2 suggestions for Basrah.

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DavidP
Posts: 951
Joined: 2007-03-23 04:20

2 suggestions for Basrah.

Post by DavidP »

1. Please Increase the War Vet ammo count to 1+6 AK47 mags.
The reason i'm asking is that, Right now the .7 situation is the opposite of .6 in regards to war vet to insurgent ratio. Before people used to love using war vets to sneak into the VCP and cap it because the field dressing gave them an extra edge when going for the point or enemy kits. And insurgent was very rarely played, Now all i ever see are insurgents spamming their molotovs everywhere they can for points, And with it being the #1 AT weapon people dont need to be RPG gunners or go ambusher. Ontop of the already endless supply of ammo it makes it hard for me as a brit to defend vcp, More so if commander who needs it as a forward base, And harder to infiltrate as an Ambusher because the rain of molotovs does not discriminate targets.

2. Give AA one smoke nade.
Simple. When Heavy AT or AA for the conventional Armies i usually plop a smoke in between shots to cover myself and give myself time to reload. As Insurgent with the grail after i take the first shot i am usually killed because i cant find a safe spot to reload, Since people tend to notice where rockets come from now more then ever.

EDIT: Reasons.
Last edited by DavidP on 2008-03-27 06:15, edited 1 time in total.
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DavidP
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Joined: 2007-03-23 04:20

Post by DavidP »

Updated OP.
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Sgt1_Jackson
Posts: 70
Joined: 2008-03-23 08:03

Post by Sgt1_Jackson »

I agree 1 smoke grenade @ H.A.T!

I don't agree the first one because we must be lucky that we have 2 RPG's, because in real-life they have only 1 RPG shell - Image
Image

Dutch Forces Supporter!
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

I don't think Insurgents get points for Molotov kills due to the coding in BF2, since it's fire, and death by fire in BF2 is not given to any player as far as I know. But the British do lose points from casualties.

I also read that the devs were working on correcting the current HAT weapons for Insurgents, the Molotov. ;)

I'd rather use an F1 grenade, simply because of the suppression effect. Granted, nades were toned down a bit in .75.
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

Guys the reason i'm suggesting that War Vet gets 2 more mags is that they are rarely played when needed! Insurgents have nearly infinite ammo and molotovs. Listen I am a pretty lenient Sl when it comes to insurgents. But always want atleast 1 war vet and 1 insurgent(When leading a 6 man squad) I love going cell leader because it's the only Insurgent kit with spawnable armor, I love having the GP-25 but i'd much rather have thrown nades when in CQC. GL is nice but the settle down time makes it hard to use effectively when trying to clear buildings. And i love having the most Ammo of any kit on my side.

And the reason AA needs atleast 1 smoke is it's harder to use then rpg. There are only 2 per map and when someone competent uses them it's impossible for the Merlin to be effective. I love going AA, I love it even more now that the AK is gone and i can finally find it.(Since noone now thinks they can be rambo) Giving one smoke would give it more of a special aura. I know this sounds weird but i love being AA even when everyone else has rpg's, I love taking the sa-7 and keeping the merlin from entering the city. Not alot of people could do the job good.


So what you say guys?
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Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

Thanks for elaborating, I had a bit of a hard time understanding, simply because I was a bit groggy in my first post. :p

Not to cut down on your War Vet extra mag idea, but with the numerous places to re-arm for Insurgents, more ammo won't make more people use them. And most Insurgents don't play smart, so they'll probably never use all of their bullets before dying.

More nades for them would encourage nadespam. Extra smoke nades might be useful, if people get the chance to deploy it. Body armor for them would definitely get me to use them more. They're ex-soldiers anyways. ;)

As for the Sa-7 Grail, smoke nades would definitely help this kit, and maybe remove the molotov to have the AA rely on fellow Insurgents? So their loadout might be Knife, Grail, Smoke Grenade.

Correct me if I'm wrong, but I believe there is only one AA kit in Al Basrah.
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

Cyrax-Sektor wrote:Thanks for elaborating, I had a bit of a hard time understanding, simply because I was a bit groggy in my first post. :p
Then stop staying up all night fighting with sheriff and ted.
Cyrax-Sektor wrote: Not to cut down on your War Vet extra mag idea, but with the numerous places to re-arm for Insurgents, more ammo won't make more people use them. And most Insurgents don't play smart, so they'll probably never use all of their bullets before dying.
Thats true for most people except if they have a pick-up kit or if they are too far away from one, Or if it's been blow. But War Vet's and Cell Leaders are different. I run out of ammo fast as war vet, Not fast enough as Cell Leader. I remember when .6 basrah came out everyone was war vet whoring for the brit kits, And not enough insurgents to give out ammo for the squad. Now it's the exact opposite.
Cyrax-Sektor wrote: More nades for them would encourage nadespam. Extra smoke nades might be useful, if people get the chance to deploy it. Body armor for them would definitely get me to use them more. They're ex-soldiers anyways. ;)
I dont want more nades for them. I'm fine with 1 frag and 1 smoke(Because thats all i need to sneak into vcp) I would love to have more ammo though. As cell leader i love the 4 extra mags because i can kick so much more ***(Last night i wiped out 30 guys with all 9 mags, 6 GL nades, and 1 knife stab) Most i ever killed with war vet(Using all equipment) Was 13.(Ran out of AK ammo after the 12th so i knifed the 13th before getting killed by an apc)
Cyrax-Sektor wrote: As for the Sa-7 Grail, smoke nades would definitely help this kit, and maybe remove the molotov to have the AA rely on fellow Insurgents? So their loadout might be Knife, Grail, Smoke Grenade.
Nah keep the molotovs i always like to keep one handy, Just in case.
Cyrax-Sektor wrote: Correct me if I'm wrong, but I believe there is only one AA kit in Al Basrah.
There are 2. Both at mosque. I've never seen one spawn at a cache or ammo dump.
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Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

Hmm, I'd hate to meet you in an alley as an enemy. :p Perhaps I'm using the weapons improperly. I'm more of the conservative when it comes down to bullets, the wrong kind of attitude to have in PR if you have plenty of ammo access. Must use suppressive fire more often!

I vote for more mags for War Vets, and maybe a little bit of cheap armor, and smoke for AA. I guess people always snatched it up at Mosque before I could see both Grails.

The PR team owns, and they often listen to their large player base. Image Of course, they're only human, can't do everything.
AOD_Morph
Posts: 248
Joined: 2007-03-03 04:28

Post by AOD_Morph »

DavidP wrote:1. Please Increase the War Vet ammo count to 1+6 AK47 mags.
The reason i'm asking is that, Right now the .7 situation is the opposite of .6 in regards to war vet to insurgent ratio. Before people used to love using war vets to sneak into the VCP and cap it because the field dressing gave them an extra edge when going for the point or enemy kits. And insurgent was very rarely played, Now all i ever see are insurgents spamming their molotovs everywhere they can for points, And with it being the #1 AT weapon people dont need to be RPG gunners or go ambusher. Ontop of the already endless supply of ammo it makes it hard for me as a brit to defend vcp, More so if commander who needs it as a forward base, And harder to infiltrate as an Ambusher because the rain of molotovs does not discriminate targets.

2. Give AA one smoke nade.
Simple. When Heavy AT or AA for the conventional Armies i usually plop a smoke in between shots to cover myself and give myself time to reload. As Insurgent with the grail after i take the first shot i am usually killed because i cant find a safe spot to reload, Since people tend to notice where rockets come from now more then ever.

EDIT: Reasons.
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