thoughts on the no AP class?

General discussion of the Project Reality: BF2 modification.
GeZe
Retired PR Developer
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Post by GeZe »

'[R-DEV wrote:eggman']the capabilities are being folded into the Engineer class
Ah, cool. Engy will now be like they were in .3 (except for in .3 they had sub-machine guns) good memories from then.

Because of .5, less people play engy becuase you use crewman to drive. This move basically merges two less played classes into one, creating a class the more people will play. Excellent.
Last edited by GeZe on 2007-03-14 22:14, edited 1 time in total.
KineWone
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Joined: 2006-09-03 00:23

Post by KineWone »

While I'm sad to see AP go as it was my fave class aside from support, I'm glad to see that it's capabilities are being kept.

Laying well placed clays when defending for me has always been one of the most rewarding parts of the game.
Blackhawk 5
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Post by Blackhawk 5 »

I like shotguns, dont know why but the only hasule is switching from spray to single round, should there be a choice of M-10 / shotgun
Expendable Grunt
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Post by Expendable Grunt »

What do they get IRL?
Gyberg
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Post by Gyberg »

So the engineer is gonna carry 2 AT mines one pack of C4 a couple of claymores + AR/Shotgun and ammo + gear... Thats like 40kg, it would make him extremely cumbersome, ofcourse he can fight... but I wouldnt wanna carry all that stuff when going intocombat....
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Anthony Lloyd, himself a former soldier in the British army and a Northern Ireland and Gulf War veteran:
"The men inside (the APC) might have been UN but they were playing by a completely different set of rules. They were Swedes; in terms of individual intelligence, integrity and single-mindedness I was to find them among the most impressive soldiers I had ever encountered. In Vares their moment had come."
para_hjs
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Post by para_hjs »

The claymore detonation must be MORE powerful against infantry.

http://www.fas.org/man/dod-101/sys/land ... aymore.htm

Look at this baby:

http://www.vobbo.com/user/metalstorm/entry/115586
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LiquidSnake
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Post by LiquidSnake »

Kill range 50 meters? zomgwtf?
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ReadMenace
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Post by ReadMenace »

LiquidSnake wrote:Kill range 50 meters? zomgwtf?
Steel pellets propelled by high explosives? You better believe it!
wooly-back-jack
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Post by wooly-back-jack »

hope this works, AP-rifleman = my fav class :(
Altimaden
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Post by Altimaden »

how about proper trip wire claymores?
have a metal rod or wooden spike with the wire in one hand, the clay with the wire on the detonator in the other, run to the position, click once, your man shoves the spike into the ground (so the trip wire is ankle height), run to where you want the claymore (there would be a max and min distance?) click again, and its down, facing the spike...

O------------------------D
spike----------------claymore

get what im saying? this would be far more realistic, take longer to set up, but be lay-and-forget like the old ones. best of both worlds no?
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'[R-DEV wrote:NikovK']What you do is hold down alt and cycle through the seats. Eventually you'll find a free rope, usually seat 4 or so.
*LuNa*Coyote
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Post by *LuNa*Coyote »

How about a system to select which claymore you want to detonate? That way you can make abit more complicated ambushes, like detonate front claymore, kill a few guys, rest of the enemy falls back , right into your 2nd claymore zone :) This way you can also cover a bigger area, without having to worry you blow up some teammates, who might be infront of another one of your claymores.

Some maps I just love to use claymores, like HoH the southflank, on the southside of the hill, you have a few great spots for claymores and well alot of maps have these bottlenecks, where enemies show up regularly . I love the class :)
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AfterDune
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Post by AfterDune »

I like the tripwire idea! But I have no idea how claymore / tripwire is used nowadays.
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Smitty4212
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Post by Smitty4212 »

I'd just like to see claymores stay the same (remote detonation) but with significantly better power. There's been multiple threads asking for it, and it really is one case where the devs have claimed that where real-world values are known, they are STILL not used...
*LuNa*Coyote
Posts: 12
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Post by *LuNa*Coyote »

Well that's the case with artillery and airplane bombs aswell, I mean shockwave alone would disable troops in a far greater area than now. Air getting sucked from the lungs, ears rupturing ... It might be a realism mod, but it's still a game. You have to compensate for the facts their is an abundance of weaponry around. Cause in real life airplanes don't repair/reload by just flying over their airbase either, soldiers don't get up after 30 seconds when shot... etc. etc. If you would put in reallife values for everything, on these relatively small maps ...well you wouldn't have much of a game left :)
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eggman
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Post by eggman »

I believe that "victim detonation mode" (tripwires) is being phased out by many armies due to the possibility of unintended casualties. Claymores fall into the general "land mine" category of controversy and concern.

Everybody has their favourite class / weapon. No matter what we change, some folks won't like it. While we trundle our way toward a v1.0 release we'll be making some fairly extreme changes now and then, but as we progress the changes will get smaller and we'll shift focus more into new content.

The capabilities that were unique to the AP Rifleman are carried over to the revised Engineer. Tho the Engineer now has more capabilities and expectations beyond taking a nap while waiting for some attackers.

As for the kit weight, Engineers will generally need to work with some sort of support (a support vehicle or a Rifleman) to work to full effect.
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Rick_the_new_guy
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Post by Rick_the_new_guy »

'[R-DEV wrote:eggman']I believe that "victim detonation mode" (tripwires) is being phased out by many armies due to the possibility of unintended casualties. Claymores fall into the general "land mine" category of controversy and concern.

Everybody has their favourite class / weapon. No matter what we change, some folks won't like it. While we trundle our way toward a v1.0 release we'll be making some fairly extreme changes now and then, but as we progress the changes will get smaller and we'll shift focus more into new content.

The capabilities that were unique to the AP Rifleman are carried over to the revised Engineer. Tho the Engineer now has more capabilities and expectations beyond taking a nap while waiting for some attackers.

As for the kit weight, Engineers will generally need to work with some sort of support (a support vehicle or a Rifleman) to work to full effect.
__


Fair enough.

I saw the AP Rifleman as a defense expert on the team.

I see the engi as being responsible for laying mines, repariing vehicles, reparing objects, defending vehicles, and blowing stuff up with the C4.
That seemes like a full-time job.

I reckon the dude with the shovel will be repariing bridges and stuff, that is one less thing for the eng to worry about.

Even so, going on claymore detail and waiting for an ambush seems a lot.

I reckon there can be two distinctions or two differnt types of engi personnalities.

1. Rear/vehicle engineer: Did well in school and does good work in reparing vehicles. Did not excell in demolishions or mineing. Furthermore, is not a good shot and has low twitch skills.

2. Special Forces/explosive expert: Did poorly in school because he was always at the firing range and parting with the Special Forces. Works well with infantry and is trusted by the Spec Ops as they go on missions deep in enemy territory. Although scoring low in school, a Jedi Master in explosives and being an Ol Dirty ******* with anything that goes boom.

__

May biggest question is:

What will be the 7 default layouts now?

Two are gone....

I hope the Assault kit replaces one.

flashbangs
teargas
smoke
frags
G. Hook.
body armour
field dressing
knife
short-med range weapon

Becomes equipt with a ski mask.
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jackal22
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Post by jackal22 »

will the engie still retain the shotgun because as far as im aware the reason they use that weapon in (very few now) militaries, is that it could be brought inside a hatch easily because of the size. -i may be wrong.

but if the engie has been replaced by the crewman then teh engie wont be diving in and out of hatches and therefore has no immediate need for a shotgun...

i dunno i just dont think a shotgun fits in well with the whole ap type aspect you are bringing to the kit, i mean surely you would want to set a trap, hide a way back and detonate. If they made it through though you couldnt do much with a shotgun.
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Altimaden
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Post by Altimaden »

'[R-DEV wrote:eggman']I believe that "victim detonation mode" (tripwires) is being phased out by many armies due to the possibility of unintended casualties. Claymores fall into the general "land mine" category of controversy and concern.
'nuff said
i remember hearing or reading somewhere that the claymore was a bit of a loophole when it came to treaties banning anti-personnel mines because they were above ground mines and directional and what-not.
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'[R-DEV wrote:NikovK']What you do is hold down alt and cycle through the seats. Eventually you'll find a free rope, usually seat 4 or so.
eggman
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Post by eggman »

wrt the class structure:
we have to test a couple of the changes that we've made to the classes before we can finalise the v0.6 class structure.

wrt claymores:
I dont think all nations are complying and believe it is only applicable to tripwires, not to manual detonation modes.

wrt engineers:
they will probably be one of the most versatile classes now, but also very dependent upon team mates and the commander.
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