Bringing Grenades up to standard

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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Post by Anderson29 »

i got back from iraq couple of months ago...we had lots of flashbangs and stinger grenades (rubber ball), and plenty of frags...but normal issue was 1 frag per man unless demmed unfit to handle a frag "ex. a scared *** private" sometimes squadleader carried 2...just depended on the type of mission we were going on.hell i was the FO and i had a nade. the stinger and flashbang were carried by a designated person w/ an assualt pack and usually had 3 each..just depended on the type of mission...wheather it was decided to be a hard knock or soft knock.
Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Post by Death_dx »

Expendable Grunt wrote:Meh not interested with flashbangs and teargas -- handgrenades are where it's at.

The M67 has, according to a guy I know in the Army, a kill radius of 15m.
So...for the F1, kill radius = 30m, hurt and daze up to 45m, hurt up to 50m?

Also, is it realistic for them to have F1's for the MEC? Or are they place holders? They're apparently out of production.
Think of the nade spam! But yeah, I'm all for realistic kill radius, but the probability of being hit needs to be taken in to account.
CyC_AnD
Posts: 59
Joined: 2006-11-12 11:47

Post by CyC_AnD »

Well, reduce throwing range, and grenades will be used only if you have solid cover. Right now it looks like that: medic runs and meets a grunt, both going to ground (you know why no one crouches anymore :/ ). Next second granade is floating to medic position... Give all classes 1 frag, put radius of deadlyness more, and less throw range imho.
SnipingCoward
Posts: 2326
Joined: 2007-12-31 22:40

Post by SnipingCoward »

Anderson29 wrote:i got back from iraq couple of months ago...we had lots of flashbangs and stinger grenades (rubber ball), and plenty of frags...but normal issue was 1 frag per man unless demmed unfit to handle a frag "ex. a scared *** private" sometimes squadleader carried 2...just depended on the type of mission we were going on.hell i was the FO and i had a nade. the stinger and flashbang were carried by a designated person w/ an assualt pack and usually had 3 each..just depended on the type of mission...wheather it was decided to be a hard knock or soft knock.
thx for letting us know!
it supported my thoughts that there are way too many nades ingame (should not be replenishable at ammobags either, imo :P )

@CyC_AnD: x2 that last post of yours!
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Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

Anderson29 wrote:i got back from iraq couple of months ago...we had lots of flashbangs and stinger grenades (rubber ball), and plenty of frags...but normal issue was 1 frag per man unless demmed unfit to handle a frag "ex. a scared *** private" sometimes squadleader carried 2...just depended on the type of mission we were going on.hell i was the FO and i had a nade. the stinger and flashbang were carried by a designated person w/ an assualt pack and usually had 3 each..just depended on the type of mission...wheather it was decided to be a hard knock or soft knock.
Concerning the amount of grenades: Was that the amount for missions/patrols when heavy enemy contact was expected?
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Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Post by Anderson29 »

in iraq u never know when u will get heavy contact...they spray and pray and run away and live to fight another day, then in pursuit u hit and ied or get blown up in a rigged house....and they only fight when there is no airsupport.
in responce to ur question...no one person ever carried more than 2 frags and a nonlethal at 1 time. mostly just 1 per man. team leaders are usualy the ones with more than 1 nade. medics ofcourse just carry 1 or 2 smokes. auto RM, sniper, MM, crewM, and Pilot's dont carry.
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