Raise squad max of engineers to 2 instead of 1

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Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Raise squad max of engineers to 2 instead of 1

Post by Cavazos »

For engineering only squads, let's raise the squad maximum of engineers to 2. Keep the team limit the same, but let us have the option to create this specialist squad.
viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Raise squad max of engineers to 2 instead of 1

Post by viirusiiseli »

'[TP wrote:Cavazos;2116804']For engineering only squads, let's raise the squad maximum of engineers to 2. Keep the team limit the same, but let us have the option to create this specialist squad.
A bit redundant as you can just join another squad and grab it if its really that important to have 2 engies doing the same stuff together.

SQ limitations are there to spread the important kits equally for the team though and that's a good thing.
Last edited by viirusiiseli on 2017-01-19 14:21, edited 1 time in total.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Raise squad max of engineers to 2 instead of 1

Post by sweedensniiperr »

"Engineering"? What exactly is that? You mean lone-wolfing and placing mines everywhere?
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LiamNL
Posts: 585
Joined: 2013-06-15 08:13

Re: Raise squad max of engineers to 2 instead of 1

Post by LiamNL »

I usually find it more useful to have a straggler in a vehicle squad have engineer to remove any encountered mines.
SkyEmperor
Posts: 186
Joined: 2015-06-22 17:34

Re: Raise squad max of engineers to 2 instead of 1

Post by SkyEmperor »

I believe engineers build faster, could be useful for sneaky fobs, super fobs...
Nightingale
Posts: 352
Joined: 2013-11-19 21:08

Re: Raise squad max of engineers to 2 instead of 1

Post by Nightingale »

The only thing that engineers can build faster are the razorwire emplacements. Everything else is normal speed.
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solidfire93
Posts: 491
Joined: 2015-06-26 14:21

Re: Raise squad max of engineers to 2 instead of 1

Post by solidfire93 »

Edit--------------------------
Last edited by solidfire93 on 2017-01-25 06:10, edited 1 time in total.
Reason: Edit
FLAP_BRBGOING2MOON
Posts: 166
Joined: 2011-02-20 20:56

Re: Raise squad max of engineers to 2 instead of 1

Post by FLAP_BRBGOING2MOON »

what would really be nice is if the engineer could remove IED'S by either Blowing in Place or using the wrench on them if the engine doesnt allow for explosive clearance. currently an ied placed cannot be dealt with in any way by blufor which is unrealistic.
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Brozef
Posts: 213
Joined: 2015-03-27 02:51

Re: Raise squad max of engineers to 2 instead of 1

Post by Brozef »

Can we have the Mines buried in the ground and only show the tip like IEDs? Because having them sitting on top like they are is useless right now :(
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Raise squad max of engineers to 2 instead of 1

Post by Jacksonez__ »

**double post, delete this please**
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Raise squad max of engineers to 2 instead of 1

Post by Jacksonez__ »

FLAP_BRBGOING2MOON wrote:what would really be nice is if the engineer could remove IED'S by either Blowing in Place or using the wrench on them if the engine doesnt allow for explosive clearance. currently an ied placed cannot be dealt with in any way by blufor which is unrealistic.
This
Can we have the Mines buried in the ground and only show the tip like IEDs? Because having them sitting on top like they are is useless right now
and this so much.

In real life engineers (/pioneers) defuse small mines by shooting them (thus making the explode) and using explosives. You should be able to "defuse" insurgent mines and booby traps by placing C4 on it.

In real life I HIGHLY DOUBT no good pioneer leaves their mine visible on a road. Every G.I is probably taught to bury their mine or conceal it somehow.

I actually suggested this kind of a system when 1.0 was first released (2013..) . I guess Devs just ignored it.

https://www.realitymod.com/forum/f18-pr ... d-not.html
Cavazos
Posts: 454
Joined: 2007-06-20 05:01

Re: Raise squad max of engineers to 2 instead of 1

Post by Cavazos »

Sorry for the late reply, I check this forum for a good two weeks and I thought my thread never got processed. I had tried posting this a good year before that and it didn't, so I assumed the same thing happened.

The only benefit this creates is to let an engineering squad make minefields in half the time. And dealing with mines is the primary purpose of engineers. Most engineers I have seen are random squad mates who decide to randomly place mines on their own flags. This isn't how you handle engineering, and this isn't how a engineering squad operates.

An engineering squad takes advantage of the engineer's capability, and plants minefields in the enemy areas to slow them down and delay them. This has devastating effects on maps with few routes such as Khamisiyah and Saarema, which i've easily turned rounds around for this simple fact.

The only issue is that setting up proper minefields easily take 45 minutes. It's ridiculous. A lot of games are done by that time. And the kit is a very low priority kit that isn't used much nor properly.
sweedensniiperr wrote:"Engineering"? What exactly is that? You mean lone-wolfing and placing mines everywhere?
Maybe for some people, but I like to work in a squad and mine the routes on the enemy's side of the map. Just that area, not everywhere.
solidfire93 wrote:just No, there is no reason for 2 engi's
slow kit good for taking out FOB's and birdges
Try half the mining time for when creating minefields. And if you are blowing up bridges, that means you're trying to slow down the enemy. If you're squad is focused on that, it's an engineering focused squad which needs that second engineer.
viirusiiseli wrote:A bit redundant as you can just join another squad and grab it if its really that important to have 2 engies doing the same stuff together.
Very true, I would rather avoid this as this is stealing a kit from another squad - even if most of the time they wouldn't be using it anyway. I just think it should be easier to form an engineering squad with two engies.
viirusiiseli wrote:SQ limitations are there to spread the important kits around team though and that's a good thing.
I'm arguing for a more effective engineering squad, i'm not arguing for no limitations on kits.

While engineering squads are rarely seen just as the engineering kit is, this would be an extraordinary implement for that squad when it is created. Having two engineers in an engineering squad is not going to have a harmful effect on kit balance or gameplay except to the enemy which you will utterly destroy.
Last edited by Cavazos on 2017-01-19 04:26, edited 3 times in total.
parch
Posts: 108
Joined: 2015-09-22 10:58

Re: Raise squad max of engineers to 2 instead of 1

Post by parch »

'[TP wrote:Cavazos;2155795']
I'm arguing for a more effective engineering squad, i'm not arguing for no limitations on kits.
In my opinion there is no need for an "engineering squad" whatsoever. This kit is highly situational and you should probably let go of it as soon as you stop using it. By claiming two kits in order to finish one task, you are hindering teams ability to use them somewhere else.

edit: Also consider that with engi + rifleman you are capable of placing mines almost as fast as two engineers.
Last edited by parch on 2017-01-19 11:42, edited 1 time in total.
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Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Raise squad max of engineers to 2 instead of 1

Post by Rabbit »

parch wrote:In my opinion there is no need for an "engineering squad" whatsoever. This kit is highly situational and you should probably let go of it as soon as you stop using it. By claiming two kits in order to finish one task, you are hindering teams ability to use them somewhere else.

edit: Also consider that with engi + rifleman you are capable of placing mines almost as fast as two engineers.
Dunno, I think for insurgent teams it could be quite nice.
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parch
Posts: 108
Joined: 2015-09-22 10:58

Re: Raise squad max of engineers to 2 instead of 1

Post by parch »

@Rabbit
Fair enough, I was thinking more conventional AAS.
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obpmgmua
Posts: 397
Joined: 2013-05-19 20:51

Re: Raise squad max of engineers to 2 instead of 1

Post by obpmgmua »

If you dont want me taking combat engy to repair light vehicles, give the wrench to someone else.
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Bastiannn
Posts: 128
Joined: 2016-09-09 07:00

Re: Raise squad max of engineers to 2 instead of 1

Post by Bastiannn »

Yea, have your team & squad depend on a 'engineering squad' to blow caches, build FOBs and repair vehicles. What could go wrong?
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Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Raise squad max of engineers to 2 instead of 1

Post by Murphy »

IDK about removing the ability to destroy Caches from the Breacher kit, but giving more players the ability to use one of the least popular kits could actually result in dedicated engineers. I don't think taking 1 extra player from the frontline is such a huge deal, most of the time you end up with squads aimlessly roaming the map anyways.

I gave up on ambushing with Engineer Kits ages ago, it used to be something I loved (especially on Kokan), but the time taken to set a proper ambush if frustrating. Even more frustrating is the logistics required to place a single row of mines across a road. I have never set a real minefield, nor would I claim to know anything concerning CEs, but wouldn't it be nice to have the capabilities to set an effective ambush without need logistic vehicles to ferry munitions?
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rPoXoTauJIo
PR:BF2 Developer
Posts: 1979
Joined: 2011-07-20 10:02

Re: Raise squad max of engineers to 2 instead of 1

Post by rPoXoTauJIo »

Would it make sense for gameplay reasons if mines damage would be decreased, but overall count of them heavily increased in engineer kit? Like takes 5 of them to kill tank, and kit would have 8, so engineer would have choice between explosive power and large coverage area.
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