Deployable Anti-Personnel Weapon?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Deployable Anti-Personnel Weapon?

Post by gclark03 »

Since the AA gun was replaced by an anti-aircraft missile system (which I suggested, though I take no credit), I can foresee some kind of void in the anti-personnel power of a bunker/FB. I know that mortars may be added whenever they're complete, but can anyone think of a more appropriate, balanced anti-personnel weapon to be deployed alongside or instead of the AA missiles?

What I'm thinking of is a split commo-rose command; the text would read "Build AA/APERS", left click building AA missiles and right click building an MG/Mortar/whatever we come up with.

Another alternative is placing machine guns on sandbags, though IIRC there were issues with this that prevented it from happening.

The discussion, therefore, is turned to you: what would be most balanced and easiest to implement anti-personnel asset to add to bunkers/FBs?
Oldirti
Posts: 310
Joined: 2007-08-06 14:37

Post by Oldirti »

I agree, you should be able to deploy mounted MG's and TOW missles...only makes sense to me.
Image
Enderjmu
Posts: 91
Joined: 2008-01-17 20:31

Post by Enderjmu »

Maybe 2 Mounted MGs come ON THE BUNKER (in the windows)

and if you want a TOW, request a H-AT kit from the bunker... so that's not needed. The AAA was very, very, very effective in infantry suppression. Get one guy on the gun, one guy spotting, and you can take out things from however far away!

Aside:

Actually... if you make a mortar and put it on the bunker, maybe make it deployable and only usable within a certain radius by an SL/Engineer

You get in, and something akin to the Commander screen comes up, and you place artillery, but only within 150 or so meters... is that realistic?

(Maybe only bunkers, too...)
Tef
Posts: 632
Joined: 2008-02-13 01:40

Post by Tef »

Allied intent had deployable mortat from eng, and assualt class when you put it down you could enter it like a vehicle and then you would get a sight like the grenadiers.
Image
Raic
Posts: 776
Joined: 2007-02-24 15:59

Post by Raic »

Oldirti wrote:I agree, you should be able to deploy mounted MG's and TOW missles...only makes sense to me.
Agree with the MG but for the TOW, Id say only to bukers, Firebases are supposed to be hidden bases with low defence. SO MG to both and TOW to bunkers
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Maybe 2 Mounted MGs come ON THE BUNKER (in the windows)
Not going to happen, has been discussed to death. When the bunker dies the weapons remain.
and if you want a TOW, request a H-AT kit from the bunker... so that's not needed.
I don't think it's a question of necessity, but sometimes it would be very nice to have another non-mobile HAT for defense because the HAT kits are taken. I don't think deployable HAT is a very good idea, but it could come in very handy at many times.
I know that mortars may be added whenever they're complete, but can anyone think of a more appropriate, balanced anti-personnel weapon to be deployed alongside or instead of the AA missiles?
An infantry squad? The AA was changed to missiles because AAA was used mainly against ground units, which was super lame and generally unrealistic.

I don't think bunkers/FBs need any kind of anti-personnel weapons, they're spawning troops and supplying weapons. They're not really designed as strong points, they're quickly erected supply points.
[R-CON]creepin - "because on the internet 0=1"
Artnez[US]
Posts: 148
Joined: 2007-10-19 17:43

Post by Artnez[US] »

Completely agree with adding anti personnel weapon to bunker/firebase. They are often under attack by infantry and deserve some sort of defensive weapons to make it harder to attack.

A deployable MG with sandbags is the perfect choice. It would have to be modeled and skinned of course (assuming the standard sandbag+mg emplacement causes problems). No reason why it can't act just like the AA with a different model/skin/animation.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

If regular mounted MG's are any indication, players will feel that it serves the "entertainment" position, and is there to fill their ears with MG fire, and leave it useless when it's out of ammo.
Image


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

the only truly satisfactory route (aside from TOWs which I'm suprised were not included given that AA was) is to create a placeable 12.7mm cannon or 40mm grenade machine gun as a static multi-purpose weapon.
in the past Devs justifiably cracked down on requests for the above - they served no purpose in the game at the time, however, the game has changed alot since then to a point where such weapons are not just wanted, they are imho necessary ...
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Post by gclark03 »

We need some serious firepower to stop that bomb-rigged Yugo from driving into your bunker, which is why I always liked some APERS weaponry, like the old AA, on a bunker. Even some .50 cal machine guns would be fine, as long as there's some kind of infantry/vehicle buster around when the jeeps are doing their jobs.
Fredi321
Posts: 7
Joined: 2008-03-17 16:13

Post by Fredi321 »

Quick and easy solution:
Take a humvee/tecnican/vodnik/buggy and park it near firebase/bunker.
Use the .50cal on top and off you go.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Fredi321 wrote:Quick and easy solution:
Take a humvee/tecnican/vodnik/buggy and park it near firebase/bunker.
Use the .50cal on top and off you go.
This. Those light jeeps are now actually useful. God help the op for when the uparmored humvee arrives.
Image


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Post by Airsoft »

I believe on air maps should be deployable stingers, and maps with no air will be deployable TOW. Such as on fools road will have both teams deployable TOW, but on quinling be both teams deployable stinger.
HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Post by HughJass »

Maybe sometype of vehical that is only a mg mount that can be spawned as an asset with the gunner part of the vehical. Basicallly, take the gunner area of a humvee and place it on a little pod or something that can be spawned and not moved.
Image
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Post by Bob_Marley »

Expendable Grunt wrote:This. Those light jeeps are now actually useful. God help the op for when the uparmored humvee arrives.
We'll see about that when we get a proper Vodnik!
The AA was changed to missiles because AAA was used mainly against ground units, which was super lame and generally unrealistic.
Well, not really. Chechnya, Angola, Serbia, Vietnam, Korea, Panama...

AAA has been and is used extensively in the ground attack role.

The unrealistic thing is the British having AAA at all (as they simply don't IRL), the Americans using something that was retired shortly after the Gulf War and the Chinese making use of a weapons system that would, at best, be in second line service with the PLA today, let alone in the near future.

Though it isn't very fun to be on the recieving end of.
Last edited by Bob_Marley on 2008-03-19 01:00, edited 1 time in total.
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.
Image
Many thanks to [R-DEV]Adriaan for the sig!
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

[R-MOD]Bob_Marley wrote:We'll see about that when we get a proper Vodnik!
That's not a light jeep. It's a winmobile.
Image


Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
snotmaster0
Posts: 241
Joined: 2007-12-25 02:15

Post by snotmaster0 »

$kelet0r wrote:the only truly satisfactory route (aside from TOWs which I'm suprised were not included given that AA was) is to create a placeable 12.7mm cannon or 40mm grenade machine gun as a static multi-purpose weapon.
in the past Devs justifiably cracked down on requests for the above - they served no purpose in the game at the time, however, the game has changed alot since then to a point where such weapons are not just wanted, they are imho necessary ...
x2
Laggy_dagger
Posts: 5
Joined: 2008-03-01 11:25

Three things

Post by Laggy_dagger »

Redo sandbags make them have a proper hight and possibly a gun port for lying down and shooting through.
(2) Give each bunker fire base a number of Claymores maybe like 2 that can be deployed withing 50 meters.
(3) FIX HAT and TOW so it must Lock onto a Vehicular heat source of some sort a tow or hat would never be used to take down a bunker or fire base much less infantry.
(4) I don't Know about Real world bunker engineering nowadays But I would suspect that dirt bags shovels and even cement are pretty cheap and would be built to withstand all APC fire also the door would not be just a hole anyone can fire into.For game play sake honestly only jdam or c4 should hurt them at all!
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Post by Psyko »

the issue here, is...
Is haveing a AAA at a bunker realistic.
Answer: NO

Haveing a giant 2 tonne vulcancannon setup in an instant by a guy who didnt know what the retire button on the commander com menue does is not realistic.

The only suitable option is a new type of sandbag that is deployable by a squad leader with an MG on the top. I have read the post, and i know there are "issues" with it. But surely it can be done.

i dont know, im just a noob. -_-
Post Reply

Return to “PR:BF2 Suggestions”