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#1 |
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PR:BF2 Contributor
![]() Join Date: Feb 2009
Posts: 3,079
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Not a huge Issue, more of an observation from insurgency.
The weak-point of the Insurgent arsenal is the grenade trap. This weapon has a huge amount of potential but as anyone who has ever found one ingame, they kill more friendlies than they do their intended targets. The problem is, they are only marked on the map. I look at my map, but I dont check every corner for markers when im running around in the city. Thus people tend not to use them as much as they should as they teamkill so much. Solutions. -Bring back 2d markers above the nade (only to ins if possible). Although this is 'gamey' It would hopefully avoid a lot of teamkills. -Make grenade traps 'one-way' i.e if you place traps all around a cache, people can still walk out over them, but not back in (they will blow). Im not sure if this is possible code-wise. What do you think? |
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#2 |
![]() Join Date: May 2009
Posts: 191
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Markers above the trap have been discussed before. As for 1 way traps does friendly fire have to be turned off for that to work?
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#3 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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#4 |
![]() Join Date: May 2009
Posts: 191
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#5 |
![]() Join Date: Dec 2008
Posts: 387
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You can just crawl under them to get out, but they really should have a little marker over them, it would make a huge difference in game.
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#6 |
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PR Military Adviser
![]() Join Date: Oct 2007
Location: Oregon
Posts: 1,785
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The problem with mines and grenade traps is that the problem lies with the players, not the devices themselves. You have idiot players dropping devices where friendly forces are required to move, such as spawn points and weapon caches. And at the same time, you have idiot players who just run around the map, zipping through doors and around corners without looking first.
Although the use of mines has greatly decreased in conventional forces over the last decade or two, the principals and training are still there. Soldiers placing mines will mark them on a range card, which is then copied and sent out to all other units operating in that area. Before we move through an area, we check for known minefields and avoid them as needed. You can't really see a buried mine, and even above-ground mines are often concealed to prevent the enemy from spotting them early. So having some kind of "magical" in-game floating icon is not only unrealistic, but breaks the immersion. In PR, you can place a map marker at your mine location. This method simulates the minefield range cards, and every player on your team can see mine locations simply by opening their maps. Players who are running around without checking their maps first deserve any deaths associated with stepping on a friendly mine that was properly placed. Personally, I'd just rather have a minimum placement distance from friendly spawn points. This might help reduce the most common cause of TK incidents from mines, but not all of them. Players still need to learn to look at the map and use common sense. |
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#7 |
![]() Join Date: Dec 2007
Posts: 22
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Well, Ninja, that is a good tip to be displayed in the loading screen, if it isn't there already. Maybe that would help.
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#8 | |
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PR Military Adviser
![]() Join Date: Oct 2007
Location: Oregon
Posts: 1,785
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Quote:
No offense to anyone, but EVERY loading tip should be the same..."RTFM" | |
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#9 |
![]() Join Date: Nov 2009
Posts: 258
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It's not that their placed in bad places, I see people attempting to jump over them too, some ppl don't know you can crawl past
Yeah 2D markers sounds like a good idea, it probably would save a lot of friendly lives |
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#10 | |
![]() Join Date: Jul 2008
Location: North Carolina
Posts: 655
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Quote:
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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| Tags |
| directional, grenade, markers, traps or 2d |
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