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 )
How about giving us Engy's a better shovel?
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fuzzhead
- Retired PR Developer
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this is my proposed idea on Combat Engineer for v0.7:
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General Dragosh
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General Dragosh
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ReaperMAC
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Oooh... no C4? This will make taking out tanks even more interesting! 

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LeadMagnet
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DavidP
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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.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....
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AnRK
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DavidP
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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.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.
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Bob_Marley
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hx.bjoffe
- Posts: 1062
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Oh come on!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.
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
Reason: addition
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fuzzhead
- Retired PR Developer
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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...
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...
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DavidP
- Posts: 951
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Damn that sucks.[R-DEV]fuzzhead wrote:slot 9 is unfortunately hardcode as 'invisible' on the scroll menu...
Yeah but special forces rarely if ever use their explosives for their intended task of blowing up enemy assets.[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....
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: 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 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.[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...
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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*cough*
