What would you like to see be done with the Special Forces kit?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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What should be done with SF kit

Get rid of it
58
17%
Make it a limited kit
69
20%
Make it a paratrooper kit
91
26%
Make it a CQB rifleman kit
72
21%
Leave it alone
55
16%
 
Total votes: 345

daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

And what exactly would they parachute out of?
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Neoteknix
Posts: 8
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Post by Neoteknix »

daranz wrote:And what exactly would they parachute out of?
Out of the back of a Pilots helicopter ....... dont know if it would be worth adding a Flight Skill to one of the Spec-ops or not ... but i do think they should be able to parachute. :D
Jaymz
Retired PR Developer
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Post by Jaymz »

@Cheeseman

It's not the M4A1 that is the problem. It's the fact that people use them as front line fighters and not as behind the lines operators. and yes, the canadians will be superdy dooper :p . However in 0.6 all carbines keep the current zero range (100m) while rifles are at 300m.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

@Neoteknix
I've posted a similar idea earlier in this thread (pages 2-3 I believe). My version is a bit more restricted and the kits are slightly less loaded.
It went around unnoticed so it's probably a pretty bad idea.
Also, as I've said before, 9mm ammo isn't really that efficient when it come to armored targets such as MEC soldiers.
I also agree with Jaymz here. It's not what it is, it's how it is used.
This signature is here due to lack of imagination.
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Neoteknix wrote:Out of the back of a Pilots helicopter ....... dont know if it would be worth adding a Flight Skill to one of the Spec-ops or not ... but i do think they should be able to parachute. :D
The whole point is, this isn't vanilla.
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robbo
Posts: 1159
Joined: 2006-10-25 15:14

Post by robbo »

I would love the Spec Ops to become a Forward Observer so when we are able to use to SOFLAM to designate targets it would pwn :smile:
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

Make it a Recon kit.
The third "never again" in a hundred years
Lampshade111
Posts: 401
Joined: 2007-06-08 19:37

Post by Lampshade111 »

Cheeseman wrote:Last I remember the mod was called Project Reality, and in reality you have the Spec Ops equipped with an M4A1 which has Full-Auto selector switch/trigger pack. If you guys have so many problems with something as insignificant as the M4A1, then I'm wondering how much complaint we're going to see from the community when the Canadian Forces faction is added to PR (Canadian Forces are issued Full-Auto C7A2's/M16A3's with telescoping stock and ELCAN optical sight).
+2

I would rather see C7A1s for the Canadians however. (they still build and use them)
Sgt.North
Posts: 144
Joined: 2007-05-15 00:24

Post by Sgt.North »

i'll probably get hated for this, but push it towards proper spec ops roles... MP5SD sub machine gun (ie Supressed, but only accurate at short range, zerod at maybe 50m with a red dod sight),
pistol (probably not needed),
C4 x 2 or 3
a few frags (unless you want to use BF2:Special Forces (rofl) flash bangs :)
and a couple of smoke.... 1 x screening, 1 x signal.

Maybe a SOFLAM? when they work properly instead of the C4

and NO BODY ARMOUR.

make it the class that gets sent to do the dirty work like destroying assets behind the lines, and good at CQC IF! the opperator has good reactions

Andy.. (awaiting flaming)
God is Airborne only because he failed the commando course.
Neoteknix
Posts: 8
Joined: 2007-05-29 09:22

Post by Neoteknix »

daranz wrote:The whole point is, this isn't vanilla.
... The thing is ... i have no idea what Vanilla is .........

I just have honest Constructive ideas towards what is a great modification (infact i havent played BF2 Since i downloaded it :D )

Please enlighten me - Whats Vanilla ?
daranz
Posts: 1622
Joined: 2007-04-16 10:53

Post by daranz »

Neoteknix wrote:... The thing is ... i have no idea what Vanilla is .........

I just have honest Constructive ideas towards what is a great modification (infact i havent played BF2 Since i downloaded it :D )

Please enlighten me - Whats Vanilla ?
Vanilla BF2... As in, the plain, unmodded BF2.

What I was saying is that jumping out of helicopters hovering 50ft above the ground and parachuting down is very BF2ish, and doesn't really have a place in Project Reality.
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Bobert08
Posts: 110
Joined: 2007-04-22 07:01

Post by Bobert08 »

I don't see the point of a Paratrooper class. Don't get me wrong, I love Airborne infantry, but right now we don't have any form of realistically transporting them into a drop zone. We don't have any cargo or large airplanes, and although they could jump out of transport choppers with their parachutes, that is hardly realistic for the normal altitudes that these choppers get in-game. Besides, if the infantry just use transport choppers as they are intended, they are no different than any other infantry.

The only way I can see it working is since PR maps are only getting larger in the future, is to create and model a large(maybe even generic) transport/cargo plane into the game, you could re skin it for each faction(or make a different plane for each faction). Due to limitations it can only hold an entire squad(pilot included) unless somehow you can make the people standing inside the plane semi-stable without dying.

I mean, it would be fun, and pretty useful really. A lot of squads are wiped out in transit to the control points, a high-flying transport plane has less of a chance of this(unless there are jets on this map) and the squad can literally land right on top of the enemy. Obviously this is nothing new, as airborne troops have been doing it since the Spanish Civil War.

This may also just be because I'm in a clan that specializes in airborne operations, and it would be just awesome to see an actual airborne jump in PR.
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

It might work if it was a plane that was a spawn point that always stayed in the air, flying across the map, your squad'd spawn in it, jump out at the right point, commander would tell the enxt squad they could go in now, etc...

plane itself just keeps flying across your side of the map automatically?
The third "never again" in a hundred years
Wasteland
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Joined: 2006-11-07 04:44

Post by Wasteland »

I had an interesting thought last night while kicking my coworkers' asses in poker (dollar signs have a creative effect on me).

What if we created several spec ops kits (such as CQB, recon, assault, sabateur, etc.) and went ahead and gave them things like higher stamina, lower recoil, etc. (to simulate more training). Then make it so that the commander has to deploy them like a firebase, and they have ticket loss like a firebase.

So SL decides that he wants a saboteur and two CQB escorts to infiltrate Chinese main in Seven Gates before the main fight gets there. He describes his plan to the CO. If CO decides it's worth the ticket cost, he authorizes the mission and assigns the kits.

There's a lot of different ways we could take this idea. The above's just a quick attempt to flesh it out a bit.
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DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

I agree with wasteland whole heartedly, And i have a suggestion aswell, Can you give the mec/pla spec-ops tnt or something like that? I dont really see them using m2 slams. Also i would like to see the spec ops have an extra field dressing(They go behind enemy lines and have to watch out for alot of things, I should know i work in teams of 2 with another spec-ops, And an extra field dressing would've saved me and my squadmates life)
diesel14lars
Posts: 85
Joined: 2007-06-16 04:21

Post by diesel14lars »

I was trolling and reading this thread, and I just had to add in my 2 cents:

As has been mentioned before, Special Forces would have more then just one single class, and would not fight inside of a normal rifle company.

One thing i miss from .5 in .6 beta is the apparent lack of claymores. I suggest replacing the the Spec Ops class with a Scout class like the Militia have. For the USMC give them:
-No Armor
-More Stamina
-Pistol plus 2 or 3 mags
-Either a little silenced carbine or an MP5SD, Something quiet, but can still be used in a firefight. Only a total of like 4 mags
-Claymores, x2, manual like the old ones
-The SL smoke grenade or something, to designate and enemy area so chopper pilots can see it.
-IMHO, a little trip wire operated flare or something. if can enemy gets near it, it shoots or flare, or quickly deploys smoke, anything to say that the enemy is there. Maybe not give them a smoke grenade, but use this instead.
-a SLAM, one maybe two

The lower calibre main weapon would require support from the squad in order to win against a group of enemies, while the SLAM and claymores would make them practical for ambushes and such. The the little trip mine-smoke grenade thing would make them unique, and would help in defending positions. Experienced players could use this in conjunction with the claymores to create real death traps. however, since there is only one, it would not prevent against a multi fronted enemy assault.

Just change the GB, MEC, and Chinese kits, giving them clays, and the smokewires aswell. While this might not be completely realistic, it would add a new and very different aspect to the mod, and skilled players to use with surprising efficiency. The GB Scout could get a MP5 or something, and keep the other 2 carbines, perhaps give them silencers to keep them in with the Scout idea. the HK53 is THE reason i downloaded this mod, because I have a soft spot for the rifle and i would be very upset to see it go.
Hides-His-Eyes
Posts: 484
Joined: 2007-02-06 22:36

Post by Hides-His-Eyes »

SLAMS as an anti infantry weapon were absolutely useless, because of the inevitable teamkills, and claymores were extremely weak, and are a very difficult thing to balance (you have to reward someone for watching a flag with their binoculars for 5 solid minutes with more than 2 wounded and none dead from 4 well placed claymores...)
The third "never again" in a hundred years
Maverick--113
Posts: 125
Joined: 2007-02-09 02:02

Post by Maverick--113 »

Add indigenous soldier/interpreter to the poll, because thats a damn good idea.

Its in another thread.
Democracy is two wolves and a lamb voting on what to have for lunch, liberty is a well armed lamb contesting the vote.
billdan
Posts: 319
Joined: 2007-04-13 22:58

Post by billdan »

i would actually like to see the .5 anti-personnel rifleman kit (diesel your "scout" is a little unrealistic IMO) replace the spec-ops class except with maybe the trip-smoke/flair mine thing and a smoke grenade and be renamed "point man"

can someone explain why this kit was removed in .6? not realistic or something?

for the sf kit i voted for it being limited (maybe 2-4 players on a 32 player team) but i really like the idea of having more than one "sf" classes; this is what i think it should be like:
SABATEUR=basicly .6 sf but with no binocs and MORE POWERFUL SLAMs; comon theyre EFPs and should be able to track an APC with just 2

SCOUT=same but with 2 grenades and SOFLAM instead of slams
Last edited by billdan on 2007-06-16 19:33, edited 1 time in total.
diesel14lars
Posts: 85
Joined: 2007-06-16 04:21

Post by diesel14lars »

hmm yeah, maybe take away the SLAMs and give the scout guy a few nades and beef up the clays.
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