tkkivi 0 Posted August 8, 2003 Well, if BIS would make all of these weapons stated here, it would feel kind of messy, like the patch that came out (1.31 or so) that had the g36 and steyr etc. I never use those guns. Would we have more and more of those Soldier (this and that) in the editor list? Or, BIS would develope the new interface for the units in the editor, would be really handy, you could choose the weapons and all, this would flip up everything i just said. Or could BIS just focuse on the common and most used guns? End of statement. Â Share this post Link to post Share on other sites
Renagade 0 Posted August 9, 2003 A Proper working shotgun so it sprays out buckshot at the same time instead of firing small bullets really quick like it does in OFP Share this post Link to post Share on other sites
Joe_1911 0 Posted August 9, 2003 Maybe improved reloading animations so you actually see the magazines being removed from the weapon and a new one being put back in? Improved reloading sounds would also be a bonus... Share this post Link to post Share on other sites
marius 0 Posted August 9, 2003 Got to make a comment on the 1911 jamming debate. Quote[/b] ]A genuine M1911A1 is a genuine jam-o-matic Quote[/b] ]M1911A1 jam?Bah, not with standard issue ball ammo... The colt 1911A1 is the second most reliable sidearm in the world.(The glock is first, but thats a piece of "Made in Taiwan" plastic junk). I have my very own colt 1911 and i haven't had a jam in over 500 rounds (And many of them had i made myself). But one thing that i like to see in OPF2 is that you can choose have reliable the weapons are from 1 jam every 1000 rounds to 1 every 10K rounds. That would be great. This wouldn't be any problem to make in the game just, just when the weapons jams let the solidier scream "Damn, piece of shit" or something and remove all rounds to that gun. Weapon jams were common problems soldiers had do deal with in vietnam, due to the use of the premature M16 (M15). So I would like to see this in OPF2. How great wouldn't it be to have a vietcong soldier in your crosshair, and just when you push the left mousebutton (or ctrl) the weapon jams. Then you had to go search for another weapon lying around. How realistic and annoying wouldn't that be. Add's a little "Will the gun work" fear to the gaming experience. This is somthing the BI should consider to have as an option on the expert level. Based on realistic jamming stats. And to shadow (In norwegian): Hvordan kan du si at 1911 er en dårlig pistol? Da har du ikke prøvd mange andre pistoler, sånn som dem klikker. I forhold til andre slag (Untatt Glock) er den klikke og kile fri. Du må ikke her blande med andre etterligninger av våpnet som Paraordinace, Pardini eller andre etterligninger. Share this post Link to post Share on other sites
drewb99 0 Posted August 9, 2003 Usually all you do when your jun jams is extract the jammed round and keep firing away, no reason to just toss it aside and look for a new one But BIS should really add gun jams, they were just so common on the M16A1 and XM16E1 that it'd be a crime not to include them Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted August 9, 2003 Most jams are simple enough to fix using the IAs (immediate actions), but sometimes you do get one that requires stripping the weapon down. In a firefight, thats a real bad thing, so you might just grab the nearest weapon instead. Share this post Link to post Share on other sites
Harnu 0 Posted August 10, 2003 I can't remember the name of it. It was in we were soldiers. It's that explosive tape they used to clear the new LZ. Anyone remember that? Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted August 10, 2003 Det cord. Share this post Link to post Share on other sites
marius 0 Posted August 10, 2003 Quote[/b] ]Usually all you do when your jun jams is extract the jammed round and keep firing away, no reason to just toss it aside and look for a new one This is what you do when you got a small jam, but as Baron Hurlothrumbo IIX it's better in combat to take your dead friends weapon. In Vietnam (Wich is one of the theatres in this game) many american soldiers throw their gun away and that was a treasure to the vietcong that fixed the weapon and jused it agains the americans, so the most realistic and easiest thing to do is make the gun empty. Share this post Link to post Share on other sites
Yeltsin 0 Posted August 11, 2003 My wish list 1. Chainsaw (For civilian resistance) 2. HAVE THE TURRETS HAVE RECOIL AND BOUNCE LIKE HELL DEPENDING ON ITS POSITION. 3. Shotguns that work like shotgun with the spread 4. M249 5. Bipods! that work 6. When bullet casings hit the ground they make REALISTIC sounds. 7. NAPALM!!!!!!!!!!!!!!!!!!!!!!!! Share this post Link to post Share on other sites
superskunk 0 Posted August 11, 2003 About Flares: -  Add Flare pistols -  Add Flare-grenades (if they excist) -  Add Flare-traps...which are triggered by enemy walking cross section. -  Add some kind of automatic Flare-fire-systems.  So a base-perimeter will be lightened at all time. Flare-Fixes: -  Make flares useable in day time, at least make them visable... -  Make flares burn also when on ground. For Fun: -  Add Fireworks  Sskunk Share this post Link to post Share on other sites
Commander-598 0 Posted August 11, 2003 Got to make a comment on the 1911 jamming debate.Quote[/b] ]A genuine M1911A1 is a genuine jam-o-matic  Quote[/b] ]M1911A1 jam?Bah, not with standard issue ball ammo... The colt 1911A1 is the second most reliable sidearm in the world.(The glock is first, but thats a piece of "Made in Taiwan" plastic junk). I have my very own colt 1911 and i haven't had a jam in over 500 rounds (And many of them had i made myself). I believe it took 3000 or 30000 rounds without malfuntions. Share this post Link to post Share on other sites
Major Fubar 0 Posted August 12, 2003 - Â Add Flare-grenades (if they excist) Dunno about grenades, but there are certainly road flares. Also, flashbang grenades would be nice...but I'm not sure if they were around back in the era in which OFP2 was set... Share this post Link to post Share on other sites
Shashman 0 Posted August 12, 2003 About Flares:-  Add Flare pistols -  Add Flare-grenades (if they excist) -  Add Flare-traps...which are triggered by enemy walking cross section. -  Add some kind of automatic Flare-fire-systems.  So a base-perimeter will be lightened at all time. Flare-Fixes: -  Make flares useable in day time, at least make them visable... -  Make flares burn also when on ground. For Fun: -  Add Fireworks  Sskunk Everything you request can be done using scripts/exists so it shouldn't be a problem for BIS to implement in OFP2 I should think Share this post Link to post Share on other sites
iNeo 0 Posted August 12, 2003 About shoulder-launched missiles - Ability to launch when laying down, crouching and standing. - Ability to carry rockets, and other ammunition, without carrying the weapon, so that you can be a pair, one shooter and one loader. (The loader then keeps the rockets on his back (2nd weapon slot), and doesn't waste his ammunition slots.) Share this post Link to post Share on other sites
Harnu 0 Posted August 12, 2003 Loaded weapons don't count in the ammo pool. What I mean is, in OFP1 you carry 4 mags standard. 1 of which is the current one in your weapon. So, if it is loaded in your weapon, I'd like to see another mag being able to be carried. Share this post Link to post Share on other sites
Guest Posted August 12, 2003 BIS use standard weapons for fighting which people use in that time, let the weapons be more poly and beter texstures let say as AO I would like to see some more detailed hands and beter look of weapon in ur hands,recoil must be improwed , dont use one animation for holding the weapon,....u knew what i mean its up to u ....BIS Share this post Link to post Share on other sites
Shashman 0 Posted August 13, 2003 - Ability to launch when laying down[...] Hmmm...That sounds hard let alone unsafe Share this post Link to post Share on other sites
Major Gripe 0 Posted August 13, 2003 - Ability to launch when laying down[...] Hmmm...That sounds hard let alone unsafe I know the Milan falls outside the time period of OFP2 but if you look carefully you can see that the soldier is not lying in line with the missile, instead he is angled away, avoiding the casing as it shoots backwards. So it can be done!! Share this post Link to post Share on other sites
iNeo 0 Posted August 13, 2003 Yes it's not unusual. The loader lays in 90 degree to the shooter so he can check that the rear is clear. Share this post Link to post Share on other sites
Major Fubar 0 Posted August 13, 2003 - Ability to carry rockets, and other ammunition, without carrying the weapon, so that you can be a pair, one shooter and one loader.(The loader then keeps the rockets on his back (2nd weapon slot), and doesn't waste his ammunition slots.) You should check out my support units : here...although the same effect can be achieved in the mission editor... Share this post Link to post Share on other sites
Drill Sergeant 0 Posted August 13, 2003 - Â Add Flare-grenades (if they excist) Dunno about grenades, but there are certainly road flares. Also, flashbang grenades would be nice...but I'm not sure if they were around back in the era in which OFP2 was set... No flash bangs until the late 70's middle 80's. Why LA's D-platoon (SWAT) was just formed in middle to late 70's and they used gas mos of the time. (CS gas.) Flash bangs are correctly named NFDs and come in all shapes and sizes also the standard flash bang used by most tactical teams is called a NFD (Noise Flash Device) #56. Also they are avaliable with 40mm canesters that have rubber buletts in them they are called Hornet's nests. All of wich didn't really come into wide spread use until late 80's early 90's. Mostly in Vietnam it was smoke (Somtimes cs but mostly the loved was the white red and yellow phosperous grenade smoke.) Some pinaple grenades earlyer in the war, later on it was mostly lemon syle ones. M18 smokes were prety popular ans still are. Trip flares are good but base perimeters don't need to be lit all the time because that would tell the enimy all you are doing. Mostly now in place of trip flares thier is a trip device that activates a glow stick that is high intensity and it can be used over and over. (Glowsticks are needed for each use.) Teams of 2 and 4 guards peform a eliptical pattern and check for the triped glowstick traps. Share this post Link to post Share on other sites
Major Gripe 0 Posted August 14, 2003 - Ability to carry rockets, and other ammunition, without carrying the weapon, so that you can be a pair, one shooter and one loader.(The loader then keeps the rockets on his back (2nd weapon slot), and doesn't waste his ammunition slots.) You should check out my support units : here...although the same effect can be achieved in the mission editor... Nice plug Major, I salute you!! (Even if you are of equivalent rank!! ) Share this post Link to post Share on other sites
iNeo 0 Posted August 14, 2003 ...although the same effect can be achieved in the mission editor... Well yeah but they aren't loaded on the back, and another related problem is that if you drop your RPG launcher for example, you also drop the rockets. Share this post Link to post Share on other sites