High Altitude Parachuting
-
- Posts: 1208
- Joined: 2007-08-22 14:47
High Altitude Parachuting
Anyone else have that habit of pushing voip when your already on TS?
http://www.youtube.com/watch?v=NGdVZDwCs0s
Definately would be excellent having a really limited parachute kit lightly armed parachute kit
My thought was having a C-130 spawn after 35 mins on something like kashan, if an officer gets a paratrooper kit then he could lay down an RP which his squad could get parachutes from(?)
Take off in the C-130 Its big its obvious, unless used right (flown UBER high!) will probably get shot down, limiting exploit chances
Come on give us paratroopers, we're gonna get more people next time and do some formations
EDIT:: PARATROOPERS MK.II http://youtube.com/watch?v=VcA4WiCtru8
Muchous better video
LATEST: http://video.google.co.uk/videoplay?doc ... 8&hl=en-GB
20 mins of parachuting 0_0 all the jumps are at the end including a lil target competition over the burning oil derricks of kashan
UPDATE: http://youtube.com/watch?v=2iaRO01TIHk
First ever video made by me
a Few shots of the Jabal Jump by T&T parachutists Gharak and Viglen ...
http://www.youtube.com/watch?v=NGdVZDwCs0s
Definately would be excellent having a really limited parachute kit lightly armed parachute kit
My thought was having a C-130 spawn after 35 mins on something like kashan, if an officer gets a paratrooper kit then he could lay down an RP which his squad could get parachutes from(?)
Take off in the C-130 Its big its obvious, unless used right (flown UBER high!) will probably get shot down, limiting exploit chances
Come on give us paratroopers, we're gonna get more people next time and do some formations
EDIT:: PARATROOPERS MK.II http://youtube.com/watch?v=VcA4WiCtru8
Muchous better video
LATEST: http://video.google.co.uk/videoplay?doc ... 8&hl=en-GB
20 mins of parachuting 0_0 all the jumps are at the end including a lil target competition over the burning oil derricks of kashan
UPDATE: http://youtube.com/watch?v=2iaRO01TIHk
First ever video made by me
a Few shots of the Jabal Jump by T&T parachutists Gharak and Viglen ...
Last edited by Sadist_Cain on 2007-12-26 15:29, edited 1 time in total.
-
- Posts: 227
- Joined: 2007-08-04 22:13
I agree totaly. There used in real life so they should be used in PRM. Maybe parachutes could be modded so you can only open them after 10 secs of falling to prevent them being used for base jumping. It would also be good if you could choose your limited kit and then pick up a parachute without loosing the kit you requested.
-
- Posts: 1208
- Joined: 2007-08-22 14:47
You cant use them for base jumping with the current parachute logic anyhow, you die if you dont open them 30 seconds before the ground or summin like that, injured if you dont open it high enough aswell.
I just wanna see a fully loaded C-130 with 1 or 2 squads in it (dont think you can with the BF2 engine though...) fly high over kashan and watch a squadload of parachutes deploy behind it. On the same hand I wanna see it limited enough so that its not exploited and watch how much better it works with a team than a game full of wandering loonies
I just wanna see a fully loaded C-130 with 1 or 2 squads in it (dont think you can with the BF2 engine though...) fly high over kashan and watch a squadload of parachutes deploy behind it. On the same hand I wanna see it limited enough so that its not exploited and watch how much better it works with a team than a game full of wandering loonies
-
- Posts: 1208
- Joined: 2007-08-22 14:47
-
- Posts: 1208
- Joined: 2007-08-22 14:47
-
- Posts: 227
- Joined: 2007-08-04 22:13
yeh cool vid is that^. parachute class woulde be better than pickups actualy because your full squad couldnt get a parachute but then it would be better to have a support weapon, AT and an officer kit in a parachute squad. I doubt its possible but to have say 1 or 2 parachute squads where the players all have chues would be more realistic in my eyes and super cool
-
- Posts: 1208
- Joined: 2007-08-22 14:47
Next video of a drop on the City flag in Jabal Al Burj Thankyou Crisisomega
http://youtube.com/watch?v=VcA4WiCtru8
you know we want parachutes back in some form
http://youtube.com/watch?v=VcA4WiCtru8
you know we want parachutes back in some form
-
- Posts: 6576
- Joined: 2007-11-14 23:31
-
- Posts: 51
- Joined: 2007-11-17 20:45
-
- Posts: 1527
- Joined: 2006-08-30 22:00
-
- PR:BF2 Developer
- Posts: 2765
- Joined: 2006-11-11 15:05
Well co-ordinated HALOs used to be devastasingly effective (and devastatingly good fun, if devastating unrealistic too ). It was generally used by the Special Forces squads in the PR Tournament campaigns, where some sides would grow so fearful of the others HALO squad they would dedicate a large portion of they focus into ensuring the squad never left the ground i.e. focused a large number of resources into either taking out the choppers before they left the ground, or as one the case in one battle for Jabal, decided to employ one of these most ridiculous tactics in terms of realism ever attempted BY ANYONE EVER. This involved sending up an LB hunting squad, consisting of one pilot and at least one solder on each side of the LB both armed with a 'grail' (anti air) that would rearm at the LB. In one of the more frantic moments of the battle, I had to spawn in engineer (we were playing as the MEC) and continously repair the chopper from the inside! It was insane, intense, and soooo much fun!!!
Some players trained so hard at the HALO and got so good that they could land ANYWHERE they wanted. We had our lads landing on top of spotted Tanks and APCs, chucking on a couple of slams and diving for cover. We'd let each other know when an asset was tagged and when the explosives had discharged. Almost immediately after the explosives had gone off we had someone else diving out to hit the vehicle with more slams while those alive on the ground focused on keeping the thing spotted.
It was about opening the chute at the very last possible second, so that the enemy a) were surprised when you appeared, and b) couldn't easily pick you off as you descended. Lag was the most feared enemy of the halo squad, when you're opening you chute sometimes millimeters before you hit lag can give you a SERIOUS headache. It was also about hitting the most precise spots everytime, which required practice, skill and dedication. Finally it was about synchronisation; there would be no point at all in completing the 'perfect drop' if you didn't then have your squadmates there landing at the same time as you're level of effectiveness would generally be negligible, and therefor to be effective it required TEAMWORK. This went beyond the squad too, a well coordinated halo strike ALONGSIDE a ground level assault/distraction/drawing out of enemy troops on the ground by other squads increased your ability to devastate ten fold.
One great example of a halo squad being used effectively (if unusally, and INCREDIBLY unrealistically!! - although again, it was amazing fun to do ) was during the first tournament battle of a new campaign to be fought on the Gulf of Oman, back in the days when the carrier was a cappable CP. Our plan, codenamed 'rubberduck' by our great, if a little eccentric Commander at the time , Deg.0, was to use what was commonly known as 'the disposable jet' tactic. This mean the sacrifice of one jet, used by an SL to fly themselves over the carrier, bail, open his/her chute just before hitting the deck, and the moment he/she touched down, the rest of the squad spawning in and in this case assaulting the carrier, all within the first minute or so of the battle (this was all possible in 0.4! But in some ways sadly those days are no more ). On battle day our awesome SL TBoneUs completed this task perfectly, we all spawned in, had a hectic and incredibly tense fight to cap and hold the carrier (I remember securing the boat area, and blasting the boats up as they tried to return to recap the carrier - they hadn't even made it to shore yet before having to turn around!!! :mrgreen We managed to secure the carrier which meant securing most of their assets within the first few minutes of the game, and as a consequence won the battle! Ahh, happy days!
One final tactic that also used to be possible, was to jump with kits other than the spec ops (who had the chute) and land in a fairly deep bit of water without taking ANY damage what so ever!! Really devastating on maps like Songhua Stalemate!
As Project Reality has evolved, more realism has been added, greatly improving gameplay. But I, like many others, will always miss the halo. Realistic? Erm, no. Amazing amounts of fun requiring a great deal of training, planning, teamwork and skill? Yes! That's why it shall always have a place in the hearts of many a PR vet.
Some players trained so hard at the HALO and got so good that they could land ANYWHERE they wanted. We had our lads landing on top of spotted Tanks and APCs, chucking on a couple of slams and diving for cover. We'd let each other know when an asset was tagged and when the explosives had discharged. Almost immediately after the explosives had gone off we had someone else diving out to hit the vehicle with more slams while those alive on the ground focused on keeping the thing spotted.
It was about opening the chute at the very last possible second, so that the enemy a) were surprised when you appeared, and b) couldn't easily pick you off as you descended. Lag was the most feared enemy of the halo squad, when you're opening you chute sometimes millimeters before you hit lag can give you a SERIOUS headache. It was also about hitting the most precise spots everytime, which required practice, skill and dedication. Finally it was about synchronisation; there would be no point at all in completing the 'perfect drop' if you didn't then have your squadmates there landing at the same time as you're level of effectiveness would generally be negligible, and therefor to be effective it required TEAMWORK. This went beyond the squad too, a well coordinated halo strike ALONGSIDE a ground level assault/distraction/drawing out of enemy troops on the ground by other squads increased your ability to devastate ten fold.
One great example of a halo squad being used effectively (if unusally, and INCREDIBLY unrealistically!! - although again, it was amazing fun to do ) was during the first tournament battle of a new campaign to be fought on the Gulf of Oman, back in the days when the carrier was a cappable CP. Our plan, codenamed 'rubberduck' by our great, if a little eccentric Commander at the time , Deg.0, was to use what was commonly known as 'the disposable jet' tactic. This mean the sacrifice of one jet, used by an SL to fly themselves over the carrier, bail, open his/her chute just before hitting the deck, and the moment he/she touched down, the rest of the squad spawning in and in this case assaulting the carrier, all within the first minute or so of the battle (this was all possible in 0.4! But in some ways sadly those days are no more ). On battle day our awesome SL TBoneUs completed this task perfectly, we all spawned in, had a hectic and incredibly tense fight to cap and hold the carrier (I remember securing the boat area, and blasting the boats up as they tried to return to recap the carrier - they hadn't even made it to shore yet before having to turn around!!! :mrgreen We managed to secure the carrier which meant securing most of their assets within the first few minutes of the game, and as a consequence won the battle! Ahh, happy days!
One final tactic that also used to be possible, was to jump with kits other than the spec ops (who had the chute) and land in a fairly deep bit of water without taking ANY damage what so ever!! Really devastating on maps like Songhua Stalemate!
As Project Reality has evolved, more realism has been added, greatly improving gameplay. But I, like many others, will always miss the halo. Realistic? Erm, no. Amazing amounts of fun requiring a great deal of training, planning, teamwork and skill? Yes! That's why it shall always have a place in the hearts of many a PR vet.
Last edited by Dr Rank on 2007-12-22 09:17, edited 1 time in total.
-
- PR:BF2 Developer
- Posts: 2765
- Joined: 2006-11-11 15:05
erm:Outlawz wrote:Yes, it's all fun, but HALOing belongs in the old versions of PR and I really already have enough troubles with people instaproning on me and shooting me in the face, don't need some nerd parachuting down behind my back.
and why must they be 'nerds'?'[R-DEV wrote:Dr Rank;556231']As Project Reality has evolved, more realism has been added, greatly improving gameplay. But I, like many others, will always miss the halo. Realisic? Erm, no.
-
- Posts: 1208
- Joined: 2007-08-22 14:47
Well surely the new parachute logic makes a halo extreeeeemely difficult? The logic also gives the Para's a disadvantage as theyre floating in the air for at least 30 seconds to stop getting injured, and if a team cant spot a squad parachuting out of the sky for that long then they deserve to get shot in the back
I dont see any reason why some system that allows VERY limited use of a parachute kit would suck sooo badly because it isnt realistic. Theres literally hundreds of things on PR that are far more unrealistic either due to the crappy BF2 engine or simply down to the painful fact that most of us are disorganised civvies playing a game
Aren't mobile spawns removed now aswell? All these different things make a parachute drop even more difficult and with an added restriction of a limited kit a good drop would require epic amounts of cooirdination and teamwork and would be awesome to behold.
Isn't AA gonna be more effective also? so your standard pilot wont go to the right hieght to avoid being shot
Liklihood is the enemy will see the chutes, what happens next is on a level playing field
I dont see any reason why some system that allows VERY limited use of a parachute kit would suck sooo badly because it isnt realistic. Theres literally hundreds of things on PR that are far more unrealistic either due to the crappy BF2 engine or simply down to the painful fact that most of us are disorganised civvies playing a game
Aren't mobile spawns removed now aswell? All these different things make a parachute drop even more difficult and with an added restriction of a limited kit a good drop would require epic amounts of cooirdination and teamwork and would be awesome to behold.
Isn't AA gonna be more effective also? so your standard pilot wont go to the right hieght to avoid being shot
Liklihood is the enemy will see the chutes, what happens next is on a level playing field