Quote:
Originally Posted by Ninja2dan
R@S, I had a question for you. How well in contact are you with the modding team that is/was creating the weapons that you've been adding to BSM? How active are they now, etc?
One thing that has always bothered me is that the game, even up through the end CGL's, is mostly focused just on small arms, not support weapons.
We have a few UGL's, but rarely did I recall them ever being available, and when you could find the launcher it was days before you found ammo for them. The mines sucked balls, seriously. The enemy was magically gifted at locating mines, making them totally useless. And there were few other heavy weapons such as rockets.
On top of that, my experience when using the UGL's was piss-poor. It didn't matter how much training I gave my soldiers, they never seemed to fire those weapons properly. The UGL's all seemed to fire at extreme velocities, giving them a very unrealistic ballistic trajectory. This means that those 'nades could rarely be "lobbed" onto the target, but were fired at almost a flat trajectory like a regular bullet. Shooting over walls/obstacles, or up onto higher ground was nearly impossible for me.
* Any chance of making the UGL's more common in the game, with ammunition more readily available?
* And do you think those weapon modders would be interested in creating a few "rockets"? As mentioned before, I've got great models of all kinds, would just need someone to convert them for use in BSM. M72, M136, RPG, etc are all available.
* Could someone take a look at the UGL's and do some testing with them, see if there is something wrong with their projectile velocities? You should really be capable of lobbing those things in a nice arc over a good distance, with weapon skill affecting accuracy, not range.
* Is there any way to improve the AP mine system, so mines are actually useful to the player? I don't know how mines are detected, what kind of dice rolls are made, or if certain terrain/objects help conceal them. But as they stand now, mines are 100% useless. The ONLY time I've ever been able to effectively use mines is when I placed those mines inside of an enemy spawn area prior to them spawning in, and getting lucky if one or two of those enemy happen to spawn in on top of one.
One last idea/suggestion, is it possible to create a new weapon like the Claymore AP mine using the same technology as the hand grenades? What I mean is having a small blast radius around the mine, but throwing projectiles (shrapnel/frag) in a dedicated arc in front of the mine. Also limiting the "clacker" use distance, so the operator must be within a certain range of the mine in order to detonate it.
I recall using other "radio-controlled" mines before, that allowed you to charge mines and lock up to 4 of them into one controller, and remote-det them. But it would be nice to see an actual Claymore-style variant, limited to only one mine per clacker.
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A long time ago I did some research on this subject, and asked whether R@S could look into it.. Now the whole thread and conclusions are gone, since SF is down, the basic idea is this.
Setup (note: It's deep into the night):
Result:
OH HAY GUYZ WATS GOING ON HERE O LOOK TRIPWIURS?
A sapper skill of 20 allows you to walk over a lot of traps you've set yourself. It also has some kind of hivemind connection between everyone in the group of the guy who planted the mine, and the rest.
For instance, a guy comes across a tripwire. He "rolls the dice" (i guess) and spots it. He then "informs" the rest of the group, even though they are on the other side of the map. Everyone can walk over the tripwire without it going off. He can, in fact, stand right on top of it.
Now the interesting thing is here, as soon as the guy who spotted the tripwire dies .. it goes off, because the guy standing on top of it
didn't pass his check. At least, those were my conclusions.
Really, don't bother. It's a very flawed system, and you're better off just using remote det charges that can't be "disabled" by "spotting" them.