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Bundled weapons?

Discussion in 'New Version Suggestions' started by mat69, Apr 19, 2006.

  1. mat69

    mat69 just fooling around

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    I know there are so many great weapons out there, but some of them aren't used that often. Door breaching charges are one example, smoke nades another.

    One of the reasons why I do not use them often is their bulk, if I'd put everything usefull in my loadout I would be a moving tank. Yet I think it would be great to see them more often. Is it possible to create "bundles of weapons" so that you choose the "smoke-door-breaching-bundle" and it only "bulks" 3 instead of say 6 if you take everything seperatly?
     
  2. geogob

    geogob Koohii o nomimasu ka?

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    That may be possible.
     
  3. UN17

    UN17 Taijutsu Specialist

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    Or just lower the bulk to 1. Combine with Geogob's max-items mutator (to prevent people running around with 6+ smoke nades or whatever) and you got a fairly balanced loadout. Breeching charges are fun too. As are claymores, but at 10 bulk no one really uses them. They should probably be 6 bulk for the claymore kit, wires, clipper, detonators, and only 2 bulk a claymore. No kit means no arming claymore for remote or wired detonation. But you can still disarm it. That sounds like fun! Creates an INF demolitionist class.
     
  4. keihaswarrior

    keihaswarrior New Member

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    I'd rather just see the bulk restriction go from 45 to about 55.

    In general, we need to encourage INF players to carry more ammo, a pistol, and more equipment like smokes, flashes, binocs, etc.
    We need to discourage mulitple primaries (weapons with stocks), especially with sniper loadouts.

    Along with an increase in the allowed bulk before being penalized, we would need an additional bulk penalty for anyone carrying more than one primary or more than one pistol.

    So if you try to carry two primaries, then INF would add an additional... say 10 bulk to your loadout. For pistols it could be 5 bulk or so.

    The increase allowed bulk and the mulitple weapon penalty would help incourage more realistic loadouts such as:
    M4A1 (16) with 7 mags (12) = 28 bulk
    M9 (5) with 4 Mags (3) = 8
    Kevlar Helmet and llla Armor = 14
    3 M67 = 4
    1 M83 Smoke
    1 Flashbang
    Total actual bulk: 54

    While discouraging loadouts like:
    PSG1 (28) with 2 Mags (3) = 31 bulk
    Sig551 (15) with 4 Mags (6) = 21
    2 M67 (2) = 2
    Total actual bulk = 54.... but with mulitple primary penalty 64
     
  5. theRoadStroker

    theRoadStroker A Dickcheese Faggot

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    you mean 6? :p
     
  6. gal-z

    gal-z New Member

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    I would say we should stick to reality here to get best results.
    Having more than 1 weapon with a stock should definately get some bulk penalty, and more than 2 should have extreme penalty, seeing it would be very hard to carry all those, while carrying only 1 is rather simple to do IRL and standard.
    Carrying lots of grenades shouldn't be that much more difficult than carrying only a few except for the extra weight of course.
    The claymore idea of seperating the "kit" bulk from the claymore bulk is cool. I don't know how heavy a claymore is IRL though so I can't suggest exact numbers.
    Making it so you can have a maximum amount of items easily accessible and the rest in the back would be cool, but pretty difficult to do... On one hand you cannot carry an infinent amount of items in your front, but on the other hand you cannot force someone into wearing a vest that can only hold 6 mags and 4 nades... one could easily make a vest that could hold more ;p
     
  7. keihaswarrior

    keihaswarrior New Member

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    No, the first M67 you take doesn't really add any bulk. It says it does, but it is like 'phantom' bulk :eek:

    I actually like this bug feature, since it allows me to carry a smoke and flashbang in all my loadouts without having my mobility penalized.
     
  8. Crowze

    Crowze Bird Brain

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    True, but never has anyone pretended that it is a feature and not a bug.
     
  9. Burger

    Burger Lookin' down the iron-sights...

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    but say your bulk is 45, you add 1 m67, and it goes into the 'heavy' stage, which means automatic backpack. Meanwhile, your bulk is only 45.

    I think the breaching charge has to actually destroy the door for it to be actually useful. I asked about it a while ago, wouldn't you be able to make it so the door is neither open nor shut? Either that or just temporarily delete the mover?

    What would happen if you take for example, the two UZIs only (i.e. no other weapons)? They both take the same ammo and arn't overly bulky (as opposed to say, a 551 and M4A1). You should have less penalty for pistols/SMGs then shotguns/sniper/rifle/MG combinations, IMO.

    Not that i'm saying you wouldn't have a penalty for the usis or whatever, just smaller ones than the larger guns.
     

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