How about giving us Engy's a better shovel?

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fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Post by fuzzhead »

this is my proposed idea on Combat Engineer for v0.7:
Engineer
* removing C4 to prevent less gamey suicide behaviour.
* much more important as a support role, only class with a wrench.
* Claymore gives this class more defensive options.
* Smoke Grenades for smoke cover, to be in line with the rest of the base kits.
1) Knife
2) Shovel
3) Assault Rifle Ironsite (6+1 mags)
4) Landmine x 1 (max 8 )
5) Smoke Grenade x 2
6) Wrench
7) Binoculars / NVG
8 ) Field Dressing x 1
9) Claymore x 1 (max 8 )
ZaZZo
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Joined: 2007-02-03 18:37

Post by ZaZZo »

GAYMORES! omfg YEAH! You just made my day Fuzz :D
blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

I feel like one class should have P90.

Anyhow, would those claymores be the ones that blow up on motion detection, or the ones where the engy would have to press a button to explode them? (please say motion detection! :p
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Post by hx.bjoffe »

What happens to the C4 then, Fuzz? Totally removed from game?
What "gamey suicide behaviour"? A few rotten apples ruining for the rest, then? Or as in jihadcars? Well, as long as you keep this an option for militia/insurgents...
General Dragosh
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Joined: 2005-12-04 17:35

Post by General Dragosh »

OMG !!! :shock:
'[T wrote:BludShoT;482073']I feel like one class should have P90
Now u can conduct Suicide
[img][/img]Newly ordered sig !


blud
Posts: 1246
Joined: 2006-09-04 22:22

Post by blud »

I think it's a cool gun! :-P Call me crazy, I like guns (in video games), lots of guns and a variety of them!

But anyhow, I think a better shovel for engineer makes sense, and so does maybe just getting rid of the shovels for everyone else.
General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Post by General Dragosh »

To tell u thath's my favorite gun I JUST LOVE IT, but u know what that name does in the forum (people will start to hate u, especially the DEVS)
[img][/img]Newly ordered sig !


ReaperMAC
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Post by ReaperMAC »

Oooh... no C4? This will make taking out tanks even more interesting! :D
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LeadMagnet
Retired PR Developer
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Post by LeadMagnet »

ReaperMAC wrote:Oooh... no C4? This will make taking out tanks even more interesting! :D
I can already think of one way to do it.... :twisted:

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DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

@Fuzzhead Is their anyway to make the weapon is slot 9 visible? Or is it hard coded? I mean the Binocs are visible and that slot is unmarked and used for gas mask in SF.
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AnRK
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Post by AnRK »

So how would bridges get blown and stuff like that? There going to be an explosive ordinance kinda thing like someone has already mentioned? Please don't say it's gonna be a job for spec ops....
DavidP
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Joined: 2007-03-23 04:20

Post by DavidP »

AnRK wrote:So how would bridges get blown and stuff like that? There going to be an explosive ordinance kinda thing like someone has already mentioned? Please don't say it's gonna be a job for spec ops....
Agree removing C4 from engy would really suck! Spec-Ops by themselves are a bunch of soloists in my opinion. They may be a kit for noobs to learn the ropes in PR so removing it as a spawn kit would greatly ruin the mods popularity.
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AnRK
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Post by AnRK »

I have faith they have something in mind I just hope it involves not having the Spec Ops having to do it for a while or whatever. Hopefully the kit will be removed from game and perhaps a virus could be coded to destroy any possible resurgence of such a kit anywhere, ever.
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

AnRK wrote:I have faith they have something in mind I just hope it involves not having the Spec Ops having to do it for a while or whatever. Hopefully the kit will be removed from game and perhaps a virus could be coded to destroy any possible resurgence of such a kit anywhere, ever.
Oh come on! Spec ops are useful if its a spec ops only squad, and as US/MEC when you need a little extra firepower in CQC.
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Bob_Marley
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Post by Bob_Marley »

'[T wrote:BludShoT;482073']I feel like one class should have P90.
*cough*Image*cough*
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Many thanks to [R-DEV]Adriaan for the sig!
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

Bob_Marley wrote:*cough*Image*cough*
Oh for god sakes give bob what he wants. Replace the dual uzi's on kashan with the p90! And he'll be one happy sniper :)
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hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Post by hx.bjoffe »

DavidPodedworny wrote:Oh come on! Spec ops are useful if its a spec ops only squad, and as US/MEC when you need a little extra firepower in CQC.
Oh come on!
Usefull?

... only for the extra leet.

But go ahead, i love picking up the kit while allready packet with bodyarmor. And proceed specopsing.

If that arcady suicidal-argument will stand, it applys just as much to the specops as a kit in general, imo. Im not for total removal of any of them.
Last edited by hx.bjoffe on 2007-09-12 14:10, edited 1 time in total.
Reason: addition
fuzzhead
Retired PR Developer
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Post by fuzzhead »

slot 9 is unfortunately hardcode as 'invisible' on the scroll menu...

my idea on remove explosive from base classes is to give special forces more of a 'demo expert' role, and to decrease the amount of tard rushing crazy people when faced with tanks/APCs....

currently most players prefer to spawn engineer and rush a tank/apc with their c4 in hand, rather than engage them with light AT.

putting an explosive charge on an active vehicle is about as unrealistic as it gets... yea we all seen it in saving private ryan, now everyone wants to blow up tanks by throwing a hand grenade or a charge on it... sorry, not on the modern battlefield...
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

[R-DEV]fuzzhead wrote:slot 9 is unfortunately hardcode as 'invisible' on the scroll menu...
Damn that sucks.
[R-DEV]fuzzhead wrote: my idea on remove explosive from base classes is to give special forces more of a 'demo expert' role, and to decrease the amount of tard rushing crazy people when faced with tanks/APCs....
Yeah but special forces rarely if ever use their explosives for their intended task of blowing up enemy assets.
[R-DEV]fuzzhead wrote: currently most players prefer to spawn engineer and rush a tank/apc with their c4 in hand, rather than engage them with light AT.
I do it too but if their is no AT near us then we have to do what we have to do.
[R-DEV]fuzzhead wrote: putting an explosive charge on an active vehicle is about as unrealistic as it gets... yea we all seen it in saving private ryan, now everyone wants to blow up tanks by throwing a hand grenade or a charge on it... sorry, not on the modern battlefield...
I know it is but it's effective to be honest. I only wish their was someway you could code it so C4 and Slams cant be put on active vehicles with an enemy inside them.

Fuzzhead i do really want the engy's to keep their c4 as we are the only guys who actually do our job with it as intended 90% of the time. Maybe if you could create an Explosive Ordinance kit?
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Outlawz7
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Post by Outlawz7 »

LeadMagnet wrote:I can already think of one way to do it.... :twisted:
Yeah, Slams or Light AT :? ....
Thats what most people do, because they think, it can destroy a tank...
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