more rpgs for insurgents

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bosco_
Retired PR Developer
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Post by bosco_ »

MP7 for Insurgents, yeah, sure...
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Wasteland
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Post by Wasteland »

I don't understand why anybody would want to make the insurgent RPG kit more attractive than it is. It's already the most whored kit of the faction.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Dyer |3-5|
Posts: 234
Joined: 2007-03-08 17:41

Post by Dyer |3-5| »

bosco wrote:MP7 for Insurgents, yeah, sure...
It could probably be re-skinned to look like an UZI fairly easily and use almost the same characteristics.

I think that, at least for close range, the RPGs should be much more accurate. I can understand them spinning out after 100 or 150 meters, but when you shoot one at an APC thats 30 meters away and it flies wildly in another direction or in some cases at your feet it makes the weapon unusable. Is it possible to give it a certain deviation out to one point, say 100 meters, and then change the deviation after that?
Wasteland
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Post by Wasteland »

Dyer |3-5| wrote:I think that, at least for close range, the RPGs should be much more accurate. I can understand them spinning out after 100 or 150 meters, but when you shoot one at an APC thats 30 meters away and it flies wildly in another direction or in some cases at your feet it makes the weapon unusable.
I play insurgent all the time, and I've never had that happen to me once.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
ubiquitous
Posts: 115
Joined: 2007-03-02 21:53

Post by ubiquitous »

I think the RPG kit is well balanced as it stands.
Jonathan_Archer_nx01
Posts: 327
Joined: 2006-12-22 12:42

Post by Jonathan_Archer_nx01 »

Dyer |3-5| wrote:It could probably be re-skinned to look like an UZI fairly easily and use almost the same characteristics.
No way.

Mp-7 is way better than UZI as it can partially replace an assault rifle. Effective range is high and it cuts kevlar, unlike UZI.
Dyer |3-5|
Posts: 234
Joined: 2007-03-08 17:41

Post by Dyer |3-5| »

Jonathan_Archer_nx01 wrote:No way.

Mp-7 is way better than UZI as it can partially replace an assault rifle. Effective range is high and it cuts kevlar, unlike UZI.
I'm talking in game, not IRL. I know that the 4.6MM round fired by the MP7 has a much higher velocity will penetrate much more than the 9MM round fired by the UZI. Don't you think I watch Future Weapons (JK) But in the game the MP7 does not have very amazing stats, and there is no kevlar (Even though EA tried to incorperate it by giving certain classes slightly higher HP and less stamina b/c they were wearing "Body Armor")
TayloR016
Posts: 383
Joined: 2007-03-11 13:55

Post by TayloR016 »

Nah i reckon it should be aks74u for the rpg gunner much more realistic
causticbeat
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Joined: 2006-07-27 06:02

Post by causticbeat »

No. Walk your insurgent *** over to one of your magical ammo piles and spend 10 seconds dipping your hand in to your unlimited RPG cache.

And keep him with the pistol. Maybe you all forgot when the rpg guy had a rifle and it was too overpowered.
SethLive!
Posts: 1582
Joined: 2007-02-10 22:46

Post by SethLive! »

why not give the rpg gunner six rpgs AND an ak47u with six magazines. plus four frags, a couple molotovs, an IED, a grenade launcher and a ghuillie suit(to keep them stealthy)!


lol, rpg gunners are fine as they are now. maybe even take away the binocs and give them to somone else.
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Someone please tell me that the above is irony.
Or I'll rip my own eyes out with a sardine.
-[R-Mod] Masaq
77SiCaRiO77
Retired PR Developer
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Post by 77SiCaRiO77 »

causticbeat wrote:
And keep him with the pistol. Maybe you all forgot when the rpg guy had a rifle and it was too overpowered.
that happend when the rpg was a sniper rifle with splash damage , now its a pop corn who cant kill a f*ck chooper with one hit (like real life ) if you have the luck of hit one .
youm0nt
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Joined: 2007-03-16 15:13

Post by youm0nt »

*Cough*Bizon PP19*cough*... It's already in vBF2, might as well make use of it...
Dyer |3-5|
Posts: 234
Joined: 2007-03-08 17:41

Post by Dyer |3-5| »

youm0nt wrote:*Cough*Bizon PP19*cough*... It's already in vBF2, might as well make use of it...
Yes! Because this mod should be as close to vBF2 as possible. Thats the DEVS goal isn't it?
Eddie Baker
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Joined: 2004-07-26 12:00

Post by Eddie Baker »

If you would like to have both an automatic weapon and an anti-tank weapon, please select the Light AT kit or crewman kit.
Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

I heard from a DEV a while back, that the RPG kit for insurgents might become limited.

I would not be total suprised if it did, but dont hold me to it.

I would like to see a limited RPG kit, but with a non limited RPG kit aswell, precise details below:

1) - the limited RPG gunner kit would have 3 armour piercing RPG's and 1 anti infantry RPG.
There would be significantly more of these kits, than say of SA-7's, possibly around 6 for 32 insurgents.

2) - the non limited RPG kit, would have 1 armour piercing RPG and an AK, with possibly 1 extra piece of kit, 1 IDE, 2 smokes - something like that.


Possible Affect

This woudl make aquiring a significant number of RPG rounds more difficult, but skillfull players, when working together, could use 1/2 limited RPG kits to imense affect, due to increase number of rounds (not too powerfull becuase of RPG overall effectiveness against MTBs and RPGs accuracy - just about balance perfectly)
The number of single RPG operaters would almost certainly increase, this being a lesser threat to APCs than the present RPG kit, but the small number of limited RPG kits, would pose a significant threat TO ALL ARMOUR vehicles.

SUm up of Overall affect:
- Increase in required skill to operate RPG's effectively, and therefore offer skilled players a chance to wield RPGs to serious effect - encourage INsurgent players to think about use of assets.
- Increase in required skill to keep armoured vehicles alive, and therefore encourage use of tactics (e.g hull down, high speed dash ext.) - allow skillfull crewmen to excell more easily.

IT IS ALL ABOUT OFFERING THOSE WHO THINK CAREFULLY AN ADVANTAGE!!!!!!!!


So do people:

- agree/disagree about the kits ??
- agree/disagree about the kit layout??
- agree/disagree about the result??
- have other suggestions or points to make connected indirectly or directly with the above??
77SiCaRiO77
Retired PR Developer
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Post by 77SiCaRiO77 »

agree excep in the part of carry 4 rounds , make the antinfantery rpg a separate class :D
mavit
Posts: 248
Joined: 2006-04-06 17:32

Post by mavit »

All i want for the insurgents is enough RPGs to take out an APC, maybe two shots a the side and one from back. Corect me if this is already possible with two but i beleive when i tried it didnt work.

Id much rather the gunner gets a small auto pistol of some variety simply because for the gunners that i have found, when on foot have been easy meat. Saying that when i was a gunner i took out 3 SF soldiers on Al but i think it was little lucky as i dived into the group and they ended up shooting in all directions.

Can this just be cleared up, what kits for the Insurgent faction have xplosives?
~~~You Think That Is Air You Are Breathing Now~~~
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Top_Cat_AxJnAt
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Post by Top_Cat_AxJnAt »

77SiCaRiO77 wrote:agree excep in the part of carry 4 rounds , make the antinfantery rpg a separate class :D
But that would mean 3 different RPG classes. This could help represent the "fact" that the RPG is often at the heart of modern insurgents armoury however think 3 different RPG kits would cause to much confusion for squad leaders and fellow squad members becuase they would often be unsure as too what type of RPG rocket there teammates had. And with type of rocket, possibly meaning the difference between life and death, many quite un-fortunate incedents would ocure due to such confusion as to the precise RPG assets the squad had.
You would also see hundereds of anti infantry RPGs being fired at armoured vehicle becuase the palyers had nothing else to use against them, and then many subsequent players going "WTF" to the limited or no damage done to the vehicle.


But the lack of anti infantry RPGs, i think, in the above kit layout, might be unrealistic. However again, i hate the idea of the RPG become the main weapon against infantry, or atleast being used alot. This is not particularly fun for any one becuase we all know, bullet fire fights are where the fun really is, not single shot, whole squad take downs!
Wasteland
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Joined: 2006-11-07 04:44

Post by Wasteland »

mavit wrote:All i want for the insurgents is enough RPGs to take out an APC, maybe two shots a the side and one from back. Corect me if this is already possible with two but i beleive when i tried it didnt work.
It only takes two.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Sneak Attack
Posts: 574
Joined: 2006-12-31 00:14

Post by Sneak Attack »

JP*wasteland.soldier wrote:Not really. Most engagements in Iraq are small scale ambushes, not full on assaults in cities cleared of civilians.
why would it have to be used in a huge assault only? its an ambush machine, you see a bunch of guys sitting in a hummer/building. then you fire and they are not in the hummer or building any more. and you can just get up and run away. its a perfect random death machine.


give RPG the scorpion

http://world.guns.ru/smg/smg26-e.htm

it would be sweet.
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