Anti-Personnel Kit
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Anti-Personnel Kit
As you all know, the Special Operations kit in PR is a complete joke - underpowered, unarmored, and largely unskilled. Instead of a kit with such limited power and appeal, we need a true anti-personnel kit again.
Here is my proposed layout for the limited AP kit:
1)Knife
2)Shotgun (20 shells; until shotgun accuracy is better, use Carbine with 4+1 mags)
3)2 Remote-operated Claymores
4)1 Frag Grenade
5)1 SLAM
6)Field Dressing x1
7)Body Armor
8 )Binoculars
This kit would merge the capabilities of the current Spec Ops kit and the former AP kit, without being too overpowered. SLAMS are difficult to use and weak already, even with three available; one SLAM is negligible. The only questionable choice I can see is the frag - it could be replaced with a smoke or signal grenade, or nothing at all.
Here is my proposed layout for the limited AP kit:
1)Knife
2)Shotgun (20 shells; until shotgun accuracy is better, use Carbine with 4+1 mags)
3)2 Remote-operated Claymores
4)1 Frag Grenade
5)1 SLAM
6)Field Dressing x1
7)Body Armor
8 )Binoculars
This kit would merge the capabilities of the current Spec Ops kit and the former AP kit, without being too overpowered. SLAMS are difficult to use and weak already, even with three available; one SLAM is negligible. The only questionable choice I can see is the frag - it could be replaced with a smoke or signal grenade, or nothing at all.
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Eddiereyes909
- Posts: 3961
- Joined: 2007-06-18 07:17
kill the slam and your goodgclark03 wrote:As you all know, the Special Operations kit in PR is a complete joke - underpowered, unarmored, and largely unskilled. Instead of a kit with such limited power and appeal, we need a true anti-personnel kit again.
Here is my proposed layout for the limited AP kit:
1)Knife
2)Shotgun (20 shells; until shotgun accuracy is better, use Carbine with 4+1 mags)
3)2 Remote-operated Claymores
4)1 Frag Grenade
5)1 SLAM
6)Field Dressing x1
7)Body Armor
8 )Binoculars
This kit would merge the capabilities of the current Spec Ops kit and the former AP kit, without being too overpowered. SLAMS are difficult to use and weak already, even with three available; one SLAM is negligible. The only questionable choice I can see is the frag - it could be replaced with a smoke or signal grenade, or nothing at all.
"You know we've had to imagine the war here, and we have imagined that it was being fought by aging men like ourselves. We had forgotten that wars were fought by babies. When I saw those freshly shaved faces, it was a shock "My God, my God?" I said to myself. "It's the Children's Crusade."- Kurt Vonnegut, Slaughter House Five
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Leo
- Posts: 2082
- Joined: 2006-11-29 00:40
Kinda kills the whole point of a special operations kit. It's fine and dandy as is. It doesn't need body armor or nades because if either are needed, you're doing your job wrong.gclark03 wrote:As you all know, the Special Operations kit in PR is a complete joke - underpowered, unarmored, and largely unskilled. Instead of a kit with such limited power and appeal, we need a true anti-personnel kit again.
Here is my proposed layout for the limited AP kit:
1)Knife
2)Shotgun (20 shells; until shotgun accuracy is better, use Carbine with 4+1 mags)
3)2 Remote-operated Claymores
4)1 Frag Grenade
5)1 SLAM
6)Field Dressing x1
7)Body Armor
8 )Binoculars
This kit would merge the capabilities of the current Spec Ops kit and the former AP kit, without being too overpowered. SLAMS are difficult to use and weak already, even with three available; one SLAM is negligible. The only questionable choice I can see is the frag - it could be replaced with a smoke or signal grenade, or nothing at all.
The Spec Ops is suupposed to go behind enemy lines and silently laze out targets. Thus, no need for nades, body armor or claymores.
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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
underpoweredgclark03 wrote:As you all know, the Special Operations kit in PR is a complete joke
How? Only differences in the Carbines is that they are "bf2 zeroed" to 100m. Though they're still pretty effective up to about 200/250m. Other than that, they use a very slightly different projectile template to the M16 rifles. Only noticable difference is that they have a damage rolloff which begins at a shorter range.
As for slams, in terms of destroying enemy assets they are perfectly powered.
unarmored
http://www.youtube.com/watch?v=WrjwaqZfjIY[/youtube]
Every base kit has body armor. You keep this regardless of what kit you request.
largely unskilled
Skill, as such, is usually dependant on the player. That said, you might mean the skill we've portrayed that kit/loadout to have. To that I say, operating explosives and using a laser designation system require just a tad bit of skill, ya'know...
Sorry for being so cheeky but you called the kit "a joke" then claimed it should be an "anti-personel kit". If that's the kit you want, squad up an be a rifleman.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
How many times do you find yourself trying to destroy assets with a Spec Ops kit instead of vehicle firepower or engineer C4? The instances where Spec Ops would be useful are so rare, I don't see the need for a special, 'clandestine operations' kit. Sure, there are some people who create dedicated recon/sabotage squads, but the AP kit and the Engineer kit, used together, could do what a Spec Ops-equipped squad could not.
As for the SOFLAM issue, I honestly forgot about laser designation - if we'd just give one of the spawn kits a SOFLAM, there would be no issue. Seeing that this would probably never occur, it would be best for AP to have a SOFLAM. My bad.
I'm really hoping that this class would have a buckshot/slugshot pump-action, not a carbine, but shotguns are completely gone from PR as it stands, and almost every other class has an assault rifle.
And, Jaymz, I stand pwned.
As for the SOFLAM issue, I honestly forgot about laser designation - if we'd just give one of the spawn kits a SOFLAM, there would be no issue. Seeing that this would probably never occur, it would be best for AP to have a SOFLAM. My bad.
I'm really hoping that this class would have a buckshot/slugshot pump-action, not a carbine, but shotguns are completely gone from PR as it stands, and almost every other class has an assault rifle.
And, Jaymz, I stand pwned.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
That's why it's a limited kit with a 3 kit limit....The instances where Spec Ops would be useful are so rare, I don't see the need for a special, 'clandestine operations' kit
Shotguns are used mainly for breaching, and basically every soldier you see is either going to have a rifle, carbine, or LMG. Shotguns are relatively rare on the modern battlefield.I'm really hoping that this class would have a buckshot/slugshot pump-action, not a carbine, but shotguns are completely gone from PR as it stands, and almost every other class has an assault rifle.
I think this is a poor idea.
And Jay, is that your favorite clip ever or what?
[R-CON]creepin - "because on the internet 0=1"
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Sadist_Cain
- Posts: 1208
- Joined: 2007-08-22 14:47
Spec Ops needs a grappling hook.
The engineer can do almost every job spec ops can except with a sotgun instead of a semi auto.
If we get a grappling hook (which spec ops would have over an engineer surely!?) then at least then spec ops can actually do spec ops missions, sneaking behind enemy lines to destroy assets.
The rifle rules, I love walking with the sight up, you can see everything still and can react so quickly to people diving from doorways.
The slams are good but irl can't they knock the tracks off a tank? anyhow 3 of them do enough damage to armour.
No armour is also good, represents the needs of agility etc in spec ops.
I never play as spec ops I'm always SL but Id like to be able to have a pair of them to be able to tell to sneak over the wall, hide inside till we come etc all the things spec ops do!
Grappling hook, go on
The engineer can do almost every job spec ops can except with a sotgun instead of a semi auto.
If we get a grappling hook (which spec ops would have over an engineer surely!?) then at least then spec ops can actually do spec ops missions, sneaking behind enemy lines to destroy assets.
The rifle rules, I love walking with the sight up, you can see everything still and can react so quickly to people diving from doorways.
The slams are good but irl can't they knock the tracks off a tank? anyhow 3 of them do enough damage to armour.
No armour is also good, represents the needs of agility etc in spec ops.
I never play as spec ops I'm always SL but Id like to be able to have a pair of them to be able to tell to sneak over the wall, hide inside till we come etc all the things spec ops do!
Grappling hook, go on

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Jaymz
- Retired PR Developer
- Posts: 9138
- Joined: 2006-04-29 10:03
It's just so usefull on forumsBloodBane611 wrote:And Jay, is that your favorite clip ever or what?
SL's can spawn as an officer which gets a soflam. Between those and SF players, that's plenty of soflams.gclark03 wrote:As for the SOFLAM issue, I honestly forgot about laser designation - if we'd just give one of the spawn kits a SOFLAM, there would be no issue. Seeing that this would probably never occur, it would be best for AP to have a SOFLAM. My bad.
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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Deadmonkiefart
- Posts: 632
- Joined: 2007-02-06 04:33
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DeePsix
- Posts: 2202
- Joined: 2007-07-29 19:22
And zip lines and fast ropes and pogo sticks

PR Testing Team: Serious Business.
[R-DEV]LeadMagnet: I guess that's what you get when an Irishman drinks light beer.....bad advice.
[R-DEV]dbzao: I'm Oscar Mike, OSCAR MIKE!!!!
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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Eddie Baker
- Posts: 6945
- Joined: 2004-07-26 12:00
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DeePsix
- Posts: 2202
- Joined: 2007-07-29 19:22
LOL!
Well can't they be brought back for the "Special Forces"
Can Special Forces get a cape in 0.8? What about Sam Fisher's Goggles?
Well can't they be brought back for the "Special Forces"
Can Special Forces get a cape in 0.8? What about Sam Fisher's Goggles?

PR Testing Team: Serious Business.
[R-DEV]LeadMagnet: I guess that's what you get when an Irishman drinks light beer.....bad advice.
[R-DEV]dbzao: I'm Oscar Mike, OSCAR MIKE!!!!
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
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unrealalex
- Posts: 1595
- Joined: 2007-07-29 21:51
But seriously, aren't Special Ops suppose to be more "elite"?Or is that hollywood and Discovery channel talk?
They should get better accuracy, nerves of steel kind of thing
The only time I've seen people actually use spec ops is when I'm flying in Qinling and someone joins my squad and goes "I'll grab spec ops and mark targets for ya"
And that shouldn't even be needed due to officers...
They should get better accuracy, nerves of steel kind of thing
The only time I've seen people actually use spec ops is when I'm flying in Qinling and someone joins my squad and goes "I'll grab spec ops and mark targets for ya"
And that shouldn't even be needed due to officers...
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
I'm still wondering why the devs are adding the Special Ops again and again in every release, but noone really wants them because they are known to be useless. And if ayone suggests special items with use for special operations, like a suppressor or in this case a hook, noone ever wants it... But well, maybe i just dont know how to use the kit. Last time i played Spec Ops was 0.5 i think, and i was a 'nilla noob back then...
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
they are not useless, if used right, they are one of the best kits, but using them just in the direct frontline is ofcause not effective, but if you hide, destroy things with your slams, hide agian, they are very usefull, especially since they can devend while reloading the rifle with there pistol, which is a great bonus, and well, since the soflams have got so mighty in this version, they have an extra bonus



