Deployable Assets Expansion and the Combat Engineer

Suggestions from our community members for PR:BF2. Read the stickies before posting.
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Deployable Assets Expansion and the Combat Engineer

Post by ComradeHX »

PuffNStuff wrote: Getting more supplies? Find more ways to go through them instead of having them sit there.
I like that idea better.

Just 2 crates for building a FOB that is so much larger in mass...is unrealistic.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Deployable Assets Expansion and the Combat Engineer

Post by rushn »

I definitely like the artillery idea having mortars and what not will help shell campy snipers ")
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Deployable Assets Expansion and the Combat Engineer

Post by illidur »

i like some of the ideas. i like the idea of a enclosed repair station as part of a fob the size of a foxhole. and i like the idea of advanced things taking more crates. will ppl use them? YES. somtimes fobs are built to be assaulted. i agree the ce kit should be revamped. another question is whether the devs would care to make these assets or make minor gameplay changes. im trying to imagine what a repair station would look like.... i'd like it to be covering the vehicle so it can't camp it for advantage.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Deployable Assets Expansion and the Combat Engineer

Post by rushn »

maybe just like on the Main?
PuffNStuff
Posts: 298
Joined: 2009-06-01 13:57

Re: Deployable Assets Expansion and the Combat Engineer

Post by PuffNStuff »

rushn wrote:maybe just like on the Main?
Yes, except with crates the are placed there by supply drops.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Deployable Assets Expansion and the Combat Engineer

Post by Dev1200 »

The infinite ammo cache makes the crates redundant. Just remove that part, but make it repair and rearm vehicles, not infantry/mortar/whatever ammo. Then supply crates actually work.


Also, how about making the supply crates give vehicles ammo?
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Bluedrake42
Posts: 1933
Joined: 2009-07-23 17:52

Re: Deployable Assets Expansion and the Combat Engineer

Post by Bluedrake42 »

I really Like this idea, I wish there could be a build indicator as well, I don't know if its feasible or not, but a build marker or something that previews where the building would be placed would be awesome... and save lives hahaha
nathanator8811
Posts: 81
Joined: 2008-01-09 06:32

Re: Deployable Assets Expansion and the Combat Engineer

Post by nathanator8811 »

I support/endorse this suggestion/idea/candidate/meal-plan/(insert noun here)...
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Deployable Assets Expansion and the Combat Engineer

Post by rushn »

I was thinking of adding bunkers kind of like the ones in BF2 to help with defense from vehicles and maybe a small mine field? or tracking device
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable Assets Expansion and the Combat Engineer

Post by killonsight95 »

rushn wrote:I was thinking of adding bunkers kind of like the ones in BF2 to help with defense from vehicles and maybe a small mine field? or tracking device
like what? do u have screen shot of what u mean?
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Nehil
Posts: 181
Joined: 2009-11-06 11:10

Re: Deployable Assets Expansion and the Combat Engineer

Post by Nehil »

Not more assets, it's enough already.

What I'd like to see is removing the ability to build heavy assets like AA/TOW without a combat engineer around. Shouldn't that be their job? And perhaps it add a reason to use the combat engineer not just for laying mines, which is the case right now.
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In game name: NateBlack0
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Deployable Assets Expansion and the Combat Engineer

Post by killonsight95 »

Nehil wrote:Not more assets, it's enough already.

What I'd like to see is removing the ability to build heavy assets like AA/TOW without a combat engineer around. Shouldn't that be their job? And perhaps it add a reason to use the combat engineer not just for laying mines, which is the case right now.
i'm pretty sure a soldeir could set up a TOW easly enough without the need of an enginer also we get 2 of those kits which is very limited the kit number would need to be increased. Also i would like to see more firebase deployables because it makes the game more vairied
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-.-Maverick-.-
Posts: 361
Joined: 2009-06-07 17:14

Re: Deployable Assets Expansion and the Combat Engineer

Post by -.-Maverick-.- »

I like this idea but Im afraid that it will just result in a noob squad grabbing the engi kit and wasting it, and then no FOB defences for a looong time. With the new FOB system that would be deadly.
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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Deployable Assets Expansion and the Combat Engineer

Post by rushn »

like the sandbunker in wake island maybe change it up a little or the cement bunkers?

I think adding trip flares would be nice so that the defending team can be prepared unless of course the enemy team is carefull
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Deployable Assets Expansion and the Combat Engineer

Post by SnipeHunt »

ledo1222 wrote: Or maybe a Medical tent were Inf can get healed when not many medics are around. This could be like a mobile base.
If a medical station is created that will be the end of medics in many squads... "Hey you are shot.. good luck getting to the aid station."
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Deployable Assets Expansion and the Combat Engineer

Post by rushn »

maybe the aid station just has patches and no one wants to walk far away
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Deployable Assets Expansion and the Combat Engineer

Post by Redamare »

ledo1222 wrote:100 Crates give you an Nuclear Silo :D

On topic: I see were hes going and i like the Assest ideas. might be cool. 8-)

And yes a heli pad and repairs station. Or maybe a Medical tent were Inf can get healed when not many medics are around. This could be like a mobile base.

EX: Your playing Ins and both caches are on the South side and your base is on the North side. u dont want to travel 2km/4kms just to resupply. that kind of firebase could solve many things.
HAHA YESS :D
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BOOM :D lolool ...

I dont really know what to think of this post :L ... except that ... how often on a battlefield do you get like concrete assets :"D ... lol it will take away from the game and make it impossible to destroy anybodys FOBS ... -_- i think we should stick with the assets we have but i Sorta like the idea of atleast 3 or 4 crates make TOW and AA :D
stealth420
Posts: 256
Joined: 2009-09-29 19:59

Re: Deployable Assets Expansion and the Combat Engineer

Post by stealth420 »

A helicopter pad i can undestand, beause there are no kits than can repair them, But for the medical station/tents.......just call a medic.
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