Two small things

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Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Two small things

Post by Enderjmu »

I checked the Already Suggested Suggestions thread, searched, didn't find a thing, soo...

First little thing:
Why not make engineer a limited class? Having the magic wrench, C4, and an AT mine, I don't think you can have a squad full of 'em... maybe 5 per team? It would solve the Magic Bridge Repair issue (In my opinion, considering that it would take that much more effort to get a kit), and they would be appreciated that much more...

Second:
Just something to point out, but you can resupply field dressings from an ammo bag... So having an Auto-Rifleman is equivalent to having a medic, if one could say that the gun balances out for a lack of a defibrilator...
Is it hard-coded that you can resupply anything from one ammo point, and there are no classifications thereof?

If it isn't hard-coded, why not have the Medic Pack resupply bandages?

Please don't hurt me, I'm new!
Last edited by Enderjmu on 2008-02-19 01:05, edited 1 time in total.
Ayu
Posts: 12
Joined: 2008-01-24 13:40

Post by Ayu »

Enderjmu wrote:I checked the Already Suggested Suggestions thread, searched, didn't find a thing, soo...

First little thing:
Why not make engineer a limited class? Having the magic wrench, C4, and an AT mine, I don't think you can have a squad full of 'em... maybe 5 per team? It would solve the Magic Bridge Repair issue (In my opinion, considering that it would take that much more effort to get a kit), and they would be appreciated that much more...
Why mke Engeneer a limited class ? I see them barely running around. Its more like there are not enought :wink:
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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

The lack of frags limits that class enough for me. I prefer mobile firepower. C4 and mines are not mobile.
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Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Post by Enderjmu »

Well, I just thought it slightly unrealistic that one could have a whole squad of engineers... Repairing away at various things... like the bridges...

Maybe only have 2 per squad...

It was just this thought I had...

What about the bandage resupply thing? Is that hardcoded?
Atomhic Bohmb
Posts: 10
Joined: 2007-12-06 01:13

Post by Atomhic Bohmb »

Why not have a dedicated engineer squad? If anything it would be more realistic than one or two engineers in an assault squad. I'm sure it happens, but I don't think mechanics take part in bunker assaults after being air dropped 1500 meters back very often.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

Enderjmu wrote:Why not make engineer a limited class? Having the magic wrench, C4, and an AT mine, I don't think you can have a squad full of 'em... maybe 5 per team?
There is enough engineers on the field, but I've never seen too many of them...

I think that natural selection theory also applies to PR.
Enderjmu wrote:It would solve the Magic Bridge Repair issue (In my opinion, considering that it would take that much more effort to get a kit), and they would be appreciated that much more...
Bridge repair itself is something to talk about.
Enderjmu wrote:Just something to point out, but you can resupply field dressings from an ammo bag... So having an Auto-Rifleman is equivalent to having a medic
This is wrong impression. The time matters. You will be able to heal people faster with medic bag than with a field dressings.
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:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Atomhic Bohmb wrote:Why not have a dedicated engineer squad? If anything it would be more realistic than one or two engineers in an assault squad. I'm sure it happens, but I don't think mechanics take part in bunker assaults after being air dropped 1500 meters back very often.
Yup, spot on. Engineers (at least in this country) are part of an entirely different corps, nevermind army, brigade, company or squad. Very unlikely for them to mix with regular infantry in the way the do in game.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

Enderjmu wrote:I checked the Already Suggested Suggestions thread, searched, didn't find a thing, soo...

First little thing:
Why not make engineer a limited class? Having the magic wrench, C4, and an AT mine, I don't think you can have a squad full of 'em... maybe 5 per team? It would solve the Magic Bridge Repair issue (In my opinion, considering that it would take that much more effort to get a kit), and they would be appreciated that much more...

Second:
Just something to point out, but you can resupply field dressings from an ammo bag... So having an Auto-Rifleman is equivalent to having a medic, if one could say that the gun balances out for a lack of a defibrilator...
Is it hard-coded that you can resupply anything from one ammo point, and there are no classifications thereof?

If it isn't hard-coded, why not have the Medic Pack resupply bandages?

Please don't hurt me, I'm new!
you have a point in the first one, but these are really essential classes that are actually rare in PR. keep it as it is

another good point, i belive there is some tought going in to removing/nerfing the ammo bag, but as of now it takes time to reload field dressings/ammo bags and forces the gunner to go under cover. it evens it self out.
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ConscriptVirus
Posts: 489
Joined: 2006-12-18 04:02

Post by ConscriptVirus »

yeah have u ever tried healing urself fully with just a ammo bag. it takes like 5 min which is a loonggg time. in some cases, id rather just bleed out than have to go through that
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Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Post by Enderjmu »

ConscriptVirus wrote:yeah have u ever tried healing urself fully with just a ammo bag. it takes like 5 min which is a loonggg time. in some cases, id rather just bleed out than have to go through that
Actually... 60 seconds, tops. I've actually done the 'ammo bag heal' quite a bit...
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