Special forces (NAVY SEAL SAS)

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: Special forces (NAVY SEAL SAS)

Post by Ragni<RangersPL> »

Cassius wrote:Iam back with the special forces idea.
I've seen your previous thread (the one already locked) and I've been reading this one too... still, I can't imagine how this idea would improve gameplay :?

IMO, it's good as it is now... :roll:
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Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Re: Special forces (NAVY SEAL SAS)

Post by Masaq »

On topic, please? It clearly isn't the locked squad because it's not locked. Similar suggestion, but not the same.


Original Poster:
Sorry chap, but increasing the number/interest in special forces isn't the direction that PR is going in. PR is aimed at representation of front-line action more than anything else, (which is why a limited number of special forces kits are available) but anything that further detracts from that is unlikely to ever get in.

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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Special forces (NAVY SEAL SAS)

Post by Cassius »

kk lets the game developers discuss it all. IF they want to further flesh out the spec ops side of the game discussions and suggestions can be made. If there is no intent (or no resources) to further follow that path its pointless to further discuss it here.
philnopatience
Posts: 408
Joined: 2008-07-03 21:00

Re: Special forces (NAVY SEAL SAS)

Post by philnopatience »

nah thats not right we only have 64 player maps now if there where such thing as 100 player maps i would consider it but no, u need all men on the frontline to help the fight
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Special forces (NAVY SEAL SAS)

Post by Bringerof_D »

Morgan wrote:Why do you love spec ops so much!?

It's not really in keeping with the ethos of the game to have l33t spec ops all over the shop... You want customisable kits and Special Forces play COD4, you want epic huge battles combining vehicles and infantry as well as teamplay go for PR. Simple.
kids love the words special, secret, and X or Z. yes you heard me, X and Z are now words...well in this case it would be concidered so anyways.

theres something about a man that can hit you hard then make you doubt he was ever even there cool...it is, but getting his equipment isnt going to help, special ops isnt about equipment and technology. sure they have access to better equipment but most of the time the seals use the same **** the army does, the only difference is the special operations units have far better training to utilise these assets to their maximum efficiency and effectivness. oh i forgot, and a special burret the source of all their super powers!.

point being even active camouflage isnt going to help you stay hidden if you're going to stand beside a bush firing a machine gun, it takes skill and commitment, and thats just something very few gamers have, the patience to not shoot anything and stay hidden.

if you are tuely spec ops, you can sit on the side of the road with nothing but a pistol and a grey tarp, and you'll find a way to stay hidden and make some good kills.

its just like how in real life snipers are more usefull then they are in game, snipers IRL rarely shoot just relay information and intel whereas in game they're just there to shoot farther than anyone else
Big Lebowski
Posts: 76
Joined: 2007-01-17 10:31

Re: Special forces (NAVY SEAL SAS)

Post by Big Lebowski »

I think the spec ops are fine as they are now, being limited to 2-3 kits. However I would like to see an addition in the vehicle compartment in the form of maybe a toyota pickup with a couple of mounted machineguns or an open humvee. These vehicles would only be driveable with a spec ops kit of course.
Lynx
Posts: 102
Joined: 2008-06-09 05:39

Re: Special forces (NAVY SEAL SAS)

Post by Lynx »

more SF implementation would be nice!
it would Give the experienced players a new level of challenges!

this game seriously needs more kits which have silenced weapons
and I'm not talking about a dinky 9mm silenced pistol

so an SF squad which will have mostly silenced weapons would be very very interesting

edit: I have an idea on how to best implement this:

1 commander ONLY can designate a build of a recon post building
2 a squad must build this recon post
3 a squad leader who's squad has enough points can request the SF leader kit limit: 1 sf kit available
SL can set special SF rally points that only their squad will have access to SF class kits

the Kits will have weapons like:
scoped automatic rifleman
SF medic: MP5-sd
engineer: p90
SF sniper: .50 cal berret
SF marksman: SPR+silencer
SF rifleman: FN scar+silencer
and yes FLASHBANGS!
different factions would have their own unique SF weapons

all SF kits would have at least 1 explosive (like slam) and 2 field dressings and pistols instead of shovels

the penalties for being in an SF squad:
1: no helmets just hats
2: a 60-75 second re-spawn time + attrition penalty
3: they also do not appear on the map except for their black colored rally point
so that if there is a mole inside your team your SF squad will not get leaked however you risk friendly fire more just like in RL
4: biggest downside: everyone would want to kill you to get your kit so stay hidden!

It would add a New level of stealth to the game that I think is needed and experienced players crave. but SF shouldn't be common
Last edited by Lynx on 2008-07-04 09:46, edited 5 times in total.
Big Lebowski
Posts: 76
Joined: 2007-01-17 10:31

Re: Special forces (NAVY SEAL SAS)

Post by Big Lebowski »

This isent James Bond... PR is full on combat. Not some covert operations mod.
slayer
Posts: 90
Joined: 2008-07-03 22:14

Re: Special forces (NAVY SEAL SAS)

Post by slayer »

Silencers for sniper or marksman could be useful. But the divers? Real Navy Seal!
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Special forces (NAVY SEAL SAS)

Post by Scot »

Why would the Spec Ops have a scoped auto rifleman, and the main army not??
Image
Lynx
Posts: 102
Joined: 2008-06-09 05:39

Re: Special forces (NAVY SEAL SAS)

Post by Lynx »

I think it show that they've customized their weapons.
like this ranger
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Fluffywuffy
Posts: 2532
Joined: 2007-11-13 23:52

Re: Special forces (NAVY SEAL SAS)

Post by Fluffywuffy »

Whats with having a .50 sniper rifle. Why not just use a SR-25?
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Lynx
Posts: 102
Joined: 2008-06-09 05:39

Re: Special forces (NAVY SEAL SAS)

Post by Lynx »

I dunno it's just an idea I sketched out don't think about the kit details. I'm asking would you guys want to see it implemented like commander-asset-SOF rally idea?
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: Special forces (NAVY SEAL SAS)

Post by Ragni<RangersPL> »

<facepalm>

It looks like all you want is a wider variety of weapons in PR.

Spec Ops kit won't make you a better "LEET" player instatly just because you have a "better" weapon and equipment ;)

Sorry, but I can't understand this "Leet Spec Ops Rush"... probably it's caused by COD4 influence :D
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: Special forces (NAVY SEAL SAS)

Post by Maxfragg »

come on, we had that one time less than fastropes, can't this thread get locked?
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: Special forces (NAVY SEAL SAS)

Post by Dunehunter »

Locking, especially after Lynx's suggestion. No offense guys, but Project Reality is about conventional (barring the insurgency maps) warfare, during which you really won't be fighting back to back with special forces all the time. And it sure as hell isn't about the kind of things these people do in real life, so no, no spec ops squads or teams (have been suggested before as well).

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