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#11 |
![]() Join Date: Mar 2008
Location: E5kp1, The flipped truck
Posts: 214
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Blowing a friking bridge might possibly be able to slow down the opposing team if this was implemented, need to know what is possible tho, if you could make it so that only certain kits couldnt swim then it would be beneficial and realistic but every soldier being afraid of water is a bit of the opposite
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Ingame name: OfficerJamesPrice
"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it" |
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#12 |
![]() Join Date: Sep 2008
Posts: 2,197
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Guys, they would still be able to walk through shallow water (water below their head). I know you can control vehicles and whether or not they float and how far underwater they have to be before they take damage and how long they have to be underwater before they take damage. I've never tried implementing this on the soldier to see if you could but if you could it would up some of the realism as you'd have to find places to cross and not just swim through an ocean or super-deep river.
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#13 |
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i dont see the problem- you guys know most places that you can swim across are low banks- other places are to steep to get back up from... so really, whats the problem??
I mean sure- you would not swim from the carrier in real life- but the carrier would not be so close either. I see this a bad idea- lowers teamplay (atleast in .85- i would flank arround on qwie river, and have my squad swim throwgh the side, while some others attacked from the street on the north, theirby cuasing panic. I like being able to swim to flank- if you get flanked from the water- someone was not watching their flank like they should. |
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#14 |
![]() Join Date: Feb 2010
Location: Graz
Posts: 265
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the idea is cool, but it would kill the gameplay
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#15 | |
![]() Join Date: Apr 2007
Location: Vilnius, 26 kilometres south of Europe center
Posts: 607
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“Respond intelligently even to unintelligent treatment.” - Lao Tzu
Never heard of Lithuania? Territory To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. !!! Yes I know the map is old, but that doesn't really matter now does it? To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#16 |
![]() Join Date: Feb 2007
Posts: 1,235
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I don't agree with removing swimming outright; "Oh no, a stream; best find a bridge!", but I seem to recall Battlefield Vietnam kicked in a health bleed after so long swimming.
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#17 | |
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PR Contributor
![]() Join Date: Jan 2007
Location: Portland, Oregon
Posts: 2,804
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I'm failing to see how this is either unrealistic or undermines gameplay/teamwork -- it may reduce infantry mobility to some extent, but would undoubtedly increase reliance on amphibious APCs and boats for navigating waterways and beach landings.
Quote:
Pariel -- Marines utilized hollow tubing to aide them in crossing the canals -- this is far from fording a river in full combat gear. The drowning effect was implemented for civilians (Apparently still in effect?) in a previous version and could likely be used to limit swim time for infantry, allowing them to cross small creeks etc, but prevent footborne amphibious assaults. +>9000 Solid. -REad | |
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#18 |
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-_- i REALLY Dont like this idea AT ALL
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ^ How it all started ^ Definition of Damare: "be quiet", often translates as "shut up!" or "silence!". To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#19 | |
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PR Contributor
![]() Join Date: Jan 2007
Location: Portland, Oregon
Posts: 2,804
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Quote:
And just for fun a LMGTFY. -REad | |
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#20 |
![]() Join Date: Sep 2008
Location: Toronto Ontario
Posts: 237
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Deployable footbridges?
Just a thought... bzzz |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Sir, I am unaware of any such activity or operation... nor would I be disposed to discuss such an operation if it did in fact exist, sir." - Captain Willard |
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