What would you like to see be done with the Special Forces kit?
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
@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
. However in 0.6 all carbines keep the current zero range (100m) while rifles are at 300m.
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
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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jerkzilla
- Posts: 1615
- Joined: 2007-03-07 12:04
@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.
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.
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Hides-His-Eyes
- Posts: 484
- Joined: 2007-02-06 22:36
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Lampshade111
- Posts: 401
- Joined: 2007-06-08 19:37
+2Cheeseman 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).
I would rather see C7A1s for the Canadians however. (they still build and use them)
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Sgt.North
- Posts: 144
- Joined: 2007-05-15 00:24
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)
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.
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Neoteknix
- Posts: 8
- Joined: 2007-05-29 09:22
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daranz
- Posts: 1622
- Joined: 2007-04-16 10:53
Vanilla BF2... As in, the plain, unmodded BF2.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)
Please enlighten me - Whats Vanilla ?
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
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.
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.
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Hides-His-Eyes
- Posts: 484
- Joined: 2007-02-06 22:36
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?
plane itself just keeps flying across your side of the map automatically?
The third "never again" in a hundred years
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Wasteland
- Posts: 4611
- Joined: 2006-11-07 04:44
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.
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.
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
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
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DavidP
- Posts: 951
- Joined: 2007-03-23 04:20
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)
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diesel14lars
- Posts: 85
- Joined: 2007-06-16 04:21
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.
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.
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Hides-His-Eyes
- Posts: 484
- Joined: 2007-02-06 22:36
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
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Maverick--113
- Posts: 125
- Joined: 2007-02-09 02:02
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billdan
- Posts: 319
- Joined: 2007-04-13 22:58
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
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.
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diesel14lars
- Posts: 85
- Joined: 2007-06-16 04:21
