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

OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

Strategist wrote:I have come up with a solution I would very much like to see. It generally revolves around making the spec ops a dedicated saboteur creating havoc in enemy main base and completely removing it from the main fighting. Playing it will be a completely different experience compared to any other class.

Details:

- Now a limited kit. The quantities are 0, 1, 2, 2

- Kit can only be requested in a pure spec ops squad. It obviously requires only one person in the squad to request

- Spec ops instantly die if trying to pick up other kits. Spec ops kit can be picked up by others, however. If the kit is lost it takes five minutes to return to request pool like the heavy AT, AA and sniper kits

- Loadout geared for sabotage, not combat: No body armour, M4 with only two clips, silenced pistol, plenty of SLAM's and C4 and C4 car bombs

- Car bombs take a while to set up. They can only be removed by engineers. They deal the same damage as regular C4 and explode the second somebody enters the vehicle. They are invisible but make a distinct ticking sound (think Counter-Strike). They should be made so that if you take the time to check for them you can avoid them easily enough.

- Special ability: Can hotwire and drive enemy transport vehicles.

- Possibly controversial special ability: Disguised, wears enemy uniform!
Yuck to spec ops. I just dont like how every squad Im in HAS to have at least one of them... they offer nothing to the squad!!! If anything, a few changes to your proposition, and make maybe one or 2 more available... so a small squad can go in together... but yeah, i hate when spec ops are in my squad.. :)

<3
Oki!
Greenie Beanie
Posts: 312
Joined: 2004-07-23 06:23

Post by Greenie Beanie »

Take em out but of regular missions but have SF only maps for missions like Street.
There would be an SF medic/rifleman/support etc
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danshyu
Posts: 45
Joined: 2007-05-23 10:05

Post by danshyu »

Allow special force soldiers to clear out and designate a temperary 10min airbrone spawn point for the team behind enemy line would be one way of making them useful.

Or perhaps limit it as a Commander ability. To designate a Special force insertion point on the map. All soldiers spawned from that point would be special force class. It would have a long recharge timer and requires working base asset to use.

This would be something that would further benefite the team with a commander.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

I suppose that Draw-n-Quarter is not an option due to hardcoding.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Post by Outlawz7 »

OkitaMakoto wrote:Yuck to spec ops. I just dont like how every squad Im in HAS to have at least one of them... they offer nothing to the squad!!! If anything, a few changes to your proposition, and make maybe one or 2 more available... so a small squad can go in together... but yeah, i hate when spec ops are in my squad.. :)

<3
Oki!
Well, ONE per squad isnt so bad, since you always need someone, who has a CQB weapon, and if you need to blow up something, altough this goes only for USMC, since the M16A2 is the only weapon, which doesnt have full auto fire mode..

Having a SF in a GB/MEC/PLA squad is ridiculus, since L85A2, G3A4 and QBZ95 have full auto mode...
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Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

solodude23 wrote:Their name on the spawn menu should be renamed to "Noob". Problem solved. Sorta...eh.
I said that first! Specops in my book are synonymous with noob, when ever I say spec op, I mean noob.
eg. Hah, look at the littel spec ops.
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SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Post by SGT.JOKER »

i think the spec ops kit should be left alone, only because i think there's been enough kit limiting in the mod and i honestly dont see why the spec ops kit is bad mouthed A) theres no problem with the kit what so ever and B) it comes in handy for cqb when your USMC
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
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LeggyStarlitz
Posts: 67
Joined: 2007-07-07 00:10

Post by LeggyStarlitz »

What I used to love about the SF kit was that it was most ideal kit to take out RP's with. I could set a SLAM on an RP and not have to worry if a whole squad suddenly spawn while I try to pump 2 mags into it. Now that it only take a couple of slashes with a knife, the kit has become kinda of useless.

So I gave it some thought and came up with this. What if the DEV's gave the commander even more specials assest to a point where the commander is practically god like. Give him back the UAV and scan and maybe even Spooky if its possible; but instead of these being assets tha can be blown up they all come straight from the commander. Now give the commander a really long spawn time if he dies. This would make the commander a highly valuable target that could seriously alter the course of the game as it would in a real life.

Now make the SF kit a specially designed kit to hunt down and kill the commander. The SF crew would have to do their best to coordiante with their own commander to find the enemy commander and kill him.

This way it would give the SF a realistic purpose and keep them from just being a noob kit.
Skullening.Chris
Posts: 1407
Joined: 2006-02-03 03:34

Post by Skullening.Chris »

I voted CQB Rifleman.
Would think he should have M4 (the one with 3-round burst, not auto) and an optic like the current SF has.
Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Post by Spearhead »

I think the SF kit has it's niche. It would work as a limited kit requestable anywhere probably. SF kit makes sense when it comes to doing light demolition work in small squads and urban terrain. Especially useful on insurgency. In regular conflicts the current use is rather limited.

I'd generally keep it for the maps played vs insurgents and possibly even militia but I am not happy with it's placement on a normal Army vs Army map. Maybe bringing back the Rifleman Anti-Personel would be an option for those.
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[SAF]stal20048
Posts: 443
Joined: 2006-07-29 18:29

Post by [SAF]stal20048 »

i believe we should make it so that its not limited, BUT, perhaps if possible it their could be a limited paratrooper 'add-on' kit, that gives the soldier the parachute instead of a kit, so he/she can keep their own weapons and kits, but be able to parachute. this would mean the paratrooper squad would be more diverse and be able to carry out more missions.

although hard coding will probably disagree with me.
ArmedDrunk&Angry
Posts: 6945
Joined: 2006-07-14 07:10

Post by ArmedDrunk&Angry »

I would like to see the AP rifleman again.
I think the pace has slowed considerably and that class would be very useful now where in the past is was not utilized very much.

I don't want to see paratroops except in very limited roles.
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
Skullening.Chris
Posts: 1407
Joined: 2006-02-03 03:34

Post by Skullening.Chris »

Yeah, AP Rifleman would be nice. It's much easier to set up useful defensive situations now that we have the Commander assets...
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

AP? anti personnel? I'm up for it... all the claymores and such...
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

'[R-CON wrote:Spearhead']I think the SF kit has it's niche. It would work as a limited kit requestable anywhere probably. SF kit makes sense when it comes to doing light demolition work in small squads and urban terrain. Especially useful on insurgency. In regular conflicts the current use is rather limited.
Agreed.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
PlatinumA1
Posts: 381
Joined: 2007-06-25 07:31

Post by PlatinumA1 »

lmao i got bored and looked up special forces , i saw this picture and was like no way this was gonna happen in pr

edit: of course not all this in the same kit :P and the laptop n the radio would be very stupid game..


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Last edited by PlatinumA1 on 2007-07-10 14:15, edited 1 time in total.
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Apheirox wrote:I have come up with a solution I would very much like to see. It generally revolves around making the spec ops a dedicated saboteur creating havoc in enemy main base and completely removing it from the main fighting. Playing it will be a completely different experience compared to any other class.

Details:

- Now a limited kit. The quantities are 0, 1, 2, 2

- Kit can only be requested in a pure spec ops squad. It obviously requires only one person in the squad to request

- Spec ops instantly die if trying to pick up other kits. Spec ops kit can be picked up by others, however. If the kit is lost it takes five minutes to return to request pool like the heavy AT, AA and sniper kits

- Loadout geared for sabotage, not combat: No body armour, M4 with only two clips, silenced pistol, plenty of SLAM's and C4. Also has C4 car bombs

- Car bombs take a while to set up. They can only be removed by engineers. They deal the same damage as regular C4 and explode the second somebody enters the vehicle. They are invisible but make a distinct ticking sound (think Counter-Strike). They should be made so that if you take the time to check for them you can avoid them easily enough.

- Special ability: Can hotwire and drive enemy transport vehicles.

- Possibly controversial special ability: Disguised, wears enemy uniform!

So, what do everybody else think of this? I read most of the ideas throughout this thread and this is the one I would opt for.
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pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

but...guys, does a spec ops sabotuer kit really fit into a USMC MEU fireteam?
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

No. (imh(nonmilitary)o)
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