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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

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Old 2009-11-03, 00:10   #21
X1 Spriggan
Retired PR Developer

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Default Re: Real Deployable Machine Gun

I remember seeing this back in august and the first thing I was concerned about was people being killed while being in the gun. If that could be solved, I'd love to see this feature added.
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Old 2009-11-03, 00:13   #22
Gore
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Default Re: Real Deployable Machine Gun

Sweetest thing I've seen for months. I think this will get integrated in PR sooner or later, wether you guys like it or not.

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Old 2009-11-03, 00:29   #23
Sidewinder Zulu
Default Re: Real Deployable Machine Gun

Where are the DEVs when you need them?

This is by far the best suggestion I've seen on here in a long time.
It solves the recent complaint of the LMGs being too powerful, as well.
I would be very suprised if this wasn't put into a patch sometime in the near future.
Nice work!
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Old 2009-11-03, 00:33   #24
503
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Default Re: Real Deployable Machine Gun

WOW! Now that is impressive!
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Old 2009-11-03, 00:43   #25
abbadon101
Supporting Member
Default Re: Real Deployable Machine Gun

Looks awesome.

I am waiting to see what a DEV will say.
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Old 2009-11-03, 01:12   #26
Sgt. Mahi
Default Re: Real Deployable Machine Gun

Best suggestion for a long time indeed. Would love to see it work in the future. Great job!
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Old 2009-11-03, 01:43   #27
Redamare
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Default Re: Real Deployable Machine Gun

Very interesting :P ... yea the only problems are ya.. is it like a ... Deployed asset or somthing? thats very interesting how you got that to work :P lol it seems to be a popular idea lol.. only beingable to deploy laying down :P i like the idea Nice presentation
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Old 2009-11-03, 01:48   #28
Hoboknighter
Default Re: Real Deployable Machine Gun

This is the best thing sinced sliced bread.
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Old 2009-11-03, 02:40   #29
Jaymz
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Default Re: Real Deployable Machine Gun

I know this has everyone excited and rightfully so, Salmonella's work here is top notch. But bare with us, we've been aware of this work for a while now and there are several flaws that need to be overcome for this type of system to be used.

1. As already mentioned, there needs to be ammo linking between the deployed version and the undeployed one. I'm not too sure if that can be done via python like you suggested, Salmonella.

2. There will be issues with reloading the weapon. Going to be hard to get a reloading system that works and is intuitive.

3. As already mentioned, animation issues.

4. What's to stop the player deploying the weapon and switching to the undeployed one while it's deployed?

"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Old 2009-11-03, 02:57   #30
Tofurkeymeister
Default Re: Real Deployable Machine Gun

Quote:
Originally Posted by [R-DEV]Jaymz View Post
I know this has everyone excited and rightfully so, Salmonella's work here is top notch. But bare with us, we've been aware of this work for a while now and there are several flaws that need to be overcome for this type of system to be used.

1. As already mentioned, there needs to be ammo linking between the deployed version and the undeployed one. I'm not too sure if that can be done via python like you suggested, Salmonella.

2. There will be issues with reloading the weapon. Going to be hard to get a reloading system that works and is intuitive.

3. As already mentioned, animation issues.

4. What's to stop the player deploying the weapon and switching to the undeployed one while it's deployed?
For 4, isn't the ammo linked? Couldn't you just make deployment take up all the ammo boxes or something similar. Sure, there is still the whole visual thing, but its a start.
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