galzohar 31 Posted August 24, 2010 (edited) While I find it great that you'll be able to pick up anything, I still wonder what you would do with dead bodies. After all, if some weapons are better than others, after a while everyone will pick those weapons up as there will be plenty of dead bodies with all kinds of weapons? Though if no weapons are "too uber" then all will be good anyway. Edited August 24, 2010 by galzohar Share this post Link to post Share on other sites
CarlGustaffa 4 Posted August 24, 2010 (edited) Nope, but then again when the Sniper is dead it would be nice if the spotter can, say, pick up the sniper rifle, without, say, losing his laser range finder. I'm assuming this is a respawn based game mode. What happens when the sniper respawns. He gets his kit back as defined by the kit, or he gets his equipment back as defined by what the dead body had on it the moment he respawned? You now either have a sniper without a sniper weapon, or two sniper weapons. What if a Javelin'ist keeps respawning to generate more weapons? Am I the only one seeing a huge exploit problem? When it can be done, you bet it will be done. As for Ghillies, I think they should only be available for units in a sniper team, not regular marksmen attached to a normal squad of grunts. Ghillies are put on at separation point, not while attached to a squad. A sniper team could be limited to only allow two guys, but even here you could have several kits to choose from; Spotter, Spotter (night), Sniper (M24/M40), Sniper (Night/M110), Sniper (Heavy, M107) and maybe even Sniper (Night Heavy, M107). But, you was only allowed to have one of each kit, not two M107 snipers etc. Kits could have a cost, drawing half of points from individual unit choosing the kit, and half of points from team point pool. And, never more than one "sniper team". Personal points could be obtained when objectives are achieved, how much depends on how close you were to the objective. If everyone was far away, only a few personal points would be obtained, the rest (or a fixed value) would be put into the team (side) point pool. Example: West takes an objective and receives 100 points for it. Alpha Squad and Sniper Team is "within point range" (say 1000m). 50 points automatically is put into the side point pool, leaving 50 to divide between the forces. But... Alpha Squad is really close and each member gets 5 points, 25 points in total. Sniper Team is far away and each member only gets 1 point each. The remaining 27 points are split in two: 13.5 points are put into the team pool point. 13.5 points are divided among everyone in the sides. These are also "slot points", meaning new players get it from the start. These are just pretty wild ideas that would need some serious brainstorming. Edited August 24, 2010 by CarlGustaffa Share this post Link to post Share on other sites
galzohar 31 Posted August 24, 2010 Yeah, that's exactly what I was referring to - Duplicating weapons on respawns. But I'm sure PR team can come up with something that will help that issue. Share this post Link to post Share on other sites
Dwarden 1125 Posted August 24, 2010 you can always create % buffer of available weapons / kits / specialisation badges which will allow pickups, also pickups from dead bodies should not be available near own team spawns etc. or you may create ratio balance on whole weapon groups groups like common : rare : light : medium : heavy : special w/e :) many options limitation is again just imagination (and our engine hardcode ;) Share this post Link to post Share on other sites
galzohar 31 Posted August 24, 2010 I've always wondered if there was an easy way to prevent someone from picking up a weapon he's not qualified to use, as I'm currently not aware of any (other than deleting the weapon as soon as he picks it up). I think if people get long enough respawn times (especially upon repeated deaths) so that they don't want to die repeatedly just to duplicate weapons then that *might* be enough. Share this post Link to post Share on other sites
nodunit 397 Posted August 24, 2010 in pr:bf2 you could not pick up a kit from a guy you tked and you got punished and could not select any kit for a long time. Respawn timer increased too iirc, same if you die over and over..those 1 to 2 minute respawns are great deterrant. Share this post Link to post Share on other sites
dsi24 12 Posted August 24, 2010 Yeah, that's exactly what I was referring to - Duplicating weapons on respawns. But I'm sure PR team can come up with something that will help that issue. In PR:BF2 you lost kits on death (but could pick them back up, someone else could grab them too). You could only spawn with the 'basic' kits and had to request others. Share this post Link to post Share on other sites
-10th- Rezza 10 Posted August 25, 2010 I know the bf2 pr system, and i know arma. I know arma could handle it much better than bf2. I know we played pr together. I know you but i know that you dont know who i am, hehe. muhahaha So! Who are you then MR.Mysterious!? Share this post Link to post Share on other sites
Cotala Studios 10 Posted August 25, 2010 Respawn timer increased too iirc, same if you die over and over..those 1 to 2 minute respawns are great deterrant. and i'm also pretty sure that it automatically kills you if you try to pickk up the kit of somebody who you just tkd Share this post Link to post Share on other sites
Lucan946 10 Posted August 25, 2010 Nope, but then again when the Sniper is dead it would be nice if the spotter can, say, pick up the sniper rifle, without, say, losing his laser range finder. Or that the demolition man can pick up the ACOG rifle from dead squad advanced marksman without losing his bombs. Same if a downed pilot wants to pick up a rifle (even if he doesn't have enough slots to carry a lot of magazines, he should at the very least be able to pick up the rifle with at least 1 magazine).I really hope that while you guys limit kit selection, that it will be realistic and won't be something too silly like the current system in PR:BF2 where you can either pick up everything or nothing. I agree with this. It would be silly if a downed Russian pilot couldn't swap out his Makarov for an AK-74M without magically forgetting a couple years of Moscow Air Academy. That being said, there should be some limits. A rifleman specialist should not be able to pick up a sniper rifle and retain his kit. A spotter, however, should be able to just grab the sniper rifle and a couple of magazines and keep his designator. Pretty much any kit should be able to grab their country's main service rifle and a few mags (I.E A pilot can't carry more than 1-2 mags for an assault rifle at a time, but a machine-gunner who's spent all his ammo for his MG sure can.) Share this post Link to post Share on other sites
Rayers12 19 Posted August 25, 2010 When are we looking at the release? Share this post Link to post Share on other sites
Fox '09 14 Posted August 25, 2010 As said by UK_force , around December. Don't quote me on this , haven't gone back and read the post again Share this post Link to post Share on other sites
Lucan946 10 Posted August 25, 2010 (edited) Also, I have a couple of questions here: 1. Will HAT actually be HAT in this game? The HAT in PR:BF2 is not actually heavy anti-tank. Their ability to kill fully modern tanks (I.E T-90) is very wrong indeed. That's the domain of things like the TOW-2B and 9K135 Kornet, both of which are crew-served weapons and are not effective when used by one man. Will this be portrayed correctly? 2. How will tank combat be represented? The systems in place in Project Reality and ArmA are very lackluster. I find ACE's to be a significant improvement over vanilla ArmA 2's, but it's still lacking. Ideally, a system as detailed and realistic as Steel Beast's would be implemented, but that is of course unreasonable to expect. Edited August 25, 2010 by Lucan946 Share this post Link to post Share on other sites
Pain0815 10 Posted August 25, 2010 (edited) Also, I have a couple of questions here:1. Will HAT actually be HAT in this game? The HAT in PR:BF2 is not actually heavy anti-tank. Their ability to kill fully modern tanks (I.E T-90) is very wrong indeed. Think in bf2 pr a javelin was not possible, but in arma it is. just t72, but there is nothing left from it after impact. 6Lf3kjqHIbQ&feature or this one pAZT_KycDpc&feature Edited August 25, 2010 by Pain0815 Share this post Link to post Share on other sites
LEEROY_UK 10 Posted August 25, 2010 (edited) LOL if youve seen the full version of the first vid you'de know the tank was actually full of TNT ! If only they were that powerful , not to say they wouldn't destroy a main battle-tank though ;) Edited August 25, 2010 by LEEROY_UK Share this post Link to post Share on other sites
zigzag 0 Posted August 25, 2010 Its scary to see all the unknowledge on the internet Share this post Link to post Share on other sites
LEEROY_UK 10 Posted August 25, 2010 This is more of a fair representation Share this post Link to post Share on other sites
akd42 10 Posted August 25, 2010 LOL if youve seen the full version of the first vid you'de know the tank was actually full of TNT ! If only they were that powerful , not to say they wouldn't destroy a main battle-tank though ;) I doubt there is an MBT out there that could survice a good top hit by a Javelin. Share this post Link to post Share on other sites
AfterDune 10 Posted August 26, 2010 Think in bf2 pr a javelin was not possible, but in arma it is. It is possible, the Combined Arms mod for PR for BF2 (yes, a mod for a mod :p) from what I know has the best implementation (in BF2 terms) of the Javelin: h8GHWUDzpQE Of course, ArmA is way more suitable for more advanced weapons, yet I think they've done a pretty good job with BF2 :). Share this post Link to post Share on other sites
road runner 4344 Posted August 26, 2010 I'm sure the guy firing a predator from inside a building would get a good kick in the balls from the compression added to that the back blast..... a load of cock those adverts!! Most such weapons can't be fired from confined spaces Share this post Link to post Share on other sites
Mudkip 0 Posted August 26, 2010 I'm sure the guy firing a predator from inside a building would get a good kick in the balls from the compression added to that the back blast..... a load of cock those adverts!! Most such weapons can't be fired from confined spaces It can be fired from windows. Share this post Link to post Share on other sites
DaSquade 0 Posted August 26, 2010 (edited) He was refurring to the backblast. Well afaik this is indeed a mayor problem for most launchers, although i once watch a 'future weapon' video featuring a new swedish design. Forgot witch launcher/ammo, but the principle was is not mistaken that prior to the launch a certain amount of water was ejected to compensate the backblast, resulting in you could launch it indoors (well offcourse still with safety instructions). EDIT: Found mentioned footage: http://www.youtube.com/watch?v=7IH5nFAi16E Edited August 26, 2010 by DaSquade Share this post Link to post Share on other sites
road runner 4344 Posted August 26, 2010 I like that video mate!! nice indeed Share this post Link to post Share on other sites
gazzthompson 10 Posted August 26, 2010 DaSquade you are talking about the AT4-CS (confined space) , uses salt water as a counter balance which means it can be fired in... well, confined spaces. As for the FGM-172 SRAW, it can be fired in confined spaces: http://www.fas.org/man/dod-101/sys/land/sraw.htm (source) behind masonry/brick walls, within earth and timber bunkers and in light armored vehicles. Ideally suited for MOUT environments, MPIM/SRAW will replace the LAW, AT-4, and other light shoulder fired weapons. The shoulder-launched missile consists of a two- stage, soft- launch propulsion system with inertial guidance and explosively- formed penetrator with follow- through grenade warhead. The missile is capable of firing quickly from its carrying configuration and is safely fired from enclosures. the soft launch allows it to be fired in rooms. Share this post Link to post Share on other sites
DaSquade 0 Posted August 26, 2010 Well it is these technical features and weapon improvements that make 'reality' mods so ncie and unique. So looking forward to these kind of upgrades over vanilla arma and hope it can be added. Well by default all launchers seam to have this technical feature, just a mather of adding backblast and pressure scripts for indoor and outdoor use. Nothing that hasn't been done afaik, it just needs additional conditions. Share this post Link to post Share on other sites