Realistic Unit Loadouts

Suggestions from our community members for PR:BF2. Read the stickies before posting.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Realistic Unit Loadouts

Post by [T]Terranova7 »

I'm not sure if you guys have considered this idea. Basically what I'm asking for here is a realistic unit loadout. For example, if the map scenario called for the 75th Ranger Regiment to spearhead an assault on a small town, you would get to use the equipment the Rangers get to use.

On every battlefield your not going to have some guy with some C4 right around the corner. A unit apart of a mechanized infantry divsion could use alot of "compact weapons" and such. A special forces unit could use equipment you wouldn't normally see, such as a Silenced Assault rifle etc.

This can also apply to vehicles as well. BUt you get the picture correct?
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Realistic Unit Loadouts

Post by Eddie Baker »

Terranova wrote:I'm not sure if you guys have considered this idea. Basically what I'm asking for here is a realistic unit loadout. For example, if the map scenario called for the 75th Ranger Regiment to spearhead an assault on a small town, you would get to use the equipment the Rangers get to use.

On every battlefield your not going to have some guy with some C4 right around the corner. A unit apart of a mechanized infantry divsion could use alot of "compact weapons" and such. A special forces unit could use equipment you wouldn't normally see, such as a Silenced Assault rifle etc.

This can also apply to vehicles as well. BUt you get the picture correct?
Yes, we have considered this before and we do want include it. :)
GABBA
Posts: 633
Joined: 2005-05-16 16:00

Re: Realistic Unit Loadouts

Post by GABBA »

[R-DEV wrote:Eddie Baker]
We, we have considered this before and want include it. :)
^

You want to include it or wont include it......does this count as proving eddie baker wrong?????....dont yell at me please :o ops: :? :cry:
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
Eddie Baker
Posts: 6945
Joined: 2004-07-26 12:00

Re: Realistic Unit Loadouts

Post by Eddie Baker »

GABBA wrote:
[R-DEV wrote:Eddie Baker]
We, we have considered this before and want include it. :)
^

You want to include it or wont include it......does this count as proving eddie baker wrong?????....dont yell at me please :o ops: :? :cry:
Sorry, I meant "Yes, we have considered this before and want to include it." Man, this is why you shouldn't type on 3 hours of sleep. :shock:

That was one of the few things that I liked about Battlefield Vietnam, the varying weapons my map/unit and time period. :)
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

yeah FH does it too, although i dont like in FH how there is no sniper class and the sniper rifle is just laying in some random place around the map, also they did tanker and pilot classes, but they werent the only ones who could drive/fly
Image
HarbingerCMT
Posts: 29
Joined: 2005-04-29 18:04

Post by HarbingerCMT »

Regarding Loadout, I've noticed an obscene variety of primary weapons across the classes. I don't know about other Armys but in the American Army a squad consisted of two sections. Each section composed of two riflemen (M16A2) a grenadier (M16A2 w/m203 underslung). am MG (SAW 249). and a section leader with another (M16A2). I rarely saw a Shotgun or SMG unless it was with a special weapons or forces unit attached to mine.

I think that if PR standardizes the primary and secondary weapon of the various classes it will lead to a more realistic and fun experience. Yes, casual gamers won't like this - but PRs appeal should be that it get as close to real as it can and still be fun.

I don't know what could be any less fun than an ammo re-supply and having to desperse 10 different types of ammo :?
Image
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

i wouldnt cry over the loss of the shotgun but some im not sure i agree with most of your idea
Image

Image
m0ldym1lk
Posts: 368
Joined: 2004-08-25 20:28

Post by m0ldym1lk »

Sounds good to me, but to satisfy everyone, there should probably be buildings in the main bases that are designated armories, that have all the little special things for your special needs, like shotguns and such.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

i like the armory idea
Image
Wolfe[75thR]
Posts: 7
Joined: 2005-06-26 05:03

Post by Wolfe[75thR] »

The idea is intriguing, and for realism aspects a plus. If implimented it
would add a huge boost of realism to the game, and thats what has me
looking in to this mod.
SSG-Wolfe[75thR]

Image
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

haha yes i would assume** that realism is what most people are looking for in project REALITY :P
Image
Wolfe[75thR]
Posts: 7
Joined: 2005-06-26 05:03

Post by Wolfe[75thR] »

BrokenArrow wrote:haha yes i would assy=ume that realism is what most people are looking for in project REALITY :P
Yes and this weapons load out idea, would add even more ontop of what R-Mod plans already :)
SSG-Wolfe[75thR]

Image
HarbingerCMT
Posts: 29
Joined: 2005-04-29 18:04

Post by HarbingerCMT »

I could see the armory idea if its a map where there is an actual base, but most of the combat I've seen - was operations that took a few days to a couple of weeks. An ammo resuply was the closest thing we got to see to an armory - unless you count uncovering a weapons stash :)
Image
Brentos
Posts: 97
Joined: 2005-07-10 08:18

Post by Brentos »

Yeah, regarding realistic unit loadouts... there shouldn't be five different primary weapons on one team. Unless...

M4 (rifleman)
M16 (grenadier)
M249 (automatic rifleman)
M24 (sniper)
MP5 (pilot)

That seems reasonable if there's one sniper and one or two pilots.
PaveRogue
Posts: 9
Joined: 2005-06-21 15:10

Post by PaveRogue »

If you really want to keep the loadouts realistic, don't let a player change mid-game. This would force squads to actually think about class balance. Let the VIOP work during the loading screen and allow squads to determine their composition. I can't imagine the devestation a squad of these six could do
1 Assault
1 Support
2 Medic
1 Engineer
1 Anti-Tank
Put these guys in a Tank and Hummer and they will own the map.
keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

i think this

M-16 (rifleman)
M203 (grenadier)
M249 (automatic rifleman)
M24 (sniper)
M-4 (anti-tank and eng)
i cant decide what weapon a medic would get, probably an M-4 since its lighter, but im sure alot of them carry M-16s.

would work.


and i like the armoury idea at a mainbase, thatr was one of my favorite things about JO was the armoury.

also, as for weapon loadouts, what would each class have? such as, every class should have a

knife
main weapon
but which class would carry grenades (flashbang, frag, smoke)
only a squad leader and pilots should have a pistol
Image

"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

is it on a different topic? link me up =)
Image

"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

My freind and I had an idea, and it was that:

Is it possible to make the 'kits' like it is in AA? Each 'kit' only lets one person use it, but there is a bigass list of em. That would be best i think, and I think it might acutually work as well, itd just be a longer list, and the graphics would have to be smaller and it'd be different in every map.
Image
Post Reply

Return to “PR:BF2 Suggestions”