Go Back   Tactical Gamer > Tactical > Battlefield 2 > Battlefield 2 - Map & Mod Development


Battlefield 2 - Map & Mod Development Discussion on the development of new maps and mods for Battlefield 2

Reply
 
Thread Tools
Old 01-03-2006, 12:23 PM   #1 (permalink)
 
MalyJay's Avatar
 
Join Date: Dec 2005
Location: Isle of Wight, England
Age: 17
Posts: 45
Changes to kits

On the tactical mod, are there any plans for changes to kits? This would allow certain unlocks on certain teams etc. available if they fitted. Or even better, putting more smokes in to make it more tactical, perhaps for lesser kits like AT or engineer, but AT are used alot in TG squads... Any other ideas?
__________________
|TG-4th|MalyJay
[GMT] [EST+5]

MalyJay is offline   Reply With Quote
Old 01-03-2006, 12:34 PM   #2 (permalink)
 
Join Date: Apr 2005
Location: MA
Posts: 3,581
Re: Changes to kits

What if we spiced up the game with an option to pick and match weapons and equipment, kinda like in CS:S. You pick the engineer shotgun, the AT rocket, and a smoke grenade. Limit certian combinations like the AT rocket with the Assault kit and the AT mines, that would just be overkill. Or limit things in the way of weight, like you can have more shotgun ammo for 1 less AT rocket.
__________________
Acid is offline   Reply With Quote
Sponsored links
Old 01-03-2006, 02:11 PM   #3 (permalink)
 
Join Date: Jul 2005
Posts: 4,494
Re: Changes to kits

Duke has not changed the primary weapons, but he has done stuff with the frags and smokes..
perry is offline   Reply With Quote
Old 01-03-2006, 03:13 PM   #4 (permalink)
 
Join Date: Jul 2005
Posts: 1,355
Re: Changes to kits

Quote:
Originally Posted by MalyJay
On the tactical mod, are there any plans for changes to kits?
We have made some minor changes to the kit contents. All kits now have some number of smoke grenades and the amount of ammo has been modified for various weapons. We're currently considering giving the Assault class flashbangs instead of smoke grenades and slightly increasing the number of smoke grenades that other classes have.
SgtDuke is offline   Reply With Quote
Old 01-03-2006, 06:26 PM   #5 (permalink)
 
millipede777's Avatar
 
Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 689
Re: Changes to kits

Quote:
Originally Posted by black death5
What if we spiced up the game with an option to pick and match weapons and equipment, kinda like in CS:S. You pick the engineer shotgun, the AT rocket, and a smoke grenade. Limit certian combinations like the AT rocket with the Assault kit and the AT mines, that would just be overkill. Or limit things in the way of weight, like you can have more shotgun ammo for 1 less AT rocket.
That would be awesome. You could be a sniper, but swap in your frag 'nades for medpacks and your claymores for ammo packs. Then you would be almost unstoppable as long as you kept your distance from the enemy. Or you could get mines and an ammo pack to become the one man minefield. Of course, if you made it so that any kit could carry medpacks or ammopacks then there wouldn't be much teamwork because each player could be totaly self-reliant.

I'd love to play as medic with some body armour though.
__________________
AKA ContingencyPlan


millipede777 is offline   Reply With Quote
Old 01-03-2006, 06:44 PM   #6 (permalink)
 
Join Date: Apr 2005
Location: MA
Posts: 3,581
Re: Changes to kits

Yes, and thats why you would limit certian combinations, like pick one from this category:
Ammo pack
Body Armor
Med Pack/Shock Paddles
__________________
Acid is offline   Reply With Quote
Sponsored links
Old 01-04-2006, 01:50 PM   #7 (permalink)
 
MalyJay's Avatar
 
Join Date: Dec 2005
Location: Isle of Wight, England
Age: 17
Posts: 45
Re: Changes to kits

If you were to implement a system like that youd have to completely restrict items that define kits, medpacks, ammobags, paddles, c4 etc. which essentially leaves you with customising small bits like nades, ammo, smokes etc. and primary weapons.
The best thing would be to just add in new 'unlocks', so youd get the m16/m203/smokes or m16/m203/flashes when you click that unlock button. I can understand not adjusting primary weapons because even when you do change it in accordance with the forces respectivly it would be unbalanced, how many unlocks fit in with MEC/China?
Good idea with the smokes, but all kits? thats going to be interesting.
__________________
|TG-4th|MalyJay
[GMT] [EST+5]

MalyJay is offline   Reply With Quote
Old 01-04-2006, 03:24 PM   #8 (permalink)
 
FPS_Douglas's Avatar
 
Join Date: Jul 2005
Age: 33
Posts: 553
Re: Changes to kits

Tear gas please!
FPS_Douglas is offline   Reply With Quote
Old 01-04-2006, 08:04 PM   #9 (permalink)
 
Snail88's Avatar
 
Join Date: Sep 2005
Location: Hamilton, NJ
Age: 26
Posts: 2,040
Re: Changes to kits

the whole reason that youre not able to do this from the start is because each kit is useful for a specific purpose. You give ammo to the medic no need for that support guy. You give health packs to a sniper...medics are going to become obsolete. You have those classes and other classes there for a reason. Each kit complements another.

that being said, i wouldnt mind a few more smoke grenades per kit. And the big smoke nades that last a while :-D
__________________



Quote:
Originally Posted by Fehmart View Post
well, like I tell my squads sometimes, some rounds are just "grab your ankles".
Snail88 is offline   Reply With Quote
Old 01-06-2006, 05:08 AM   #10 (permalink)
 
MalyJay's Avatar
 
Join Date: Dec 2005
Location: Isle of Wight, England
Age: 17
Posts: 45
Re: Changes to kits

Very true, thats why i said you shouldnt adjust pieces of kit that define that class. Which actually makes it diffucult to find things to change that would still make it balanced.
__________________
|TG-4th|MalyJay
[GMT] [EST+5]

MalyJay is offline   Reply With Quote
Sponsored links
Old 01-30-2006, 04:29 PM   #11 (permalink)
 
pointmane6's Avatar
 
Join Date: Jan 2006
Location: Connecticut, USA
Posts: 27
Re: Changes to kits

kool kit changes would be nice exspecially to us engineers with the dum shotgun
pointmane6 is offline   Reply With Quote
Old 02-06-2006, 01:11 AM   #12 (permalink)
 
JimmyTwoHand's Avatar
 
Join Date: Dec 2005
Location: Birmingham, England
Age: 28
Posts: 1,860
Re: Changes to kits

Follow Robocop around for a bit (the original obviously). Wont seem so dumb then. The engineers can really be formidable with a tank and room to repair. As someone mentioned above each kit compliments the others, an engineer with an assault rifle is going to unbalance the game. The whole ying-yang thing.
__________________



Quote:
Originally Posted by Ribbons
The tactical and strategic application of textile accoutrements is a constantly underrated part of battle.
JimmyTwoHand is offline   Reply With Quote
Sponsored links
Reply

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are Off

Similar Threads
Thread Thread Starter Forum Replies Last Post
Assigned kits? Does anyone do this anymore? NorCalRoach Battlefield 2 - Tactics and Missions Discussion 18 08-09-2006 10:36 PM
Floating defusal kits and bugsy? .143 Beth© Counter-Strike - General Discussion 6 10-24-2005 11:28 PM
Choose your kits? jex Battlefield 2 - General Discussion 11 08-02-2005 01:27 PM
Unlocked kits - are they all 'equal' improvements? Makk Battlefield 2 - Tactics and Missions Discussion 27 07-08-2005 08:18 PM


All times are GMT -4. The time now is 03:24 PM.


Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO 3.2.0
©2004-2008 - Tactical Gamer - All Rights Reserved