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Old 05-14-2009, 09:30 PM   #331
daranz

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Default Re: [Hud] Limited kits on spawn menu

Sounds like I'm gonna have to get used to the idea of playing kits other than medic. D:


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Old 05-15-2009, 02:33 AM   #332
[R-CON]ChiefRyza
PR:BF2 Contributor

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Default Re: [Hud] Limited kits on spawn menu

This system is highly open to abuse now that I think about it. People could just make 3 man squads and 1/3 of the team would be LMG's. That would be stupid....

It should be limited to a squad with at least 5 people, no exceptions.


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Old 05-15-2009, 05:25 AM   #333
Warpig-
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Default Re: [Hud] Limited kits on spawn menu

You can already do that now though


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Old 05-15-2009, 08:41 AM   #334
Su34
Default Re: [Hud] Limited kits on spawn menu

No, because as far as I know, the Automatic Rifleman-Kit is limitied to a certain number for in one team.
In 0.86 you can have on Automatic Rifleman/squad, no matter how many Kits are already in use, as long as you have 3 guys in your squad.

So, I like the idea of limitting the kit to 5/6 man squads.
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Old 05-15-2009, 10:11 AM   #335
Masterbake
Banned
Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Masterbake View Post
One issue I can see is that squads in matches and the like may be reduced to 4, maybe even 3 people, so they're simply:

Officer
LMG
Medic
Rifleman (maybe)

I think the LMG should only be available to squads with at least 5 people in.
Otherwise there may just be mad spraying on every map with the LMGs just killing everyone.
Quote:
Originally Posted by ChiefRyza View Post
This system is highly open to abuse now that I think about it. People could just make 3 man squads and 1/3 of the team would be LMG's. That would be stupid....

It should be limited to a squad with at least 5 people, no exceptions.
Echo...
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Old 05-26-2009, 07:52 PM   #336
sickly
Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Loller View Post
As optimistic as some of us are im just not confident in the PR community noobs to abuse this , the majority of players in PR are willing to work as a team however i just see them getting impatient and fighting the battle and then the squad bleeds to death while the medics imaptience has cost the squad their ability to operate. PR will have to rely much more on SL discretion and admins i guess
This is a good point; noob kit-whores will force SLs to be stricter (e.g. kicking squadmates that don't do their jobs).

Three problems: 1) squads with irresponsible SLs will suffer, 2) I can see overly-strict SLs kicking people for accidentally getting fragged (we all have our moments), and 3) the increased responsibility placed on the shoulders of player with the medic kit in particular may scare people away, so you may end up with no medics at all.

Generally speaking though, limiting these two kits this seems both realistic and balances gameplay.

In RL, medics are few in number in that they require higher-level medical training and as said before, LMGs are pricey--they are also slow to handle so not as versatile as assault rifles).

And tactical gameplay suffers when half the guys on a squad are medics and just revive each other, albeit not as quickly as vanilla---thank God (how many times did I just keep fragging the same guy with his little noob medic buddy sprinting out and instantly reviving him to full health!). Or in the case of LMGs, I remember armies of them in vanilla because people could be sure of a kill at closer ranges....after diving to prone of course.
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Old 05-26-2009, 08:25 PM   #337
Zynk

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Default Re: [Hud] Limited kits on spawn menu

hmm...I'm positive someone' already said this somewhere, but what about having one rifleman/officer kit on the spawn menu and having the little arrows toggle between ironsights/optics?

(my guess is, you would have done that already in an earlier release, but it causes glitches somewhere within spawning...)


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Old 05-27-2009, 03:47 AM   #338
Expendable Grunt

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Default Re: [Hud] Limited kits on spawn menu

SL + Medic + LMG = squad lacking in sustainable firepower, eyes, staying power, and mobile fire power. LMG can't deploy in the open because he'll get shot, and if the medic runs to get him they'll both be shot, meaning the LMG is now dead. If the unit's on the move, they'll not be able to cover their advance well, or quickly. In CQC, they only have 2 effective members, as the moving spray is horrendous, and you are a frag magnet.

M.
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Old 05-27-2009, 10:43 AM   #339
McBumLuv

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Default Re: [Hud] Limited kits on spawn menu

Exactly. People arguing that there'll be some sort of spam are simply being ridiculous, because it's all about context. If you're trying to be a support team, then yes, it's possible to have a 3 man squad with an LMG. But then it's always been possible for that, and you're still limited to one sort of thing, and if you're flanked, you're F*cked.


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Old 05-27-2009, 01:01 PM   #340
sickly
Default Re: [Hud] Limited kits on spawn menu

Quote:
Originally Posted by Zynk View Post
hmm...I'm positive someone' already said this somewhere, but what about having one rifleman/officer kit on the spawn menu and having the little arrows toggle between ironsights/optics?

(my guess is, you would have done that already in an earlier release, but it causes glitches somewhere within spawning...)
Yeah that's something I really wanted to see in a mod (i.e. the ability to switch between variations of a single kit type using BF2's weapon unlock function) but I think I remember reading somewhere that this was very difficult or not possible to implement. It's too bad because that would have made for a simpler kit limiting system.


Quote:
Originally Posted by Expendable Grunt View Post
SL + Medic + LMG = squad lacking in sustainable firepower, eyes, staying power, and mobile fire power. LMG can't deploy in the open because he'll get shot, and if the medic runs to get him they'll both be shot, meaning the LMG is now dead. If the unit's on the move, they'll not be able to cover their advance well, or quickly. In CQC, they only have 2 effective members, as the moving spray is horrendous, and you are a frag magnet.

M.
Aside from the unrealistically high deviation for movement (I'm guessing this is for game balance purposes--too keep LMG from being over-powered), this is pretty much how it works in RL so why would PR any be different?

Btw, LMG is usually not in the open but rather in a hidden position overlooking a choke point or commonly used route (i.e. so he can wait for enemies to enter the area and then mow them down before they can react). This is the point to the 'deployed' option for LMGs--highly stable (i.e. low deviation/recoil) so finding a good spot where you can't be attacked from the side is essential. (Only a fool would be out in the open for a sustained period of time....with any kit type.)
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