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Old 09-29-2009, 06:09 AM   #41
RHYS4190

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Default Re: the armed pilot, new solution (afaik)

I say just remove there parachute and in staid give them a anvil to hastened there demise, then add a nice wet splat noise when they hit the ground.
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Old 09-29-2009, 10:58 AM   #42
jbgeezer

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Default Re: the armed pilot, new solution (afaik)

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Originally Posted by Marshall View Post


It's, what 10? for an aircraft. Might as well be 11 I say, my AA kills go up to 11. In fact no, they start at 11 but can often be 15 or 16.
The plane or helo blows up anyway What I meant is that in PR, saving the pilots life really is more job (and risk of loosing more tickets) than actually gaining some.

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Old 09-29-2009, 11:17 AM   #43
Wags

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Default Re: the armed pilot, new solution (afaik)

Actually, I know Black hawk pilots fly with a full load of combat gear with them. I specifically reference to my friend who flew Black Hawks in Afghanistan. He kept an M4 and about 150 rds. of ammo in his Black Hawk just in case he ever got shot down or needed to make a crash landing in hostile territory.

What if we made a kit exactly like the one suggested, but it was more of a helo crew chief kit?
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Old 09-29-2009, 11:33 AM   #44
[R-DEV]Thermis
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Default Re: the armed pilot, new solution (afaik)

The actual weapons carried by helo pilots into combat isn't set in stone. It depends on Unit and theater SOPs. Then you have to add in personal preference on the side of the pilot.

Just because one pilot said that he carried his M4 and a combat load up with him doesn't mean that is the standard (that's a lot of gear to put in your bird). However, I think we can safely say that all pilots would be armed in a combat zone to some extent.


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Old 09-29-2009, 12:11 PM   #45
Marshall

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Default Re: the armed pilot, new solution (afaik)

Quote:
Those Choppers are expensive, millions of pounds, we could train a 100 pilots for a fraction of it's cost.

uuuuuuuuuuuuuuuuuuhhh.. really?
No not really, I literally have no idea of this cost ratio, my comment was merely an anecdote to add emphasis to my point. Though I do appreciate your contribution to this debate.

This has been the best idea so far, I'd be hppy to have this implemented;

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Default Re: the armed pilot, new solution (afaik)
I feel that this over complicates things in terms of kits. Having two pilot kits, especially for new players would not appear very apparent, even to those who would read the manual. Also, it is especially hard to find the time to request a kit from an aircraft, when your meant to be creating distance between you and the heap of smouldering metal thats pissing jet-fuel.


----
I think a better method would be to drastically increase the pilots spawn time after death.
Now jumping into the fray is cost-ineffective for players, as they will then be forced to wait a long time to re spawn. There would be greater consequences for the pilot who goes down with his bird, or the '1337 paratrooper'; giving players the incentive to bail out and not just accept the doom of a failing warbird.

Then, it would make sense to arm pilots, as the weapon now really are their last ditch hope of making it out from enemy lines. Escape and Evasion would be preferable, as the risk of being discovered and hunted after firing is very high and should only be done when totally necessary.

Going down with your ship= 00:02:10
Capture and execution= 00:01:30


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Old 09-29-2009, 10:03 PM   #46
Dev1200

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Default Re: the armed pilot, new solution (afaik)

I agree with the first post in this thread, which makes a ton of sense. there's no "1337 para troops", unless they bail out of the chopper and somehow find it.
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Old 09-29-2009, 10:13 PM   #47
Garmax

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Default Re: the armed pilot, new solution (afaik)

only if pilots were unarmed until they were a certain distance away from the main base then they would magically get a pistol that could solve a lot.


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Old 09-29-2009, 10:54 PM   #48
Hunt3r
Default Re: the armed pilot, new solution (afaik)

Quote:
Originally Posted by RHYS4190 View Post
I say just remove there parachute and in staid give them a anvil to hastened there demise, then add a nice wet splat noise when they hit the ground.
I would do this just for the laughter.
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Old 09-29-2009, 11:03 PM   #49
gazzthompson

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Default Re: the armed pilot, new solution (afaik)

Quote:
Originally Posted by Garmax View Post
only if pilots were unarmed until they were a certain distance away from the main base then they would magically get a pistol that could solve a lot.
how would that solve anything?


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Old 09-29-2009, 11:07 PM   #50
Wags

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Default Re: the armed pilot, new solution (afaik)

What if we brought back the pistol for the pilot kit: We could add in 2 clips of ammo, restrict the pilot's ability to grab kits, and add extra time to the counter for dying with a pilot kit.

The only thing I see bad about that is the person who grabs the pilot kit will be forced to be more commited to be a pilot. If they were restricted to grab other kits it would probably make people think twice about mindlessly grabbing that pilot kit. If we add a long respawn time for dying with the pilot kit, it might discourage "Rambo pilots."

I would imagine if there was a long spawn delay, that would prompt pilots to train more and try to die less in the game servers. That would probably reduce the amount of careless pilots who can't even take-off without dying.

Opinions?
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