Hello,
I've prepared a list of suggestions and bugfixes. I know, you all read lots of them, but I do hope you take the time to read mine. The first list of suggestions is fairly simple to implement and not aimed at changing the current gameplay too much. For those having more impact, check the bottom. Ready? Here we go:
Frustrations:
Teamkilling to get a seat in a tank/chopper or jet
Shooting rockets like crazy, only to see the driver exit the tank and kill you with a machinegun while you reload your anti-tank rocket
Snipercrosshair on m24 and m95 too thick
M95 no real upgrade, hit on moving targets almost impossible
M95 fires .50 cal bullets, which are not fatal on the chest
Fast turning speed makes inpossible for lining up headshots for snipers, especially when prone
Still you are able to dive and shoot at the same time (jump, go prone and fire)
Arty attacks on spawn points (especially at the beginning of a round)
Spawn and get killed directly afterwards (being 0,1 secs alive). How frustrating it is to watch 15 secs countdowns 3 times in a row
Tank camping on spawnpoints (especially karkland)
If you don't own SF, you'd have to battle people with stronger, more accurate weapons
High ranks easily kill low ranks, because of better weapons
G36E is a 3 mode burst sniperrifle (3x 32dmg = 96 damage) Weapon is more deadly and faster than any sniperrifle, at any distance
Bunnyhopping players can hardly be hit (especially sniping)
Even the smallest ledge (roofs, pendestrian pavement) or bump in the road blocks or slows you down while sprinting (see weapon go up and down all the time)
Gameplay suggestions to improve current gameplay:
General suggestions:
1) make your kit droppable (instead of pick up only). You alway keep a knife and pistol. When you drop your kit, you become a pilot by default (models (upperbody) are already present). This pilot class can fly choppers, drive tanks and fly jets. Second seats are available to non pilots (normal players). This will prevent tankcampers exiting their tank and still be able to kill their opponent with a machine gun (sounds fair doesnt it?) after their tank has been blown up. Make second seats in tank/jet/helo available to non pilots. Also, dropping your kit makes you think twice before flying (you just cant do any damage in the field when you bail out, unless you find a kit).
2) add a pilot class (for tanks, helo) armed with pistol/knife only. This will prevent tk's during the "rush for vehicles", when you limit the number of "pilots" on each team. Make server side option for "number of lifes as a pilot in a row". Still, people with fast pc's/connection get to choppers first anyways.
3) make the tank 3 men operated vehicle (driver/gunner/commander=machinegunner), if you are alone in the tank, it stays like it is now4$) add 1 bonuspoint for a tank kill/attack chopper kill with anti-tank rocket (but not from attack chopper, jet or tow)
4) add stand up/laydown anims (no going prone takes 1 frame), very hard for snipers to shoot at
5) reduce turning speed while prone, to allow take better headshots on prone players (now even a little movement makes a hs go miss).
6) make vehicles (tank/attackchopper/jets/APC)on/off server option, infantry maps are very popular (keep jeeps and transport helo seperate)
7) make the "no go area" (border of maps) team specific, so mappers are able to prevent spawncamping on bases (maybe server side option?)
8) make spawnpoints further away from flag points (to prevent spawn-0,1life-death). It's not nice to watch contious 15 sec timers (not to mention frustrating). Also, spawcamping with a tank on karkland. Make spawnpoints first flag on karland behind fence or second parallel street.
9) to prevent bunnyhopping, limit jumping to 2-times every 2 seconds
Sniper suggestions:
1) make thinner reticule on m95/m24 (please!) or add second zoom level (please please, a 180 meters shot in real life is easy, in bf2 very hard)
2) make m95 a bit more anti-material (jets/chopper), maybe instant kill on non-kevlar wearing personell (to limit cs-awp effect: fire m95 only when prone, its a heavy rifle!!!) or maybe on specific area's on a plane/chopper (e.g. jet engine). or see no. 3
3) Make cockpitglass cracked when hit by a m95 sniper bullet (for e.g. 5 or 10 seconds), to hinder flying (force 3rd person flying).
4) make a system for snipers to have acces to the tops of any (or more) building (pipe climbing? parachute into the map, in range of a teammate or flag??)
5) add 1 bonus point to a sniperkill for every 50 meters above 150 meters (so 300m kill is 5 points instead of 2), 300m hit is 1 point)
6) slightly increase hitboxside head on player models to allow easier long distance shots?
Engineer suggestions:
1) make artillery/uav/supplydrop buildable by engineer (1 point to build), so he can place them on certain spots on the map (makes it hard for special forces to find). Building them costs "ammo" (cells or metal, like in tfc). So you need supply drop or ammo supply from support. Start rounds only with uav already build (prevents arty attacks on home base/spawn points). This also makes the map "bigger" (lots of places in a map nobody goes) and speads out gameplay (less clutterpoints where the fighting always takes place)
Some more nifty ideas:
1) make a towmissle fire installation (like arty or to replace arty), laser designated by sniper (just aim at target, press Q for comm menu and ask for fire, keep on target while in flight!! If zoomed out, missle is a dud). Missle is fired by commander (1 bonuspoint for sniper when hit). Towmissle can also destroy uav/supplydrop
Bugs/fixes:
-Fix images in class menu. Now I see bf:sf weapons as little icons, when I click, I get a different weapon.
- Make a game filter for SF/Euroforce only servers
-Grenade throwing without 1st perspective animations
Thanks,
Jobson88
ps: be constructive!!!! and not like Capt. Foley, our friendly neighbourhood morale officer....is this a better place?
I've prepared a list of suggestions and bugfixes. I know, you all read lots of them, but I do hope you take the time to read mine. The first list of suggestions is fairly simple to implement and not aimed at changing the current gameplay too much. For those having more impact, check the bottom. Ready? Here we go:
Frustrations:
Teamkilling to get a seat in a tank/chopper or jet
Shooting rockets like crazy, only to see the driver exit the tank and kill you with a machinegun while you reload your anti-tank rocket
Snipercrosshair on m24 and m95 too thick
M95 no real upgrade, hit on moving targets almost impossible
M95 fires .50 cal bullets, which are not fatal on the chest
Fast turning speed makes inpossible for lining up headshots for snipers, especially when prone
Still you are able to dive and shoot at the same time (jump, go prone and fire)
Arty attacks on spawn points (especially at the beginning of a round)
Spawn and get killed directly afterwards (being 0,1 secs alive). How frustrating it is to watch 15 secs countdowns 3 times in a row
Tank camping on spawnpoints (especially karkland)
If you don't own SF, you'd have to battle people with stronger, more accurate weapons
High ranks easily kill low ranks, because of better weapons
G36E is a 3 mode burst sniperrifle (3x 32dmg = 96 damage) Weapon is more deadly and faster than any sniperrifle, at any distance
Bunnyhopping players can hardly be hit (especially sniping)
Even the smallest ledge (roofs, pendestrian pavement) or bump in the road blocks or slows you down while sprinting (see weapon go up and down all the time)
Gameplay suggestions to improve current gameplay:
General suggestions:
1) make your kit droppable (instead of pick up only). You alway keep a knife and pistol. When you drop your kit, you become a pilot by default (models (upperbody) are already present). This pilot class can fly choppers, drive tanks and fly jets. Second seats are available to non pilots (normal players). This will prevent tankcampers exiting their tank and still be able to kill their opponent with a machine gun (sounds fair doesnt it?) after their tank has been blown up. Make second seats in tank/jet/helo available to non pilots. Also, dropping your kit makes you think twice before flying (you just cant do any damage in the field when you bail out, unless you find a kit).
2) add a pilot class (for tanks, helo) armed with pistol/knife only. This will prevent tk's during the "rush for vehicles", when you limit the number of "pilots" on each team. Make server side option for "number of lifes as a pilot in a row". Still, people with fast pc's/connection get to choppers first anyways.
3) make the tank 3 men operated vehicle (driver/gunner/commander=machinegunner), if you are alone in the tank, it stays like it is now4$) add 1 bonuspoint for a tank kill/attack chopper kill with anti-tank rocket (but not from attack chopper, jet or tow)
4) add stand up/laydown anims (no going prone takes 1 frame), very hard for snipers to shoot at
5) reduce turning speed while prone, to allow take better headshots on prone players (now even a little movement makes a hs go miss).
6) make vehicles (tank/attackchopper/jets/APC)on/off server option, infantry maps are very popular (keep jeeps and transport helo seperate)
7) make the "no go area" (border of maps) team specific, so mappers are able to prevent spawncamping on bases (maybe server side option?)
8) make spawnpoints further away from flag points (to prevent spawn-0,1life-death). It's not nice to watch contious 15 sec timers (not to mention frustrating). Also, spawcamping with a tank on karkland. Make spawnpoints first flag on karland behind fence or second parallel street.
9) to prevent bunnyhopping, limit jumping to 2-times every 2 seconds
Sniper suggestions:
1) make thinner reticule on m95/m24 (please!) or add second zoom level (please please, a 180 meters shot in real life is easy, in bf2 very hard)
2) make m95 a bit more anti-material (jets/chopper), maybe instant kill on non-kevlar wearing personell (to limit cs-awp effect: fire m95 only when prone, its a heavy rifle!!!) or maybe on specific area's on a plane/chopper (e.g. jet engine). or see no. 3
3) Make cockpitglass cracked when hit by a m95 sniper bullet (for e.g. 5 or 10 seconds), to hinder flying (force 3rd person flying).
4) make a system for snipers to have acces to the tops of any (or more) building (pipe climbing? parachute into the map, in range of a teammate or flag??)
5) add 1 bonus point to a sniperkill for every 50 meters above 150 meters (so 300m kill is 5 points instead of 2), 300m hit is 1 point)
6) slightly increase hitboxside head on player models to allow easier long distance shots?
Engineer suggestions:
1) make artillery/uav/supplydrop buildable by engineer (1 point to build), so he can place them on certain spots on the map (makes it hard for special forces to find). Building them costs "ammo" (cells or metal, like in tfc). So you need supply drop or ammo supply from support. Start rounds only with uav already build (prevents arty attacks on home base/spawn points). This also makes the map "bigger" (lots of places in a map nobody goes) and speads out gameplay (less clutterpoints where the fighting always takes place)
Some more nifty ideas:
1) make a towmissle fire installation (like arty or to replace arty), laser designated by sniper (just aim at target, press Q for comm menu and ask for fire, keep on target while in flight!! If zoomed out, missle is a dud). Missle is fired by commander (1 bonuspoint for sniper when hit). Towmissle can also destroy uav/supplydrop
Bugs/fixes:
-Fix images in class menu. Now I see bf:sf weapons as little icons, when I click, I get a different weapon.
- Make a game filter for SF/Euroforce only servers
-Grenade throwing without 1st perspective animations
Thanks,
Jobson88
ps: be constructive!!!! and not like Capt. Foley, our friendly neighbourhood morale officer....is this a better place?
Last edited by jobson88 (2006-05-15 12:04:53)