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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2009-11-03, 16:58 | #41 |
Join Date: Jun 2008
Posts: 818
United Kingdom
Location: Northern Ireland
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Re: Real Deployable Machine Gun
i like the idea...
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2009-11-03, 17:01 | #42 |
Join Date: Jun 2008
Posts: 881
Norway
Location: Norway
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Re: Real Deployable Machine Gun
I really like the idea
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2009-11-03, 18:04 | #43 |
Join Date: Jul 2009
Posts: 2,207
Yugoslavia
Location: Macedonia
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Re: Real Deployable Machine Gun
That is gonna be cool 'cause we really need something to put on windows for defending!@ +1
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2009-11-03, 18:10 | #44 | |
Join Date: Feb 2007
Posts: 387
Location: 31th century
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Re: Real Deployable Machine Gun
Quote:
2. Or when killed in a vehicle unable to be revived by medic? The second point is fair game as in current vehicle death and wont disrupt game play. I hope we can make this one work. | |
2009-11-03, 18:42 | #45 |
Join Date: Aug 2009
Posts: 66
United Kingdom
Location: The best county in England- SURREY!
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Re: Real Deployable Machine Gun
For a starting post this is fantastic... people like you are just what PR needs!
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2009-11-03, 21:03 | #46 | |
Join Date: May 2007
Posts: 1,073
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Re: Real Deployable Machine Gun
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It wouldn't make a vehicle any more effective, if anything more prone to a sudden glitchsplosion. | |
2009-11-03, 21:43 | #47 |
Join Date: Jul 2009
Posts: 339
Brazil
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Re: Real Deployable Machine Gun
in fact I’ve done this 3 months ago, I’ve tested all combinations my mind could think of, but I couldn't find a way to make it fully operational. There are several glitches and unlogical behaviors, and I don't know how to fix it.
2 months ago, a friend of mine, sent the files to the DEVs, but no answers, so a decided to post as an open suggestion, to see the public reaction and maybe any bright idea to solve any of the known issues...so, any contribution is welcome |
2009-11-03, 22:09 | #48 | |
Join Date: Apr 2008
Posts: 553
Sweden
Location: V?sterg?tland
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Re: Real Deployable Machine Gun
Quote:
Although that is very off topic and something I'm sure already has been tested. On topic though: Couldn't you make it work somewhat like the c4/ied where iirc you have two weapons on one slot sort of? So that one shoot the lmg when you have the c4 "slot" at hand. Whereas you deploy it when you have right clicked and have the detonator "slot" up, or something like that. Thus you can't switch back to the lmg when you have deployed it (just as you can't switch to c4 when you've thrown it). Only issue there would be how to aim when firing from the hip which I think, though, could be solved by implementing Combined Arms CQB sight method (which was linked to shift, right?), if possible to map that to something else than shift, like x or c, if poss. And about the ammo linking issue: how is ammo "stored" in dropped kits for instance? Maybe you could utilize that function? | |
2009-11-03, 22:24 | #49 |
Join Date: Dec 2008
Posts: 698
Estonia
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Re: Real Deployable Machine Gun
No, the AIX portable mortars explode as soon as you exit from it(that is, if you ever enter it) and have to reload it from a supply point. Although, the 1.5 patch ruined the AIX mortars(its fixed by server side).
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2009-11-03, 22:24 | #50 | |
Retired PR Developer
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Re: Real Deployable Machine Gun
Quote:
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Tags |
deployable, gun, machine, real, suggestion |
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