New Specialist Kit Layout and New C4 Charges Feedback

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007.SirBond
Posts: 276
Joined: 2012-12-12 05:03

New Specialist Kit Layout and New C4 Charges Feedback

Post by 007.SirBond »

Now with the removal of incendiary grenades. The specialist and combat engineer kit are even more important than ever to remove constructed assets, supple crates and enemy FOBs/Hideouts.

When a squad comes upon a enemy FOB, if there are assets built. The specialist only has 2 timed C4 sticks to destroy the FOB, crates, and assets. I feel like there needs to be more C4 sticks.

1 C4 stick will be used to destroy the FOB, then another is used to destroy either the crate, AT, AA, HMG, Foxhole, Razorwire, Logi, or other vehicles. I am aware that the specialist can get resupplied by a friendly rifleman with a ammo, but regardless, there are still too many objects that need to be destroyed.

Only 2 C4 sticks are not enough to deal with all these enemy objects, espically when the enemy has a well constructed fob with a ton of assets. There's usually a logi as well laying around, and maybe a transport vehicle or two.

For example, if I choose to destroy the fob with a c4 stick, then a supple crate, there is still another supple crate remaining and I will be out of c4 sticks.

Also the removal of remote detonated C4 satchel is disappointing, proper planting and detonation of this large C4 was a extremely satisfying experience. For example, I would like to be able to use a small C4 stick to destroy the enemy FOB and after plant the larger C4 satchel with remote detonation. Just hide and wait for the enemy to return to the FOB and for them to start shoveling. Ka-Boom, Ambush!
ghostfool84
Posts: 503
Joined: 2009-10-17 11:38

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by ghostfool84 »

You can destroy Supply Crates with the shotgun (shoot the wooden pallet a few times).
piepieonline
Retired PR Developer
Posts: 433
Joined: 2009-07-22 00:41

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by piepieonline »

It hasn't been actually documented as far as I know, but the squad leader can destroy (and delete) friendly assets, rather than using C4. This is done the same way as you would delete an asset. As a grunt, you can destroy foxholes and razorwire by right clicking the 'Help/Destroy' commo rose option (Default: Q)
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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Post by BloodyDeed »

You can also easily destroy supply crates with grenadea
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by viirusiiseli »

Maybe add incendiary grenades to officer atleast?

@pie he was talking about enemy FOB/assets, not friendly.
Viperelite
Posts: 110
Joined: 2009-08-25 18:57

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by Viperelite »

Ive been noticing that the c4 is either really underpowered or is somewhat glitched. Was having a game on ramiel INS yesterday on the blufor side when we ran across an enemy hideout.

We had to use the small timed c4 3 times on the hideout before it went down. It seemed very strange that it would take 3 blocks of c4 to destroy a little wooden hut. So i am assuming this was just some sort of glitch.
ConscriptVirus
Posts: 489
Joined: 2006-12-18 04:02

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by ConscriptVirus »

Viperelite wrote:Ive been noticing that the c4 is either really underpowered or is somewhat glitched. Was having a game on ramiel INS yesterday on the blufor side when we ran across an enemy hideout.

We had to use the small timed c4 3 times on the hideout before it went down. It seemed very strange that it would take 3 blocks of c4 to destroy a little wooden hut. So i am assuming this was just some sort of glitch.
I think it takes like 10-20 seconds for the fob/hideout to fall on its own after hitting it with ONE C4. The C4 damages it enough so that it starts bleeding dmg on its own, then it collapses.
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by K4on »

I think adding one more c4 pack to the specialist would be good, indeed
Viperelite
Posts: 110
Joined: 2009-08-25 18:57

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by Viperelite »

ConscriptVirus wrote:I think it takes like 10-20 seconds for the fob/hideout to fall on its own after hitting it with ONE C4. The C4 damages it enough so that it starts bleeding dmg on its own, then it collapses.
Yeah Ive now had a few more rounds and every time Ive used it, it had worked normally.

It was just that one hideout i think was glitched because we had used the c4 3 time but there was 2 or 3 minutes in between because we set the charge and moved to a building direct south and we were using the roof for an over watch. We could see the hideout from our over watch location and each time it went off specialist waited 2 or 3 minutes and placed another c4. Like 20 seconds after the 3rd one had been placed it finally went down.

So that could have just been a glitch that has already been fixed in a patch.
ShaddyDaShadow
Posts: 26
Joined: 2011-07-31 15:52

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by ShaddyDaShadow »

At least one or two more small c4 sticks for the specialist would be good
Tomking
Posts: 110
Joined: 2010-02-13 03:55

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by Tomking »

I played specialist for the first time last night and had some issues with using C4. The actual placement of the c4 takes 12-13 seconds where as the placement animation and sounds only take about 5-6seconds. Not knowing this I ended up thinking I placed in one spot but actually dropped it running back to my squad for safety. I know better know to wait until my c4 ammo count changes before moving.. but the situation with the animation seems unpolished. Is there a way to extend the animation so that it ends when the c4 is placed?

These issues were also apparent in other classes that had explosives, like the ARF engineer and anti personal kits.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by Heskey »

Just played as combat engineer.

I think the satchel stick animation needs altering.

You put in the wires, and then it disappears from view... Then it comes back INTO view.

At this point, I thought I'd thrown it, and had the sticks -1 charge back in my hands and started to run away from the objective to be destroyed.

As I'm running away, my guy throws the stick down like a piece of rubbish, and suddenly I'm running the other way!

In brief, can the stick not come back into view until it's been deployed? It's very confusing! =[
MADsqirrel
Posts: 410
Joined: 2011-08-15 13:00

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by MADsqirrel »

Heskey wrote:Just played as combat engineer.

I think the satchel stick animation needs altering.

You put in the wires, and then it disappears from view... Then it comes back INTO view.

At this point, I thought I'd thrown it, and had the sticks -1 charge back in my hands and started to run away from the objective to be destroyed.

As I'm running away, my guy throws the stick down like a piece of rubbish, and suddenly I'm running the other way!

In brief, can the stick not come back into view until it's been deployed? It's very confusing! =[
Had the same problem today. Its really confusing the first time you use it (and dangerous)
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K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: New Specialist Kit Layout and New C4 Charges Feedback

Post by K4on »

yeah, the animations are still missing. this will be fixed for the beta
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