jools
Member
+-1|7079|a galaxy far, far away....
- Claymore/AT mines: TKs should not be punishable. Why? Because the player who got killed HAS BEEN WARNED BY THE RED SKULL ICON. It's not like I snap and kill a teammate from behind with my rifle... In that case, there's no warning, and it's deliberate TK. But mines are well signaled, so if one's so blind no to look at his screen while playing, he actually DESERVES dying. A cheesy alternative would be disabling friendly-fire for mines only.

- Claymore/AT mines: adjustments are needed to the trigger area as well: sometimes player just walk into (or drive over) mines without setting them off (and they're on the 'sensitive' side of the mine).

- Claymore/AT mines/C4: the one who planted one of these should be able to pick them back up, or to disarm them at least. Shooting a mine/C4 should make it blow too.

- Claymore/AT mines/C4: the amount of devices carried is completely unrealistic. It should be all the other way around: 4 Claymores, 2 AT mines, 3 C4 packs.

- Claymore/AT mines/C4: 'planting' time should be implemented. 1 second would be enough to avoid lame tactics (such as c4-throwing or last-minute mine-dropping) and or whoring. Also, it'd be much more realistic.

- AA stations: TK penalties should not be accounted for these, since they don't work properly. How many times my rocket veered off its locked-on enemy target to hit a friendly one? COUNTLESS. Moreover, AI should be improved so that rockets don't do that anymore. Also, rockets should hit more: it often happens that such rockets miss a stationary target, even after a 5 seconds lock-on... Alternatives would be: more than 2 rockets at a time. Faster reload time. More powerful rockets. Most of this also applies to jets' missiles.

- Spawnkilling/Base-Raping: since this is a quickly spreading trend, and a damn lame one, something should be done about it. Note that I'm talking about uncap bases. There are many ways to get around this issue: 10 seconds godmode at respawn, AI-mounted base defenses, or something.

- Death/TK accounting: this still needs tweaking, especially when vehicles are involved.

- Kill Assist point: should be awarded only if less than 50% of the damage has been dealt. In other words, the player who deals more than 50% of the damage to a target, gets the kill accounted when the target dies, even if he isn't responsible for the last blow. This would be much more fair.

- Shoot while crawling/rolling/jumping: this is completely Sci-Fi, and should either be completely disabled or receive a MASSIVE accuracy penalty (eg: 80% chance to miss target). Sight-aim should be completely disabled while prone-moving.

- Hitbox: hitboxes are 100% fucked up. Some heavy fixing is needed, especially on prone stance (as now, it's very easy to miss a headshot on a prone player, even if aiming was correct and the guy didn't move an inch).

- Carrier/uncap AA station: should feature a permanent UAV or radar thingie. Actually, any enemy intruding the carrier or any uncap base should be instantly AI spotted. This would also help reduce uncap-spawnkilling.
EDIT: after reading, ThomasMorgan's post, I'd be changing this to 'intruding player is automatically AI-spotted if he kills anyone', which would be coherent with a 'cover-blown' thingie or something...

- Land vehicles: some fixing is needed on the spawn location for player who exit a running vehicle. Too many times said players find themselves in front of, or behind the vehicle, resulting in a TK-penalty for the driver.

- Land vehicles: again, hitbox fixing is needed, when driving over opponents. I've noticed enemies tend to survive a full-speed run-over a lot.

- Any vehicle: just as for mines and other devices, a 1 second 'entering' time would be great, anti-lamer and more realistic, especially if applied to driver/gunner slots. The same for getting out. Also, there should be no getting on/off vehicles running at hi-speed (again, in the name of realism). Nothing would change about getting off 'open' slots such as the side/back slots of blackhawk/fatbird, the back seats on hummvee/vodnik and so on.

- Swearing and cursing: 100% allowed. I'm sick of servers run by fucktards and played by morons. I want to properly insult TK'ers and cheap-ass lamers. And, HOLY SHIT, BF2 is rated 16+ or so, and anyone at that age surely has heard already anything I could possibly say. Fuck.

Now, you can flame me, as long as you keep it polite. :]

ps - aplogies for any typo/spelling mistake but i cba spellcheck it all.

Last edited by jools (2005-12-03 15:27:17)

notorious
Nay vee, bay bee.
+1,396|7018|The United Center
not bad...i dont seem to have a problem with getting headshots against prone people though.  actually, unless the person is a sniper.  for some reason i can never get headshots against snipers, even when im standing close to them.

the only thing i disagree with is the carrier UAV/spotted thing.  yeah, it would make a bit of sense, but a lot of times i'll go to the carrier to blow up commander assets if i know that there wont be many people spawning there.  say, for instance, on wake...if the USMC gets a flag or two, ill swim to the island, steal a boat, then head out to the carrier to blow up the radar and UAV stations...its already tough and time consuming as it is...the last thing i need is to be spotted once i get within 50 feet of the carrier.
Mike<Eagle23>
BF2sEU old school admin - I don't care who you are
+359|6999|Germany

jools wrote:

Claymore/AT mines/C4: the one who planted one of these should be able to pick them back up, or to disarm them at least. Shooting a mine/C4 should make it blow too.
C-4 is well known for its durability and reliability. It will not explode even if shot, punched, cut, or thrown into a fire. The only method for detonation is a detonator or blasting cap.

Last edited by Mike<Eagle23> (2005-12-03 10:51:01)

jools
Member
+-1|7079|a galaxy far, far away....

Mike<Eagle23> wrote:

jools wrote:

Claymore/AT mines/C4: the one who planted one of these should be able to pick them back up, or to disarm them at least. Shooting a mine/C4 should make it blow too.
C-4 is well known for its durability and reliability. It will not explode even if shot, punched, cut, or thrown into a fire. The only method for detonation is a detonator or blasting cap.
I guess you're right. Anyways, we could think the shot or grenade would hit the blasting cap/detonator, thus setting off the c4 itself...
divided
Clear!
+3|7044
I disagree with about half of the stuff   Although I do agree with the hitbox one, whenever I'm sniping and my crosshair is directly on a prone guy's head...never does any damage.
BurlySmurf
Member
+1|7026|Nellis AFB

jools wrote:

I guess you're right. Anyways, we could think the shot or grenade would hit the blasting cap/detonator, thus setting off the c4 itself...
So we miss people's heads when prone, but we can shoot detonators in packs of C4 no problem?

I think C4 is fine how it is. AT/Claymore need a diffirent color indicator and snipers should be able to carry more claymores. The rest of your post had some good ideas, but I think your comments about spawn/base killing are off. We don't need to give people invulnerability when they spawn. They need to be ready targets. (If you really are working for realism.) People always have the option not to spawn. Or be smart and spawn with the appropriate kit. Don't spawn sniper when a tank is sitting in your main base.

I just think people cry foul at the slightest thing. It is war, the only goal they have is to eliminate you from the map.
jools
Member
+-1|7079|a galaxy far, far away....

BurlySmurf wrote:

[snip]I just think people cry foul at the slightest thing. It is war, the only goal they have is to eliminate you from the map.
It is a game, the only goal is for everyone to have fun. Uncap-raping is against that. But we're going OT now. *wink*
BurlySmurf
Member
+1|7026|Nellis AFB
Yeah, I'll agree to disagree on spawn camping. I have experienced and taken part in it a few times. Can be annoying, but I will just stop spawning if it is too bad. Keep my deaths down.
jools
Member
+-1|7079|a galaxy far, far away....

BurlySmurf wrote:

Yeah, I'll agree to disagree on spawn camping. I have experienced and taken part in it a few times. Can be annoying, but I will just stop spawning if it is too bad. Keep my deaths down.
Yes, I promptly change server if enemies start that. Yet, it's just a workaround, and not an actualy solving the problem.
Krappyappy
'twice cooked beef!'
+111|7091
i generally don't think bf2 is a game designed with realism in mind, so i only consider things from 'how do they impact the balance and overall experience of the game' rather than 'are they realistic or not.'

i agree with almost all the points about c4/at/claymores, except the redistribution bit. 2 mines for engineers are too few, they need to be able to block off roads and areas, not just doorways and chokepoints. the 5 packs of c4 were designed so a single spec ops could disable both the enemy UAV and scanner. the amount of claymores is debatable, i really can't definitively say how many is a good number.

allowing users to deactivate booby traps is very much needed.

i disagree with adding time for vehicle entering and exiting. it's already difficult enough to get out and run away far enough that the explosion from a doomed vehicle doesn't kill you [especially in the case of buggy-in-water]. having to wait another second before you could jump out would almost guarantee a death.

Last edited by Krappyappy (2005-12-03 12:17:39)

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