Alternate Deployable Assets

Suggestions from our community members for PR:BF2. Read the stickies before posting.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Alternate Deployable Assets

Post by sweedensniiperr »

hmm, question is: is it really needed? (although i like it :) )
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Alternate Deployable Assets

Post by K4on »

i see a problem with this: Barb Wire / Sandbags

it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.


and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.
richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: Alternate Deployable Assets

Post by richyrich55 »

This would be a welcomed change to FOB's.
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: Alternate Deployable Assets

Post by Zrix »

K4on wrote:i see a problem with this: Barb Wire / Sandbags

it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.


and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.
Well, you can run down the static concrete road blocks with cars, so something similar should be applicable to buildable stuff. Maybe.
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Alternate Deployable Assets

Post by Celestial1 »

K4on wrote:i see a problem with this: Barb Wire / Sandbags

it's a vehicle block too. in the battlefield engine sandbags are like titanium walls. you can't really break them by driving at them. or am i wrong?.


and to to have a bunker like in pr v0.7 sounds good. you can create firebases by left and bunkers by rightclicking.
You might be able to make them destruct upon impact, much like the concrete barriers do (they're in Kashan bunkers, etc). It would do a bit of damage to the vehicle if it wasn't armored, but an IFV/Tank could plow through it like it rightfully should.

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Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Alternate Deployable Assets

Post by Imchicken1 »

I like this idea. I miss bunkers, and sandbags would prove useful and probably have a posotive impact on the game (other than unarmored vehicles trying to ram them (boom))
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Alternate Deployable Assets

Post by ytman »

Tying th TOW and Mortars within the same "pool" of assets is a brilliant idea.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Alternate Deployable Assets

Post by killonsight95 »

ytman wrote:Tying th TOW and Mortars within the same "pool" of assets would a brilliant idea.
yes it would be brilliant idea shame he didn't suggest quite that

i like the idea of being able to put up sand bags and wire,also the MG nest idea, possible made out of corregated metal sheets for a roof and held up by some polls, and place low on the ground and have 3 arcs of fire for LMG's to get inside.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Alternate Deployable Assets

Post by killonsight95 »

Ghost1800 wrote:Bringing back the old style foxholes that go all the way around but require to jump in would be pretty nice as an alternative to the one where it leaves your back exposed. Would be a lot more helpful during a mortar/artillery strike.
nah cuz they're hard to get into sometimes and hard to get out, i say bring in a one sided foxhole type thing with a roof for protection.
pl0x102
Posts: 31
Joined: 2009-08-09 22:37

Re: Alternate Deployable Assets

Post by pl0x102 »

Sounds pretty good :)
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Alternate Deployable Assets

Post by illidur »

i think an insurgent roadblock built near hideouts or caches would be awsome. but instead of wire it needs to be on fire. ( the idea is from ramiel ) i am against lots of deployables for insurgents but i think having one kind would add to insurgency. this would serve the purpose of area denial rather than extra defense.
=]H[= JakCurse
Posts: 227
Joined: 2009-07-14 10:38

Re: Alternate Deployable Assets

Post by =]H[= JakCurse »

Perhaps engineer it so that if sandbags are placed there's NO tank traps, to offset the value and make them significantly different. But yeah, great idea.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Alternate Deployable Assets

Post by myles »

Zrix wrote:Well, you can run down the static concrete road blocks with cars, so something similar should be applicable to buildable stuff. Maybe.
if you just make it you have to go at a slower speed to bash them down than a wall im sure it could wrk
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Maniac302
Posts: 105
Joined: 2008-10-15 21:56

Re: Alternate Deployable Assets

Post by Maniac302 »

I'd like to see versions of the buildable TOWs and AAs with higher sandbag walls around them, in cases where you don't need to shoot down, but want better small arms fire protection for the operator.
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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Alternate Deployable Assets

Post by Operator009 »

Don't insurgents use mortars IRL? I remember US bases get mortar'ed all the time at the beginning of Operation Enduring Freedom.
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