SPC OPS
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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
No, not good idea.
Special forces are special. One-fifth of the team should not be running around as SF troops.
Special forces are special. One-fifth of the team should not be running around as SF troops.
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
They limited the Special Forces kit, then gave it better gear to balance the limit out. Its fine now. Giving the team more special forces kits would mean it would lose gear again. Pointless.
And dont try to hunt tanks with the special forces kit! Its for recon. You got a SOFLAM, hook and a silenced pistol. These are the most important things you have. Help your team, direct airstrikes and destroy important assets. Dont try to put your SLAM's on a tank. For what its meant to be, you need only a few kits.
And dont try to hunt tanks with the special forces kit! Its for recon. You got a SOFLAM, hook and a silenced pistol. These are the most important things you have. Help your team, direct airstrikes and destroy important assets. Dont try to put your SLAM's on a tank. For what its meant to be, you need only a few kits.

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Cyrax-Sektor
- Posts: 1030
- Joined: 2007-10-15 21:12
.6, the days of SLAM SPAM when the Spec-Ops kit was unlimited. Granted, I love the carbines, especially the Chinese one.
Besides, you can have four SF kits if you steal the enemy's.
They often get up close and Rambo, not realizing their weapon isn't the power house they thought it'd be. Then you can have fun with your new SF kit. Did that once on Zatar, slammed 3 SLAMs on the MEC tank coming down the road, blasting away at Farm. Stealth is key.
Besides, you can have four SF kits if you steal the enemy's.
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Maxfragg
- Posts: 2122
- Joined: 2007-01-02 22:10
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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
You need to slip thru the enemy without being seen. A 2 man squad is good for that. You can push it with a four man squad with two others being riflemen for ammo to resupply the slams and allow prolonged periods in the field.
But remember the longer timer on SLAM's now and don't try to set more before the first have gone off or they disappear from the gameworld!
I've messed about with SF duties recently and have found 2 man squads are the best for getting past enemy and hitting vital points like firebases, bunkers, vehicles waiting to be used and command posts. Any larger squad and you don't make the target before getting noticed really.
Maybe you should take the time to put into practise slipping thru the enemy till you realise the optimal squad strength yourself? Then you'll start to become aware of what is needed.
But remember the longer timer on SLAM's now and don't try to set more before the first have gone off or they disappear from the gameworld!
I've messed about with SF duties recently and have found 2 man squads are the best for getting past enemy and hitting vital points like firebases, bunkers, vehicles waiting to be used and command posts. Any larger squad and you don't make the target before getting noticed really.
Maybe you should take the time to put into practise slipping thru the enemy till you realise the optimal squad strength yourself? Then you'll start to become aware of what is needed.

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squall6677
- Posts: 58
- Joined: 2008-03-23 19:05
hmm im unsure on this, 4 would be ideal yet 2 makes more sense (because of noobs)
in reality the special forces would use 3 squads of 4 for a task such as recon and placing explosive, and yes STEALTH IS THE KEY special forces all over the world are trained to be ghosts and many never get seen.
so what should the game have? i say 2, then although they wont have 8 eyes, at least we dont get "1337 UB3R 10N3-W01F3R5" on the field.
so if you have to complete an SF task go with 1 medic and 1 rifleman. 1 pilot in them little choppers (to get in) and 1 driver (engineer (preffered)or crewman) in a jeep or boat (to get out(faster is better)) that way a mission that would take 12 people should only take 6. half as real but much better for the game.
in reality the special forces would use 3 squads of 4 for a task such as recon and placing explosive, and yes STEALTH IS THE KEY special forces all over the world are trained to be ghosts and many never get seen.
so what should the game have? i say 2, then although they wont have 8 eyes, at least we dont get "1337 UB3R 10N3-W01F3R5" on the field.
so if you have to complete an SF task go with 1 medic and 1 rifleman. 1 pilot in them little choppers (to get in) and 1 driver (engineer (preffered)or crewman) in a jeep or boat (to get out(faster is better)) that way a mission that would take 12 people should only take 6. half as real but much better for the game.
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markonymous
- Posts: 1358
- Joined: 2007-10-25 05:20
haha 2 is enough we dont want 12.5% of the ppl on the battlefield running around with carbines and being 1337.
Last edited by markonymous on 2008-04-26 16:57, edited 1 time in total.
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Ragni<RangersPL>
- Posts: 1319
- Joined: 2007-08-13 10:44
This is a joke... right?jack2665 wrote:hay can we make the spc ops kit like the lat,grnader so thrs more of them i mean 2 just is not not good we need more spc ops kits four our teams
good idear or not?
Spec Ops are elite... that is why they are not numerous
RANGERS LEAD THE WAY!!!
Do not post stupid suggestions just because you had a bad round in PR 
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Sgt1_Jackson
- Posts: 70
- Joined: 2008-03-23 08:03
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
The way Spec Ops soldiers are represented in PR right now is ludicrous. Usually, they would be their own team, with scoped/unscoped riflemen, medics, engineers, and the explosive-packing people known as Special Operations in PR. My suggestion is to add more 'Spec Ops' troops, but not before changing their name and removing the suppressed pistol, carbine, and grapple.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Its not too ludicrous, the spec ops class represents men like the SAS in the first gulf war who went behind enemy lines to laser designate enemy AAA. If we had 128 ppl per server we could have a proper 'spec ops' squad with all the trimmings, but with only 64 that isn't a possibility. the suppressed pistol is only there to reflect their stealth training, which can behard to represent in PR since bushes dont render at long distance.gclark03 wrote:The way Spec Ops soldiers are represented in PR right now is ludicrous. Usually, they would be their own team, with scoped/unscoped riflemen, medics, engineers, and the explosive-packing people known as Special Operations in PR. My suggestion is to add more 'Spec Ops' troops, but not before changing their name and removing the suppressed pistol, carbine, and grapple.
I'm not in favour of adding more SF but I'd like to see a sniper spotter with a ghille suit, but with a carbine and soflam to spot properly for snipers. If snipers are here to stay they better well be use properly!
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CAS_117
- Posts: 1600
- Joined: 2007-03-26 18:01
I think they were more worried about the SA-2's and Scuds than the ZPU's.Dr2B Rudd wrote:Its not too ludicrous, the spec ops class represents men like the SAS in the first gulf war who went behind enemy lines to laser designate enemy AAA.
*edit: and SF should get an ACOG. In fact just give every kit a scope option, so what if people don't want to be rifleman? Just limit the kit. And I think that people need to step back when they say that its designed for sneaking around with. You have 2km of map to work with, its not like they're trying to be-sabotage some nuclear reactor in Iran or something and they'll get egg on their international face if they get caught and drug through the streets or get teabagged on national TV. There is a time to remain hidden, and the situations in PR simply do not warrant remaining silent. The kit is specifically designed for ambush, but thats impossible to do due to the poor weapons configuration. They don't even have grenades for that matter, and since they're CQB, thats already bad enough.
In all probability they are going to encounter the enemy, and its just stupid not to have the weapons for the more likely occurrence ie) being spotted > remaining undetected. Obviously the one who isn't spotted is going to accomplish their mission better, but at least when they do its not just a forgone conclusion that you're dead. Essentially, their "mission" doesn't suit the map they're in. They're not doing some clandestine OP in whocaresikstan, they're in a combat zone, and the possibility of encountering the enemy is very high. So they should be equipped accordingly.
In short: I'd sacrifice the slams and grapple for an ACOG, or better yet a SOPMID. Don't bother making it L337, how about barely equal to 75% of the enemies that they encounter? There is a difference between being evasive, and being someones *****, and when you don't have a scope unlike 3/4 of the people you encounter, you usually end up the latter.
Last edited by CAS_117 on 2008-04-28 03:45, edited 3 times in total.
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Only real use I've found for the Ops kit is blowing up command posts and bridges. My "standard doctrine" calls for different uses of C4 and SLAMs. If you're demolishing a building in a "cool zone" (one away from flags, etc -- enemy contact unlikely), then you use C4. If it could become hot, drop SLAMs as they will still cause damage if you die.
Also, it's fun to cause distraction. Even if I'm not hurting the enemy much asset wise, they still send a few guys looking for me.
Also, it's fun to cause distraction. Even if I'm not hurting the enemy much asset wise, they still send a few guys looking for me.

Former [DM] captain.
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