Spec Ops v0.6?

General discussion of the Project Reality: BF2 modification.
zeroburrito
Posts: 101
Joined: 2007-03-18 00:18

Post by zeroburrito »

m4 is their best wpn..and its still not on par with the g3, but it matches the pla rifles.
Tralle
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Post by Tralle »

dont like the m4, cant hit anything on long range with it...
DirtyHarry88
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Post by DirtyHarry88 »

Ain't for long range.
The IED Master 8-)
Tralle
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Post by Tralle »

then it suck...
DirtyHarry88
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Post by DirtyHarry88 »

:roll:
The IED Master 8-)
BLind
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Post by BLind »

{GD}Snake13 wrote:Thats rather foolish, I take specops sometimes because I find I can get head shot people very effectively with the red dot, and the auto helps in close quarters. Do you kick people with the AT kit because they just want to kill vehicles?
why would i do that, the at kit is the best at taking out light viechles from range wen a heavy AT isn't available. What can the spec ops do that cant be done better by another kit.

And please dont say close combat, because a m16 + grenades is far better than an m4.
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Mongolian_dude
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Post by Mongolian_dude »

'[R-CON wrote:BLind']exactly. the only people who take spec ops are those who want to spray with the m4. If you want to blow stuff up and cuase havoc behnd enemy lines then engineer is far more effiecient, and any class can be stealthy, theres really no excuse. Thats why if any1 dares take spec ops in one my squads they fined themselves kicked instantly.
I whole heartedly agree with BLind.
I took spec ops the other night, when i had about a 4/1 KD ratio....I didnt die once with that kit and ended the round witha 19/1 KD ratio on Jabal. Its far too easy to use and tempts players away from playing PR and instead, just play Nilla. Its like two games being played at once on the same server. Nilla and PR.
I doubt that there are loads of SF working with conventional armies all over the world right now, but PR is a combined forces game. I see no problem with it, except that it allows ALOT of people to just go off by themselves.
I think limitation would be useful in maintaining the spec ops kit, yet 'cleaning up the streets'.

...mongol...
Military lawyers engaged in fierce legal action.

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Cherni
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Post by Cherni »

I love some people and their suggestions on this forum!
DirtyHarry88
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Post by DirtyHarry88 »

'[R-CON wrote:BLind']

And please dont say close combat, because a m16 + grenades is far better than an m4.
Completely down to opinion.
The IED Master 8-)
Woody
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Post by Woody »

Solution to SF problem: Make them bright red and have a big arrow over them saying " I'M NOT USING THE MOD THE WAY IT WAS MADE TO USE, SHOOT ME ALOT PLEASE"
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Mongolian_dude
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Post by Mongolian_dude »

'[R-CON wrote:BLind']
And please dont say close combat, because a m16 + grenades is far better than an m4.
I'v recently found the most effective way to shoot in CQC is to use single shot M16 and pump it as fast as you can. I got 3MEC heavy armoured guys, while i was engineer at about 4ft when we came round the corner facing each other.
All they needed to do was put 1 round in me but i went to a crouch and put out about 7 rounds in the time they got off 3.

...mongol...
Military lawyers engaged in fierce legal action.

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vanity
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Post by vanity »

'[R-MOD wrote:Mongolian_dude']I'v recently found the most effective way to shoot in CQC is to use single shot M16 and pump it as fast as you can. I got 3MEC heavy armoured guys, while i was engineer at about 4ft when we came round the corner facing each other.
All they needed to do was put 1 round in me but i went to a crouch and put out about 7 rounds in the time they got off 3.

...mongol...
I'll agree with that. The M16 in semi-auto is almost entirely worthless.
Wasteland
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Post by Wasteland »

The engineer only gets 1 C4. The spec ops gets two SLAMs, binoculars, and a better weapon. I do believe he's better for work behind enemy lines.
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
Mongolian_dude
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Post by Mongolian_dude »

'[R-MOD wrote:Mongolian_dude']most effective way to shoot in CQC is to use single shot M16 and pump it as fast as you can
...mongol...
???
vanity wrote:I'll agree with that. The M16 in semi-auto is almost entirely worthless.
I really like the semi auto now. its the burst that grinds my gears.

...mongol...
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Fenix16
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Post by Fenix16 »

'[R-CON wrote:BLind']

And please dont say close combat, because a m16 + grenades is far better than an m4.
Its not so much the actual dmg/RoF done by these weapons, more just what people are accustomed to. Some people may be able to have a 10:1 kd ratio with the M4, and only 1:1 or less with any other weapons. It really depends on what people are used to, and how they play with each class.
'[R-CON wrote:BLind']
exactly. the only people who take spec ops are those who want to spray with the m4. If you want to blow stuff up and cuase havoc behnd enemy lines then engineer is far more effiecient, and any class can be stealthy, theres really no excuse. Thats why if any1 dares take spec ops in one my squads they fined themselves kicked instantly.
than an m4.
Personally I find that a bit harsh. I tend to play medic when i'm in a squad, but kicking anybody who uses the spec ops kit is going a bit too far. I mean, I can see your point. From your view they do nothing for the squad. Much like snipers and marksmen, all they can do is kill stuff. The only flaw in your arguement is that classes are only useful if their played correctly. IE. Ive often found players in my squad who are medics/riflemen to be either completly zoned out, or they just dont care enough to come over and provide the proper support that their kit allows them to. So often times a player going SF for 1 or 2 spawns really doesnt affect the outcome of the squads overall well being.

The last thing that I have to add pertains to your base destroying/behind enemy lines argument. I dont know if you have personally tried this but attempting to destroy assets with nothing but a shotgun (only on some maps) and c-4 isnt the easiest thing to do. Hence many players opt for the "cooler" more "hollywoodlike" role of the SF, which in that case does have a noticible advantage over the engineer due to the fact that the shotgun is less effective than most pistols in PR (im sure some people will argue otherwise). And on top of that, the nice thing about SLAMS is that the SF class gets 2 and they're on a timer. They also dont require the user to be alive in order for them to be detonated. So if theres ever a need for an asset to be destroyed in a particularly busy base, it becomes quite possible.

Anyways, those are just my 2 cents.
Mongolian_dude
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Post by Mongolian_dude »

Fenix16 wrote:Its not so much the actual dmg/RoF done by these weapons, more just what people are accustomed to. Some people may be able to have a 10:1 kd ratio with the M4, and only 1:1 or less with any other weapons. It really depends on what people are used to, and how they play with each class.



Personally I find that a bit harsh. I tend to play medic when i'm in a squad, but kicking anybody who uses the spec ops kit is going a bit too far. I mean, I can see your point. From your view they do nothing for the squad. Much like snipers and marksmen, all they can do is kill stuff. The only flaw in your arguement is that classes are only useful if their played correctly. IE. Ive often found players in my squad who are medics/riflemen to be either completly zoned out, or they just dont care enough to come over and provide the proper support that their kit allows them to. So often times a player going SF for 1 or 2 spawns really doesnt affect the outcome of the squads overall well being.

The last thing that I have to add pertains to your base destroying/behind enemy lines argument. I dont know if you have personally tried this but attempting to destroy assets with nothing but a shotgun (only on some maps) and c-4 isnt the easiest thing to do. Hence many players opt for the "cooler" more "hollywoodlike" role of the SF, which in that case does have a noticible advantage over the engineer due to the fact that the shotgun is less effective than most pistols in PR (im sure some people will argue otherwise). And on top of that, the nice thing about SLAMS is that they're on a timer and dont require the user to be alive in order for them to be detonated. So if theres ever a need for an asset to be destroyed in a particularly busy base, it becomes quite possible.

Anyways, those are just my 2 cents.
Its always people you dont know/who dont say anything in VOIP, even if they have it, that take spec ops.

...mongol...
Military lawyers engaged in fierce legal action.

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Cheeseman
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Post by Cheeseman »

OK, how about you guys change the Spec Ops skin by getting rid of that ugly hat and adding a PASGT Kevlar helmet instead. Special operations PASGT helmets are usually dark gray in color and do not have camouflage covers. Also it would be nice to include a helmet mount assembly (but without any accessories attached).
Hers a screenshot of what I mean:
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Semi
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Post by Semi »

The M4 is a killing machine at its current state, the high rof in addition to the scope makes it excel at both close-quarters and long ranges.

My wish would be to just remove the Specops class if possible, and give the explosives to the engineer class. If you however decide to keep the kit non-limited you need to either lower the M4 rate of fire, decrease its accuracy or remove its scope.

The fact that people actually defend the M4 says alot about them, you're probably the ones running around with this godly weapon. :lol:
Last edited by Semi on 2007-04-04 23:41, edited 1 time in total.
Mongolian_dude
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Post by Mongolian_dude »

Semi wrote:The M4 is a killing machine at its current state, the high rof in addition to the scope makes it excel at both close-quarters and long ranges.
It was FAR WORSE in .4, with its pinpoint accuracy in fully auto with no recoil but now, it has improved drasticly. However, it stills needs to be toned down somehow.

What makes it seems like it exceles at long range is the scope. It makes the target less obscured, origonaly by the iron sighs, and allows those perfect headshots every shot.

...mongol...
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Maistros
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Post by Maistros »

I really can't believe how many myths about special operations units are in these threads.

Special Operators in many cases use light tactical helmets in maritime operations (PROTEC - basically skateboard helmets)
See here:
http://media.militaryphotos.net/photos/ ... seals2.jpg
http://media.militaryphotos.net/photos/ ... Ls/aac.jpg

For OTB (Over the Beach) in woodland or jungle they wear Boonies
http://www.specialoperations.com/Navy/S ... LBEACH.jpg

For OTB in desert settings they go with light masking
http://www.specialoperations.com/Navy/S ... 0seals.jpg
http://www.starman417.com/dietz.jpg

For interoperability activities (Being embedded or tasking with normal units for a period of time) they dress the same as the other units they are with, but wear a patch to separate themselves in one small way. Usually a platoon symbol, or something similar like their TEAM crest.

In terms of game play I would like to see the commander deploy an object that allows for 4 kits to be requested from it. This way, the commander can place it near the squad he wants to give it to. If I were commander, I would use my comms to address the squad I see best fit for the special ops kits.. and then tell them to meet me at such and such a place.. put it down, and then they request their kits from it. After that, I destroy it so it can be placed again. Placing said object should take 5 tickets.

The special operations kit itself can consist of a carbine or SMG with an optional suppressor. By optional I mean you can select to put it on or take it off like you switch from buckshot to slugshot with the shotgun. These LIMITED special operations kit get the following

1) Knife
2) Pistol (Suppressed)
3) Carbine or SMG w/ optics (Suppressed)
4) Carbine or SMG w/ optics (Unsuppressed)
5) Smoke grenades x4
6) SLAMs x6
7) NVG
8 ) SIMRAD
9) Field Dressing x1
Last edited by Maistros on 2007-04-04 23:48, edited 1 time in total.
Wasn't me.
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