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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification.

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Old 2014-12-25, 08:45   #11
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Rationale behind insurgents not being able to steal blufor kits?

As others have mentioned, there is no single one reason for this but really a whole heap of reasons which all just adds up to it having an overall negative and unrealistic aspect to the gameplay.

If we could have:
  • Faction/Weapon Specific Supply Types so you can't reload weapons that your faction doesn't have ammo for (unless you are able to capture some enemy ammo)
  • Not picking up the enemy "kit geoms" when picking up their weapons, so you are not wearing the enemy body armour, helmets etc (technically it's possible to do but would require serious re-work of our kit geoms in order to make it work and there would be many hurdles to overcome as well for getting non-conventional kit geom layouts to match up with conventional ones, but biggest issue is the sheer amount of skilled work required to do it. This also being the single biggest gameplay and immersion issue which would allow you to "ninja" your way into enemy squads, making them think you where on their side)
  • Being able to simulate your faction not being trained with a weapons system, which could mean longer reload/deploy times, less accuracy, and possibly in some cases the inability to use extremely complicated weapons.
  • Taking a limited enemy kit means that the enemy can no longer get this kit back until the enemy with the kit has died and the kit has vanished, which for the very limited kits like the H-AT kit, this was quite a big issue since denying the enemy from having the kit was pretty much the single biggest reason for picking it up in many cases as even if it had no ammo in it for you to use, you where still massively helping your team...

I have probably missed a few of the issues too but got the core ones and most of the above are simply not possible to fix with the BF2 engine.

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Old 2014-12-25, 09:47   #12
Souls Of Mischief

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Default Re: Rationale behind insurgents not being able to steal blufor kits?

Ehh, limiting frag grenades, binos and ammo bags to only certain Insurgent classes sucks more.

DEVs hate Insurgents

http://imageshack.us/a/img585/3971/r0mg.jpg
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Old 2014-12-27, 00:59   #13
obpmgmua
Default Re: Rationale behind insurgents not being able to steal blufor kits?

Quote:
Originally Posted by IMI-GALIL.223 View Post
it was still more fun though
Quote:
Originally Posted by Souls Of Mischief View Post
DEVs hate Insurgents
Both of you hit the nail on the head.

Pre 1.0 Insurgency was alot more fun. Blufor had to be fast and sneaky and Insurgents had to be deceptive and cunning to win.

Post 1.0 Insurgency: Ins got nerfed so bad that blufor had no problem rolling over opfor, I've seen some rounds last less than 30 minutes.

If you want Spawnable RPGs and SVDs for Insurgent team

Sign Here ______________________
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Old 2014-12-27, 01:33   #14
[R-DEV]​Rhino
PR:BF2 Developer
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Default Re: Rationale behind insurgents not being able to steal blufor kits?

Quote:
Originally Posted by Souls Of Mischief View Post
Ehh, limiting frag grenades, binos and ammo bags to only certain Insurgent classes sucks more.

DEVs hate Insurgents
I do think we have nurfed the insurgent kit a bit too much (although that started well before v1.0, which iirc, the not being able to steal enemy kits was also pre-v1.0 too) but tbh, this topic about not being able to steal enemy kits isn't just about insurgents, its about all factions, just the insurgents where the most to benefit from it especially if someone lost the HAT or AA kits which especially for AA, they didn't really need.

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