SHIT, so does that qualify as a weapon? I guess, the deconstructing radio can be the best compromise.