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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2004-12-23, 02:22 | #11 |
Join Date: Jul 2004
Posts: 975
Location: MD, USA
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IRT solo, that squad set up is good.. however. Remove squad leader and AT from the list. Squad leader should simply be a guy that chooses to be the leader. Riflemen should have the choice when they spawn between a set of frag nades and a desposable AT weapon(AT4, RPG1.
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2004-12-30, 20:27 | #12 | |
Join Date: Aug 2004
Posts: 15
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Re: Tank Crews - How many!?
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"It will be about realistic gameplay, everything else is secondary. This Mod will also not be for the masses, due to the fact that it will have a higher learning curve then your classic arcade game." I don't think a combined driver and gunner fits into this. And the system in DCR works quite well. I don't think I've ever seen you playing it, though. | |
2004-12-31, 01:05 | #13 |
Join Date: Nov 2004
Posts: 1,895
United States of America
Location: Seattle, Washington
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DCR has it right. Sure it isnt totally realistic, but being the loader would be boring, and being the commander may be stupid as the driver might not listen to you. As long as we have cool sounds and everything it will be good. also, in dcr, they always say 'sabot round up' or something even if you are going to fire a heap round. fixing that would be nice.
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2005-01-19, 04:14 | #14 |
Join Date: Nov 2004
Posts: 9
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I cant wait for ofp2
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2005-01-28, 01:41 | #15 |
Join Date: Jan 2005
Posts: 373
Location: NY
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my self i wouldnt care if i drive around but, i do like to have some nice rewards. i wonder if they can mod in a ranking system that records whos the best driver and also if you drive not only the gunner gets the kill but the whole tank crew thats just my 2 cents
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2005-01-28, 15:23 | #16 |
Retired PR Developer
Join Date: Sep 2004
Posts: 4,927
Netherlands
Location: Groningen
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isn't that a feature in bf2 already?
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2005-02-05, 03:07 | #17 |
Join Date: Feb 2005
Posts: 110
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more people then u think would like to drive and like u said u could make it worthwill for the driver
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2005-02-17, 23:33 | #18 | |
Join Date: Feb 2005
Posts: 41
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Quote:
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2005-02-18, 01:30 | #19 |
Join Date: Feb 2005
Posts: 63
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The thing that gets me about the 2 tank crew requirements is that if there are loads of tanks laying around most people will jump in and drive off on their own rather then wait for another person to spawn and jump in their tank.
I know numerous times when i have played RO and waited for someone to join me ina tank only to have them run off in another tank on their own and refuse to let anyone join him. But i can say that when you get someones thats not a total ass it more then pays off for waiting and you normally end up sticking with them for the rest of the map. Also i keep heari ng about bf2 being huge and such. If the maps are so large and this is not aimed at the masses consequently masses wont be playing. Causing a problem when you need people to spread out to 5 different bases at the same time... Thats 10 people which is just 5 tanks 1 to each base. Not to mention they will die in one hit. For any sort of tank battle you will need atleast 20-25 people on a server for minimum battles. Doesnt forgotten hope have a single person driving and shooting the main cannon? |
2005-02-28, 21:04 | #20 |
Join Date: Aug 2004
Posts: 34
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I agree with Solodude and Silence14. The DCR system works beautifully. For those of you not familiar with it:
Position 1 - Driver/Tank Commander: combined position which controls the movement of the tank and uses the + crosshair to "sight" targets for the Main Gunner. The viewpoint of this position his high up in the turret, 360 degree traverse with unobstructed view. The Tank Commander does not move the gun turret. TC uses left click and right click to issue commands to gunner: "Contact, gunner traverse left" Position 2 - Main Gunner - fires the main gun and the machine gun. Uses a HUD to sight targets as identified by the TankCommander. Point of view is zoomed in and restricted to a medium sized window. The turret is operated by the gunner and is independent from the Tank Commander. The gunner has a choice of ammunition, either HEAT or Sabot. Position 3 - Secondary Gunner - fires the anti air / anti personnel .50 cal gun mounted on the turret as well as operating the smoke granade launcher. When you have competent people in these position, the tank is near invincible. I've had instances where the tank lasted an entire round. It was a great experience: my top gunner and I would fix the tank when it got hit, I would spot the targets and the main gunner pick them off, while the top gunner kept the air space clear. On one occasion we recorded 32 kills and 0 deaths. When operating the tank alone, the effectiveness is decreased, however, you can still move the tank along, carefully, and when you spot a target, you can quickly switch to Pos.2 and take it out. Yes, you are a target since you're not moving, but the tank is still operable. The only change I would make would be to make the .50 cal gunner position independent of the turret movement, so that he can keep the gun pointed where he wants rather than where the Main Gunner is pointing. /s Pulaski |
Tags |
crews, tank |
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