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Rainbow Six
Rainbow Six Vegas 1& 2 [Console]
possible idea improvments in next Rainbow Six game|
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Simple, allow a secondary weapon that can be pulled faster than reloading such as in COD, and include the run button. Anything else is just gravy!
"People are entittled to being stupid, but some just abuse the privledge." |
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would love to see the AA-12 combat shotgun in there somewhere, with options for grenade rounds, flashbangs or incendiaries. and the MP10 the "Rainbow Six" book. also a .50 sniper rifle (eg. AS 50), the Kriss .45 SMG and a Spas-12 that is actually semi-auto. that would be nice.
also higher capacity mags like some AR's in real life can take drum mags or 100 round 'nut sacks'. melee attacks: possibly but nothing like COD or Halo. i like the idea of a muzzle jab but i think a straight forward punch might also be good. if anyone has read the actual book "Rainbow Six" one of the characters breaches a window, lands on someone and punches them before shooting. 4 player co-op would be a nice touch because you can't always tell your team where to go especially if there are multiple routes all with multiple doors. they can also be borderline retards in their positioning sometimes. attachments: love the idea of under and over attachments. a sight and torch on an mp5 would be sweet and would be accurate too as the torch in real life balances the weapon better. |
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I like the cover system! Sure it's not realistic, lots of things aren't, coming back to life comes to mind. I don't see it as a HUGE advantage. I rarely, if ever, get killed because someone is hiding behind a box. It takes time to whip out of cover and shoot. I think a good compromise is to make it an option part of the "realistic" mode.
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WOW! i love these ideas. I was just thinking while playing on r6v2 the other day...we could have MANY attatchments, such as a Flashlight, Scope/sight, Silencer(inherent), Laser sight, High cap mag, and Foregrip. Furthermore, the high cap mags look SOMETHING like high cap, like the drum-mags or maybe another clip hooked on/attatched to the side of an inserted mag for more of a faster reload. Also, I would like to pick the looks of attatchments, doing away with the wimpy-looking laser sight for everything but the pistols, and putting in a AN-PEQ/2 type module. The Pistols could also get more damage to unprotected parts of a soldier, and could carry a high cap mag, flashlight, laser sight and silencer! Almost done. A few more improvments could include fixed reloading animations, such as on the L85A2, the charging handle is pushed forward, and then forward again...it should be pulled back and left to spring forward. New Weapons: AR: M4A1(CQB Receiver),FN F2000 (tactical), G36E/K. SR: SDM-R (Accurized M16 for DM duty), QBU88, M95 SMG: Uzi, Xm8c, 9A91 LMG: QJU-88 LMG, Xm8LMG, L86 LSW (L85 LMG) SG: USAS-12, M1014, Breech loading shotgun SHD: Riot Shield (lighter, sprint-enabled), Blast shield (Deployable, can attatch to SR or LMG) PTL: M1911, BHP .99 L444 Commanding Officer of the 28th Assault Battlegroup. Bravery and Discipline! Grand Marshal of Europa Kombat United -To join, send me a PM here or on XBL (L1berat3r), or:Join Here Now on blogger.com: http://liberater444.blogspot.com/ |
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One thing that ****es me off is how lng it takes to throw a grenade, the character should b able to throw a grenade and fire his weapon with one hand obviously it would be in no way accurate be lets face it if we were faced with that situation we be doing that to, it should b lik blind fire with no cross hair on the screen with minimal control of the recoil. Another thing that anoys me is how lng it takes the character to get off a wall after letting go of the L1 button. The character should also b able to move backwards at a quikr pace wen L2 is held obviously nt at running speed bt slightly quicker than walking pace. These are jst slight things that anoy me about an other wise gr8 game, the range of weapons is gr8 but more could b better. The armour is also brilnt. Even the level design is brilnt. Bt interavtion with the enviornment could be better were wood splinters and concrete cracks and is destroyed.
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By far the biggest hindrance to multiplayer in RSV2 is the lack of momentum to player movement. Players are able to change up their direction too quickly, darting side to side, zigzagging, dancing and wiggling around in a silly and unrealistic manner which ruins close range combat. Multiplayer avatars in RSV2 could do the shuttle run in the same amount of time as running in a straight line. This needs to stop. Use momentum physics to slow people down when they try to suddenly run strafe in the opposite direction, instead of speeding them up and making them harder to hit.
Next the other major hindrance to multiplayer is the limited size of the maps. There are typically only a handful of paths around the maps, and they're so small that before you've advanced very far, you're already in the other team's spawn. There's too much spawn killing in the game, and gameplay is dead-set far too much on camping the same narrow chokepoints over and over. RSV2, atleast with the High Stakes setting on (mainly to disable 3rd person view) had the potential to be very fun, but the flawed, unrealistic movement physics and cramped maps limit it's fun factor significantly. |
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Have a great fire propogation system like farcry 2, make all the building catch on fire and smoke out the terrorists, although his action alerts all nearby enemies. i dont think this is too hard to do since they've already done it.
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i also think they should bring back the old occupational multiplayer. there's a different game mode where you have to choose who you're going to be (eg. sniper, mg, sneaky person) and play from there. Each job have set weapons and gadgets and all have their different perks/ advantages over the enemy.
Just sayin |
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sorry, i've thought of another.
Have an option that opens up a small map of the local area and highlight the room your in. The team gathers round and you can use a curser (mouse 4 pc) to point out a place, when you press a certain button, it tells the team a certain thing to do according to which button. (eg, you point at a door and press A, which tells the team to stack up and wait for your signal. or B tells them to flash and clear instantly.) you could also assign the individual squad members to do different options. (eg. tell one member to go to a certain door then tell another member to go to a different door.) then you can completely surprise the enemy by attacking from all corners of the room/ building. oh, p.s, the map should only show the areas you've explored or you can request full building scan to get the hole floorplan. |
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what really would be good is large outdoor maps to really make the camouflage do its job. more choice in weapons, there is already a lot of variety but a few more cant hurt! a susat sight on the l85a2 would be good and maps that snipers could actually have a go at long distance shots. weapon ranges for your guns and the iron sights should be clearer and move as you breath.
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Personally I would like to change my ammo like the older R6 games. I was bummed when i wasn't able to put slugs in my shotgun anymore.or use hollow point bullets.
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Here's one, how about when a person tries to blind fire you, it never hits directly where you'd think you hit, just generally around the area! When this happens you won't have "snipers" blide firing you with the covert sniper!
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Forums
Rainbow Six
Rainbow Six Vegas 1& 2 [Console]
possible idea improvments in next Rainbow Six game
