Spec Ops v0.6?

General discussion of the Project Reality: BF2 modification.
Animalmother
Posts: 1201
Joined: 2006-03-26 03:31

Post by Animalmother »

I say make them forward observers!
'[R-PUB wrote:MrD']the mortar is an extension of his penis and he 'ejaculates' rounds


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dementt
Posts: 134
Joined: 2006-07-20 15:17

Post by dementt »

Cherni_95 wrote:Well, maybe make the M4 only have single shot.
Take that noob sprayers
Maybe lets just give them few little stones and red jumper to wear, the can not use any communications in game and will spawn to the "dead zone". So they will always die for punishment.
Red Halibut
Posts: 543
Joined: 2006-08-10 16:45

Post by Red Halibut »

Hmmm,

I understand this thing about being sneaky and being in danger behind enemy lines, but bear in mind that we don't have hundreds of personnel running around at rear bases. Once the line moves forwards those places are pretty deserted. Not much danger there.

Also, while I understand the concept of moving behind enemy lines to blow up resources (ammo, fixed spawns etc) what player or squad is going to want to sit at home base on the off-chance that there's a Spec Ops team on the other side?

Yes, I KNOW it's realistic, but if on a 64 player server you lose 24 players (two squads on each side) for forward and rear operations then it is going to completely change the dynamic of the game. It's even worse if you imagine a 32 player server with only eight players in the main battle and the rest either keeping the base safe or trying to take it out. Doesn't that sound a bit like a variation on vanilla flag-capping to you?

The whole point of advance and secure was to try and draw up some battle lines to focus the fighting and better represent a modern battlefield. If you now have to draw off a huge resource in the name of supposed realism, you could actually end up in the position of it being less realistic.
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"It is not the responsibility of a defender to leave the objective unguarded just so his opponent sucks less."
Brood
Posts: 227
Joined: 2005-04-07 10:23

Post by Brood »

Forward Observer/Recon/Whatever.

Give him an M16A4 with optics and a couple of trigger claymores, Binoculars and smoke. Perhaps a silenced pistol, but this would only work if it was dead silent and powerful enough for a one round, head shot kill.

They would be fast and have no body armour.

Silencers are otherwise useless in video games.
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zizler
Posts: 71
Joined: 2006-07-24 16:00

Post by zizler »

Here to answer a question in the beginning. I reload at ammo dumps and vehicles usually in their own base. I destroy them the last.
My suggestion make it a limited kit(4 or so), give it diversity in weapons, m4,m14 maybe change to Mk16 and MK17, some optics. Also give it a pistol(not silenced) 2 smokes, 2 field dressings(you're probably behind enemy lines) SOFLAM with the capability to request arty. and 2 SLAMs
Last edited by zizler on 2007-04-05 08:41, edited 1 time in total.
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Brood
Posts: 227
Joined: 2005-04-07 10:23

Post by Brood »

remember guys if you make the SF kit limited, there must be something to replace it in the unlimited kits.
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Royalwolf
Posts: 55
Joined: 2007-02-16 15:11

Post by Royalwolf »

zizler wrote:the capability to request arty.
if possible would be the best thing to add to SF, and if it is make them limited kit.
Also: pistol to be silenced, sniper also needs this.. silent enough so thier posistion is not revealed in CQB, esp as these unit should be operating behind enemy lines. Also use caliber pistols so headshot=kill.
on a side note: i think pistol sights need to be LOOKED at :P as it could be just me but i cant hit anything with them.

On the M4 its the second best USMC weapon to the M14. Scope is just right on it, not too much magX for viable accurate CQB, and once u get used to the large size of the red dot, it is more effective than the M16 for sniping. Infact i think the M16 is the worst rifle in PR, due to it being just a game the 5.56 is just too weak for quick kills at all ranges. With the firing options of the M16, multiple single round shots against armoured foes and the burst fire is just the same as i dont think i have ever had all 3 rounds hit the target to get sustained rapid kills like the M4 or AK variants.
[WAW]TOTENKOPF
Posts: 66
Joined: 2006-12-17 03:29

Post by [WAW]TOTENKOPF »

m14 SOPMOD with aimpoint would solve all the problems that this mod has encountered.
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Guerra wrote:Scoped and grenade launcher is absurd. That would be too heavy and impractical to carry into battle.
wazza_ni
Posts: 105
Joined: 2007-03-29 21:29

Post by wazza_ni »

CannonballGB wrote: If the member of your squad that is spec ops is sticking with the squad and following orders, there should be no reason to kick them. It's all about preference. If you were to kick anyone, it should be whoever takes the grenadier kit (which I don't consider to be a "noob kit", although I believe it to be the closest to a "noob kit" in the game).
Round of applause for this man. Im glad someone has some sense here.

Threatening to kick people from a squad simply because of the weapon they choose is just plain ridiculous.

Kick them for being a smacktard, kick them for team-killing and kick them for lone-wolfing and not following orders by all means.

But kick them for choosing SF with M4??? Get a grip
You can turn your back on a person, but never turn your back on a drug, especially when its waving a razor sharp hunting knife in your eye.
Hunter S. Thompson
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

wazza_ni wrote:Round of applause for this man. Im glad someone has some sense here.
AGREED.
Heck, if that guy in the squad is racking up kills too, then he's just as useful as a grenadier at the very least.
I think it would be fairly good idea to make the special forces kit limited (as I've said many times before) and use the empty slot for something else, I dunno, maybe for that artillery support thing.
In any case special forces kits should be limited to like 4 per 32 players on a team and I think that all the stuff I've suggested in some of my other posts on this subject:
The squad members could only get special forces kits if the squad leader has a SF officer kit, which would have a reservation time of 10 mins, and available only if the squad has 3 other members.
3 SF kits + SF officer kit per team and only when the teams are full, 32 players each. And it's affordable to give him a SCAR since the kit is (very) limited. More types of kits too, something like: a sniper or DM, with a SPR; a gunner, with a SCAR H,1 frag, binocs and 4 or 5 field dressings; a demolitions expert, with a SCAR L,C4, slams, 3 or 4 frags and maybe thermite grenades; and the officer kit, with a SCAR L, binocs and 2 frags and 2 smoke grenades. Handguns for all kits.
Why I would like this layout? I think it encourages teamwork. How? Well the squad leader is the safety, the gunner protects the spawn point (aka squad leader), the demolitions guy does all the blowing up and the sniper covers the demolitions guy while he's working.
My opinion... copy pasted off another thread
Semi
Posts: 103
Joined: 2007-03-31 15:07

Post by Semi »

jerkzilla wrote:AGREED.
Heck, if that guy in the squad is racking up kills too, then he's just as useful as a grenadier at the very least.
How could a specop M4 guy not rack up kills?
Could be fun to see a round where every american played specops, they would probably win by kills alone, regardless of ticket-bleed.
interceptor7
Posts: 33
Joined: 2007-03-23 17:45

Post by interceptor7 »

'[WAW wrote:TOTENKOPF']m14 SOPMOD with aimpoint would solve all the problems that this mod has encountered.
Who do I have to beg to for THAT to happen? Definetely a great possible addition to the game.
interceptor7
Posts: 33
Joined: 2007-03-23 17:45

Post by interceptor7 »

8-)
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vanity
Posts: 562
Joined: 2007-02-08 12:57

Post by vanity »

I am not very good at SpecOps. I think b/c I try to engage at distance whenever possible and the M4 just doesn't hack it.
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

vanity wrote:I am not very good at SpecOps. I think b/c I try to engage at distance whenever possible and the M4 just doesn't hack it.
As soon as it's close quarters though..... 8-)
The IED Master 8-)
vanity
Posts: 562
Joined: 2007-02-08 12:57

Post by vanity »

DirtyHarry88 wrote:As soon as it's close quarters though..... 8-)
What about the AK47 though in that situation? That's my problem. If I am spec-ops and I'm sneaking around buildings and stuff, that AK owns me super fast in close quarters. I may get the first couple rounds off with the M4, but normally they go prone and hose with the AK, then I'm wasted.

I dunno, I just can't get the hang that play style.
DirtyHarry88
Posts: 1540
Joined: 2006-12-24 18:41

Post by DirtyHarry88 »

I find I'm alright. It's always good say when you're guarding a door while trying to cap a flag, put the scope on the door and anything that comes in is dead in a flash.
The IED Master 8-)
interceptor7
Posts: 33
Joined: 2007-03-23 17:45

Post by interceptor7 »

vanity wrote:What about the AK47 though in that situation? That's my problem. If I am spec-ops and I'm sneaking around buildings and stuff, that AK owns me super fast in close quarters. I may get the first couple rounds off with the M4, but normally they go prone and hose with the AK, then I'm wasted.

I dunno, I just can't get the hang that play style.
Problem is that when you aim, the iron sights or scopes become really big, taking up a huge amount of screen. This is fine for sniper scopes, but wrong for peep sights (iron) or Aimpoints, which are designed to be used with both eyes open IRL, therefore retaining more peripheral vision. The AKs have an in-game advantage because the "leaf" rear sight doesn't cover the top of the sight picture (IRL AK iron sights SUCK!).

I have such a problem with the peep sights that my (semi-successful) way of dealing with it is, when I'm going into a CQB situation, I right click (aim) and lower the weapon so I can see over the sight. See threat-raise weapon and fire. Of course, anyone with an AK doesn't need to do this at all, so they have a small advantage.
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