Welcome to Tactical Gamer

+ Reply to Thread
Page 6 of 6 FirstFirst 123456
Results 76 to 80 of 80
Discussion: Project Reality / PR:BF2 - What would you like to see in v0.6? - i was wondering about deplayable mortars, like 60mm or 120mm mortars. ive heard it was
  1. #76

    Liquid.Watcher's Avatar

    Join Date
    Aug 2007
    Location
    Big Apple
    Posts
    413

    Re: What would you like to see in v0.6?

    i was wondering about deplayable mortars, like 60mm or 120mm mortars. ive heard it was used it bf viet and i thought it would be cool for PR. Deployable mortars are used in todays wars by both sides anywayz. A stationary Artillery weapon like a M-198 would be also a cool defense and offense tool, just like the stationary turrets in bf 1942 it is a good tactic to use for supressing fire. Different type of shells may also be a good idea for different situtations, shells like smoke, frag, fire, and etc. Although for the stationary Artillery i might perfer a 3 or 4 man team,perhaps a sq to make it realistic.
    Any ideas or thoughts plz post .



  2.  
  3. #77

    Sabre_Tooth_Tigger's Avatar

    Join Date
    Mar 2007
    Location
    eurasia
    Posts
    3,588
    Blog Entries
    2

    Re: What would you like to see in v0.6?

    Quote Originally Posted by Ferris Bueller View Post
    I got thinking about the parachute class idea and i think it would be awesome. Imagine a commander dropping a supply crate and a group of paratroopers could use it as a "drop point" (spawn beacon of sorts that would require parachuting in). Yeah, you might get picked off in the air if the enemy happened to be watching, but imagine being able to use that for rooftop insertions and such!

    Granted this might not be possible, but it'd certainly be a cool addition.
    I was part of a squad in 0.5 that did that and I did it again only the other day. When we first did it, it was just a quick way to assault the last base on Qwai and we killed enemies for their kits with the pistol which is accurate enough to do the job especially if unexpected.

    The other day I just requested a pilot kit at base as no other vehicles but the heli was available and a slow drop was not feasible, then I requested a proper kit from a crate upon landing. Easy to do really


    A small bug (imo) with the new parachute code is I cant land in water safely from low heights but if I just jump with no parachute then Im fine. Seems a bit unfair


    The mortars Ive heard might appear in 0.7

    I like the idea of an artillery train, that'd be cool on OGT and more disruptable then the old one at HQ if it was more short range.

    The different shell types sounds good but 3 or 4 people sounds a bit much for one weapon, it could just be commander controlled and player operated


    If you find yourself in a fair fight, then you have obviously failed to plan properly.

  4.  
  5. #78

    fuzzhead's Avatar

    Join Date
    Nov 2006
    Location
    Windsor, Ontario, Canada
    Posts
    1,028

    Re: What would you like to see in v0.6?

    mortar commander asset for v0.7....

  6.  

     
  7. #79

    Liquid.Watcher's Avatar

    Join Date
    Aug 2007
    Location
    Big Apple
    Posts
    413

    Re: What would you like to see in v0.6?

    Well im just saying that the deplayable mortars like the 80mm or the 120mm can be like a pick up weapon ( rpgs, heavy sniper, and etc )or a kit for both teams and than you set it up on a platform(1-3 duration). It doesnt have to be a 1 person manned weapon, PR might make it like moveable turret with a 2 person slot seat ( 1 launcher + 1 spotter ). Also to make it even more balance to play make the mortar fire realistic. When i mean realistic i mean you launch a shell in the air and it lands where u aim (aiming designing ill leave it to the devs) but it has a large radius area on where it lands, so it can land anywhere within the 10m or less on the chosen area. The explosive damage and shrapnel (if they have that effect) will make up for its inacurracy. And please...dont ask me why a mortar might be useful in PR, incase you want to know it can cause alot of damage to defending positions, its a good suppressing fire tool, slows down advancing sqs or team, and it can save lives before the troops enter the combat area. Not to mention that it is deployable, you can push back enemies block by block. i dont want it to be a commander assets... i Wanna use 1
    Last edited by Liquid.Watcher; 10-05-2007 at 09:50 PM. Reason: more info



  8.  
  9. #80


    Skud's Avatar

    Join Date
    Apr 2007
    Location
    NY
    Age
    21
    Posts
    8,044
    Blog Entries
    15

    Re: What would you like to see in v0.6?

    I know, I know...Nobody's gonna like this idea...

    But what about bringing back the AP class? Anti-Personnel. Give them a short range weapon, and gadgets. I'd play it. I see the MP7 has been a WIP for a long time, and the model looks great. I'd love to see some element of booby trapping, like maybe slams that you can set on doorways with a laser? That kind of stuff. Not claymores; too powerful.

    Trip wires, setting up alarms...but no anti-personnel mines. They would be easily abused...

    I just want a gadget class that's great for creative defenses.

  10.  

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top