LG-MindBullets
Member
+10|7178|Kirkland, WA

chuckle_hound wrote:

LG-MindBullets wrote:

**snip**
That's a bit of a dumb idea.  Dropping artillery does take some skill when you're trying to predict enemy movements.  And when it's dropped on a cluster of players - well, it's a weapon for a reason and as a result should act like any other with kills and deaths.

Seems like most people use suggestions for "improvements" as an excuse to moan about being killed all the time.
Your right, using artillery does require some skill on part of the commander as far as anticipating movements and attacks go. I should have said that artillery is a skill-less death, meaning that the player killed by it has no way of preventing it. Even if you take extreme measures to make sure that you're not in tight packs that are going to catch a commander's attantion, you still can't predict if they're going to arty you on a whim just because they can and want to single you out. This is especially true if you're at the top of the scoreboard on the server and the enemy comander is simply vindictive. I think being killed and having to wait 15 seconds is punishment enough for being artied, it shouldn't effect your stats though since you really don't have a consistent way to prevent it.

Last edited by LG-MindBullets (2006-03-10 10:02:27)

CrazeD
Member
+368|7130|Maine

LG-MindBullets wrote:

This should probably go in the Improvements Section. I think there are probably already several posts on this topic, but I would like to see a return of jumping and firing for at least the knife and pistol, and maybe the shotguns. I'm ok with the other weapons not being able to fire when jumping, although it never bothered me in the first place. Other changes I'd like to see include Less accurate PKM's and the ability for Claymores, and AT mines to detonate on friendlies again. As it is right now, players just litter the streets and alley ways with them hoping for skill-less kills.

I also have a suggestion for a fairly major change that has to deal with artillery. I think commanders should still get points for killing with arty but players that are killed by it shouldn't get a death counted against them since it's a skill-less kill. The exception might be a TK by an allied commander since players should be looking  at their minimap for the artillery icon. But sometimes you just can't escape it even when you see it come up on the minimap.

To sum it up. Arty gives commander kills but doesn't give victims a death in their stats. I kow this isn't realistic, but it's better for game play balance. I don't even care if it causes the team to still lose a ticket, just don't give the player a bad mark on their stats for something that they couldn't predict or prevent.
Might as well knock off deaths from choppers and jets too. Not much you can do to prevent that 500 pounder falling on you, or that tv guided/laser guided missle coming from no where.
[tlv]TDL
Member
+7|7115
A working IFF.
Stupid that you can TK with air-to-air and ground-to-air, but not with clays and AT-mines....

Last edited by [tlv]TDL (2006-03-10 10:47:02)

jjrp02
Member
+18|7104|Baton Rouge, LA, USA
things I would like to see...

1. return of explosive shells on BH
2. make the shoeboxes (MEC/PLA transport chopper) more than just a flying coffin
3. return of jumping and tossing of ammo/health/c4...and knife/pistol as well
4. make it a little easier to get repair points...maybe it's just me but unless you stat pad, it's impossible to get 25 repairs in one round
5. nerf the support accuracy a tad....you know..JUUUUST a tad </sarcasm>
6. return of friendly claymore/AT detonation
7. point(s) for shooting down UAV
8. ridding of the TK punish...way overabused
9. make it possible to actually get a successful kick vote in larger servers
10. increase healing speed of supply crates...to match a medic holding a med pack
11. allow penetration damage for tank shells
12. allow for spawning on the commander (for squad leaders)
13. make tanks able to destroy assets...if jet bombs can do it...so should tank shells
14. allow winching on transport chopper (for easier pickups)
15. allow a point bonus for all team members in "total ownage" games...sortof like the commander bonus but not 2x...maybe a 1.33 or 1.5 bonus for winning by more than 200 tickets or so
16.  because of the incredible AA, allow jets to reload flares a little faster, but not to the point of being a heli
17. make it possible for a one-shot-kill on a tank with a SRAW/Eryx (w/o this...it gets very frustrating on Karkand)
18. decrease the blast radius of the claymore (I swear I keep getting killed by it from 20+m)
19. allow jet repairs along the entire runway...like the choppers can...and not just by where it spawns...it's very frustrating to have to make 5-6 passes to get repaired and you don't wanna land for fear of base rapers and TKers
Elamdri
The New Johnnie Cochran
+134|7104|Peoria
On number 13, you can actually destroy assets that are badly damaged with tank shells. Just today, i shot a black smoking arty and it was detroyed.

on nuber 17, that would be too unbalanced. Just shoot it twice in the back, or twice in the front treads to kill it.

Making it have an instant kill spot for SRAW would mean making the SRAW as powerful as the TOW, thus making TOW's worthless. The TOW exists to give you a 1 hit kill on a tank. Just shoot it in the back/front treads and its done.
CMDR_Dave
Redneck
+66|7298|Missoula, MT
Don't forget #20, More Cowbell. 
NoS
karma padder
+13|7084|UK
i'd like to see how many tickets each team has *before* joining a server, which teams have which flags and also which round the current game is (and perhaps how much time is left on timed games). i've lost count of the amount of times i've spawned into a the end of a game with no flags.
kontrolcrimson
Get your body beat.
+183|7285|Australia
some cool idea's, try passing them on to EA. cant hurt
KingLou
Banned
+79|7081|Las Vegas

CMDR_Dave wrote:

Don't forget #20, More Cowbell. 
I've got a fever....


KiL
Spearhead
Gulf coast redneck hippy
+731|7147|Tampa Bay Florida
Lower the accuracy of the PKM, make it like the other LMG's.  (accurate, but not more accurate than a rifle, for christs sake)  Plus the red/blue tag glitchs.

Chinese Special Forces would be cool..... but EA realized that all of the noobs hate the PLA maps, so they said F this and didn't even bother to add a PLA Special Forces to the expansion.... pretty lame if you ask me.  They could've had the type 95 or 85 whatever assault rifle for the assault kit.
Jelecak
Member
+1|7082|Vodnik camper van, Ghost town
1. Some more unlocks (one more semi auto sniper...)
2. Make transport heli's guns better
3. Lessen PKM's accuracy
4. Change stationary MG's and TOW's placements to more useful
5. More infantry maps with cars only (maybe some armor-1 per side) especially Chinese
6. Throwing nades into tanks made possible
7. Point for UAV shot down- remember old days in Wake shooting it for 0.5h cause that shitty chinese support gun was constanty overheating and had only 100 bullets...

Over
chikler
Member
+0|7083|Jimmyhat, Ontario
6. Throwing nades into tanks made possible

I love this idea, I found myself ontop of a enemy tank the other day looking down the hatch saying "why cant i just put this in there!!".
cheshiremoe
Evil Geniuses for a sparsely populated tomorrow
+50|7166

NoS wrote:

i'd like to see how many tickets each team has *before* joining a server, which teams have which flags and also which round the current game is (and perhaps how much time is left on timed games). i've lost count of the amount of times i've spawned into a the end of a game with no flags.
Keeping servers info up-to-date would take to much bandwidth, but having that info with a timestamp and a time of next expected update would work.  That way you would know what to expect when joining or be able to find a server that just started a new round (1st or 2nd time playing a particular map and next map in the rotation would be nice as well).
{A.I}TheBusDriver
Member
+2|7071
This post edited for content.

Strike one, swing and a miss.
Lib-Sl@yer
Member
+32|7170|Wherever the F**k i feel like

chikler wrote:

6. Throwing nades into tanks made possible

I love this idea, I found myself ontop of a enemy tank the other day looking down the hatch saying "why cant i just put this in there!!".
I threw one in a tank b4 nade acctualyy made tank somke and killed guy in it
gearpig
Member
+6|7218|SoCal
I want the jump/throw combo back. Its pretty hard to toss some C4 packs around when you can't jump them off. Now they just sort of drop where you're standing. I used to toss them up high on fences and poles near flags to blow choppers that hover over the flags (like on Mash city)
Citizen One
한국 공주
+338|7106|South Korea.

gearpig wrote:

I want the jump/throw combo back. Its pretty hard to toss some C4 packs around when you can't jump them off. Now they just sort of drop where you're standing. I used to toss them up high on fences and poles near flags to blow choppers that hover over the flags (like on Mash city)
I think only the following should be alowed...
Grenades
Amo, health packs
Wrench
C4
gearpig
Member
+6|7218|SoCal
I'm not sure why it is they took the jump/throw thing away anyways, I thought the problem was with bunny hopping. What they should do is allow the jump/throw, but make the jump feature delayed by like a couple seconds so you won't have bunnies hopping all over the place, or disable the hop/shoot but allow the hop throw.

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