Kit Suggestion: Rifleman EOD

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Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Kit Suggestion: Rifleman EOD

Post by Jafar Ironclad »

Here's my suggestion for a new conventional faction kit which addresses an issue I've seen, especially in insurgency maps:

Rifleman EOD (Request-able Infantry):
1- Melee weapon (knife, bayonet, etc.)
2- Entrenching tool
3- Service Rifle (Optics and CQ variants)
4- Frag Grenades
5- Smoke Grenades
6- Wrench (or defusing equipment)
7- Binoculars
8- Incendiary Grenades (same number as specialist)
9- Field Dressing

I've noticed that on insurgency maps, smart blufor infantry squads will avoid taking Combat Engineer kits into the field so as to avoid giving C4 to the enemy should they be killed. This makes the squad unable to defeat mines and IED's, which would be a team service to defuse.
During a recent round on Karbala where I had the U.S. as a massive blob formation, two players decided to make a EOD squad; they had only an officer and combat engineer kit, and went around in a humvee finding and disarming mines and explosives. As commander, I sent them ahead of the main force and enjoyed far greater protection from mines as a result. The thought thus occurred to me that a kit designed to move as an infantryman and deal with enemy explosive threats would be both practical in-game and realistic.
The Rifleman EOD offers the ability to counter enemy explosives without offering the enemy far more advanced explosives in worst-case scenario; thus permitting the soldier to travel with an infantry squad and get in fights without significant strategic consequences for losing the kit.

Thoughts?
Gooze
Posts: 64
Joined: 2009-04-29 22:52

Re: Kit Suggestion: Rifleman EOD

Post by Gooze »

Not a bad idea I guess, would come in handy especially with Mechanized infantry.
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Kit Suggestion: Rifleman EOD

Post by ankyle62 »

same thing as an engineer basically.
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: Kit Suggestion: Rifleman EOD

Post by Jafar Ironclad »

Except that it doesn't have any mines or C4.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Kit Suggestion: Rifleman EOD

Post by snooggums »

I think your approach to provide cover for them to remove the mines was the appropriate way to address the issue in game, instead of adding an additional kit just to not lose a couple of weapons.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Kit Suggestion: Rifleman EOD

Post by Rissien »

The perks of being able to disarm mines without the drawbacks of every insurgent vehicle becoming a suicide car if kit is captured
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Kit Suggestion: Rifleman EOD

Post by Spartan0189 »

I wouldn't mind this, Why not just change the C4 in the existing Engineer kit to a Smoke grenade, and make it selectable w/ Right/Left click, Just like if you want optics or irons on your LMG.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Kit Suggestion: Rifleman EOD

Post by Rudd »

I support this, everything ingame has a counter apart from explosive ordinance atm.
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mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Kit Suggestion: Rifleman EOD

Post by mangeface »

At first I thought this was a pointless suggestion b/c of the engineer, but as I read on...."Oh, right. Prevent the insurgents from getting more mines. Smart."

I support, but what could this replace?......*cough*Rifleman AP*cough*
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Kit Suggestion: Rifleman EOD

Post by rushn »

maybe have a bombsuit?

I feel like this is a resuggestion though
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Kit Suggestion: Rifleman EOD

Post by mangeface »

rushn wrote:maybe have a bombsuit?
Now we're talking.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Kit Suggestion: Rifleman EOD

Post by goguapsy »

darkside12 wrote:Now we're talking.
We could also add some cars to drive?

And a hability to remove the bombsuit so as to have a "more comfortable" death?


Anyways the bombsuit, apart from the texture, shouldn't be tough to code - just an upgraded armor ;)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Kit Suggestion: Rifleman EOD

Post by Qaiex »

I like it, remove the rifleman AP on insurgency maps and have this instead.
I'm not sure what can and what can't be wrenched, but I'm going to assume for a moment that you can only wrench the mines.

If this is the case, I would like something more. Something that could detonate ordinance that can't be taken care of with a wrench.
Such as IED's, grenade traps, bomb cars, big red and gary trucks, from a safe distance.

Sort of like a type of explosive, but one that couldn't be used against infantry. Small amounts of timed C4 or something could work?
Or detonated C4, that disappears after 1 minute, so you can't put it down and camp it waiting for enemies.
ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Kit Suggestion: Rifleman EOD

Post by ankyle62 »

'= wrote:H[=ElvishKnight;1327236']The perks of being able to disarm mines without the drawbacks of every insurgent vehicle becoming a suicide car if kit is captured
except that most EOD destroy stuff with C4 rather than disarming them. for an EOD tech to be out there doing his thing he would have support and would be hanging out in the rear until called. he wouldnt be out there playing super hero infantry guy.
Jafar Ironclad
Retired PR Developer
Posts: 2203
Joined: 2008-11-26 00:45

Re: Kit Suggestion: Rifleman EOD

Post by Jafar Ironclad »

qaiex wrote: Sort of like a type of explosive, but one that couldn't be used against infantry. Small amounts of timed C4 or something could work?
Or detonated C4, that disappears after 1 minute, so you can't put it down and camp it waiting for enemies.
I thought about replacing the frags with a pair of smaller C4 charges that have a fixed 60 second fuse, but that would be too similar to the existing combat engineer class.

Thoughts?
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Kit Suggestion: Rifleman EOD

Post by Hunt3r »

I'm not sure many people would want to do this, unless the medic wants to search for where the guy's ragdoll was thrown by the massive explosion.
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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: Kit Suggestion: Rifleman EOD

Post by HangMan_ »

I have always supported the idea of more EOD ingame. I think this could be a good idea, aswell as adding Electronic disruptors to some vehicles.
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Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: Kit Suggestion: Rifleman EOD

Post by Potilas »

Add wrench for the rifleman AP kit and thats it. You cant pick up ur claymores what is annoying. Wrench would fix that. Also I like to have one more class cabable to defuse at-mines, grenade traps and clays. I dont see why we need a whole new kit?!
Last edited by Potilas on 2010-04-21 08:10, edited 1 time in total.
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Kit Suggestion: Rifleman EOD

Post by Eddie Baker »

Sorry, but this is a resuggestion. One that was also recently resuggested.

https://www.realitymod.com/forum/f18-pr ... d-kit.html

EOD might not turn up in searches because of the length, but make sure to try different variations.

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