New kits....what ya think????

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loki1120
Posts: 271
Joined: 2009-04-13 17:09

New kits....what ya think????

Post by loki1120 »

i checked the already suggested section and didnt see this so here it goes ( dont know if this much of a change on the kit system is posible though.

log in(spawnable) kits:

LDR or Leaders Kit (ACOG & RED DOT)

Automatic Rifleman

Grenadier

LAT

Medic

Normal Rifleman


Limited Kits:

HAT= 4?

Logistical Crew only as many as ther are vehicle seats.(for logi trucks and transports w/o weapons mounted)

VEHICLE CREW only as man as there are vehicle seats. (All Combat Vehicles even Humers since the new Up Armored Humers require spcial training)

BOAT CREW LEADER= 1 per Boat (and is only one alowed to drive)
BOAT CREW only as many as there are vehicle seats. (for new SWCC??? )

PILOT= to number of Aircraft pilot seats

ENGINIER= 4?

SNIPER= 1 per side

SPOTER= 1 per side

marksman= 2 per side

forward Observer= has laser designator, crapload of colored smoke, and can mark for CAS ( 1 kit per CAS aircraft )
Last edited by loki1120 on 2009-11-13 20:41, edited 3 times in total.

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: New kits....what ya think????

Post by loki1120 »

the thought is that having kits like this for certain assets will increase teamwork, between squads and command.

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: New kits....what ya think????

Post by Acemantura »

I think we should focus on the Spawnable kits and the Logi Kit for the time being.

All squad in a real life operation have in some form, these kits available, although not the medic. I think we should have UGL's and LAW's and grenadiers readily available for each squad. But this relies on the exact audience this MOD Caters to. Too many noobs would throw our team play right out the window. However a teamwork orientented group of players would destroy these noobs and either kill the mod for them or make them want to win by teamwork.

On to the most important part of this suggestion, the Logi kit.

I beleive having this kit will make players focus on logistics in a serious way. Just like a Trans Huey squad or a VOIPERINF squad, LOGI squads will be popping up everywhere. Focusing on team efforts. Force teams to either work together or fail miserablely (Clans, be nice to pubs).

Perhaps this thread should focus on the Logistical Kit only?
Last edited by Acemantura on 2009-11-13 20:49, edited 1 time in total.
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: New kits....what ya think????

Post by loki1120 »

well if you dont create a need for the logistcs then those guys will get bored, and turn away from it. but..... if you create multiple things that they have to do such as :

resuply a Forwrd Outpost alot.

resuply a SWCC Dock,

transport squads to Forward Outposts or across the sand of kashan to a Objective rally point B4 the assault

or drop crates adn repair stations at a Defensive line

then it gets busy for em and your gona have to have a dedicated team of gun trucks for em for defence while they run convoy ops. expanding the kit base and adding required kits will create an even more realistic environment yet still retain playablity :)

but i agree that the Logistics kit is going to take alot of work for how it works and what it has :)

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: New kits....what ya think????

Post by BloodBane611 »

The reason logistics has taken such a low profile in PR is because it is boring and time consuming. Adding armed escorts to logistics will mean that at least 3 players (10% of the team) are basically driving between base and the frontline, and thats all they will do. No one plays PR to drive a truck around all day. If you have 2 supply trucks, and you want 2 humvees guarding each, then you have 10 people (1/3 of the team) doing just logistics. Things get out of hand really quickly, and not in a way thats going to make gameplay better.
[R-CON]creepin - "because on the internet 0=1"
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: New kits....what ya think????

Post by Redamare »

I realy dont like the ideas of your new kits ... there un nessesary...

Boat kit?? Spotter kit??? ok what if the spotter gets shot.. then what?.. how is a boat kit going to work? sure it would promote boat transport but how many squd already do that now?? None so why would they start?. logic crewman kit? any moron can jump into a truck and drive it... i think only squad leaders should be able to drive logi trucks that would make some sense.. im just not a fan of your idea :S sorry
billdan
Posts: 319
Joined: 2007-04-13 22:58

Re: New kits....what ya think????

Post by billdan »

4 HATs are waaayy too much

spawnable LAT and UGL, even though it reflects realistic fireteam loadouts, will make things spammy and impossble for APCs to survive.

there is no need for a spotter kit, the Officer kit performs that duty just fine with range markers and binocs.

i AGREE with reducing sniper kit count to 1 per team.

requiring vehicle-specific kits to operate boats and soft skinned vehicles is making things too complicated...and is unnecessary

the marksman kit count is fine as it is.
|TG-69th|Mix0lydian in-game
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: New kits....what ya think????

Post by Herbiie »

Logistics is only boring because supplies are rarely needed. If you were constantly having to drive into different zones, under fire, maybe having to make field repairs, and having to think about what you are doing then it will be more exciting.

Maybe if it took some skill to drive a logistics truck this would be improved, as you would have to think about what you are doing like Transport Helicopter Pilots do.
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: New kits....what ya think????

Post by loki1120 »

billdan wrote:4 HATs are waaayy too much

spawnable LAT and UGL, even though it reflects realistic fireteam loadouts, will make things spammy and impossble for APCs to survive.

there is no need for a spotter kit, the Officer kit performs that duty just fine with range markers and binocs.

i AGREE with reducing sniper kit count to 1 per team.

requiring vehicle-specific kits to operate boats and soft skinned vehicles is making things too complicated...and is unnecessary

the marksman kit count is fine as it is.
i dont know the counts so i but a few numbers out there, officers shouldnt be hiding as spotters, take away from leading the men i think.

i say that you can switch up kits for the first 5 miutes of game play but then your stuck with the one you have unless you spawn at a FO and not main ( again adding to the logi stuff)

every job in the military has specialised equipment that comes with it, so obviously your gona have different KIT EQUIPMENT for a BOAT CREW than you would for a UP Armored Hummer and thats Differnt than your normal truck drivers. :) :)

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: New kits....what ya think????

Post by loki1120 »

check this out , when i run a 32 man team this is how i try and set it up.

lets say your on.....Bi Ming with its water ways and all.

you got logi trucks and SWCC boats ( future version talk here)

you set your teams acordingly

Comand Element (1)
2 infantry teams adn Sqd Leader (12)
1 SDS team(logi) (5)
2 boat crews (12)
1 sniper team (2)

Looks Like this on Sqd Screen:

CO: J. Smith
Sqd1: Infantry 1 -6/6 (Locked)
Sqd2: Infantry 2 -6/6 (locked)
Sqd3: Boat 1 -6/6 (locked)
Sqd4: Boat 2 -6/6 (Locked
Sqd5: SDS -5/6 (locked)
Sqd6: Sniper Team -2/6 (locked)


the boat crews become your trans and fire support ( look up swcc you will see what i mean )

the infantry have a high speed way of getting around the map with avail support

the infantry still has to manuver on ground to take points and build FO's

your SDS resuplies FO's and the BOAT dock resuply area ( that will keep them uber busy) i would add in 2 armed jeeps or so per logi truck for the SDS sqd to defend its self.

and the snipers harass and survail behind enemy lines. and support the Infantry during Deliberate attacks.

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: New kits....what ya think????

Post by BloodBane611 »

Being busy =/= fun. If logistics could be automated in PR it would be, as most players don't want to drive, they want to fight. Forcing players to do more work and play less is not a way to make PR better, it will hurt gameplay and make people unhappy with the game in the long run. The kit system keeps things fair and improves gameplay, but adding an insane number of kits, and requiring a different kit even for basic tasks like driving a light vehicle, will just make gameplay slow to a crawl.

PR isn't about you simulating a single soldier, and focusing all your time on learning soldier specific skills. It's about having fun in a semi-realistic environment, where all the time-wasting, annoyingly repetitive challenges are removed.
[R-CON]creepin - "because on the internet 0=1"
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: New kits....what ya think????

Post by rampo »

Most of this are re-suggestions please loki start searching a bid more before posting
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503
Posts: 679
Joined: 2008-08-30 02:53

Re: New kits....what ya think????

Post by 503 »

LAT has been suggested for as a spawnable kit many times and if I remember correctly, it was met with an enormous amount of criticism.

Grenadier is way too spammy. If you run out of grenades, have someone kill you and when you're revived, that's eight more grenades.

4 HATs is obviously way too much. What's the point of armor when there are 4 enemy HATs hiding somewhere that can easily take you down with speed and stealth.

In fact, I disagree with almost all of your kit suggestions. A boat crew? I rarely even see any squads dedicated to boat transport and all the other kits are just unnecessary or the amount of them available is just ridiculous.
loki1120
Posts: 271
Joined: 2009-04-13 17:09

Re: New kits....what ya think????

Post by loki1120 »

thats beacuse the boats arnt woth it, and the hats and lats are too powerful, try adjusting the armor to being strong in front and side but week on teh top and rear, like in real life, a HAT round fired at a tanks front armor isnt going to kill it, but a shot on the top of the turret will.

adn do away with the whole "you get all your ammo when revived" stuff, thats not cool, so make it 2 HATS, but the other kits have alot of merit if you think about it

The Clan Web Page is http://1-120thcab.aowc.net/ I didnt join the Army, I joined the Infantry, The Army is just my support, :) thanks POG's for the support :) (BTW, not my real RR, this is a RR for my clan, because this is a GAME.)
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