Redisigned Engineer

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AREM117
Posts: 134
Joined: 2008-08-29 04:03

Redisigned Engineer

Post by AREM117 »

The Engie kit needs small explosive for destroying razorwire and such. In RL normal squads carry around explosives so maybe make a limited kit called Demolitions. Unlimit it so there is one for each squad but ony one.(Requestable at rally) If charge is set on firebase it should only blow it up is it is on the radio.(Wich would replace the knife)
1. Knife
2. Shovel
3. Rifle Ironsight
4. Shotgun Breacher
5. Remote Charge(Detonated with clacker)
6. Timed Charge(Short Fuse)
7. Timed Charge(Long Fuse)
8. Flashbang
Note: No Wrench, No landmine
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Redisigned Engineer

Post by arjan »

AREM117 wrote:The Engie kit needs small explosive for destroying razorwire and such. In RL normal squads carry around explosives so maybe make a limited kit called Demolitions. Unlimit it so there is one for each squad but ony one.(Requestable at rally) If charge is set on firebase it should only blow it up is it is on the radio.(Wich would replace the knife)
1. Knife
2. Shovel
3. Rifle Ironsight
4. Shotgun Breacher
5. Remote Charge(Detonated with clacker)
6. Timed Charge(Short Fuse)
7. Timed Charge(Long Fuse)
8. Flashbang
Note: No Wrench, No landmine
What else should repair a vehicle then?
Youre turning a engineer into a explosive expert, but that should be the role of the spec ops.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Redisigned Engineer

Post by Tartantyco »

arjan wrote:What else should repair a vehicle then?
Youre turning a engineer into a explosive expert, but that should be the role of the spec ops.
-No, an Engineer is an Explosive Expert. It's a large part of what we do. But removing the wrench? No(Unless you can make the Wrench repair and build, then you could scrap the shovel instead).
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Redisigned Engineer

Post by Rudd »

Really the Engy needs his explosives back (but timer only, no remote plz), to be a limited kit and for his current spawn slot to be replaced with a breacher class that is basically a rifleman with a shotgun instead of grenades.
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Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Redisigned Engineer

Post by Tartantyco »

Dr2B Rudd wrote:Really the Engy needs his explosives back (but timer only, no remote plz), to be a limited kit and for his current spawn slot to be replaced with a breacher class that is basically a rifleman with a shotgun instead of grenades.
This
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Redisigned Engineer

Post by LithiumFox »

I vote for door breachers and shotguns!

=D Cause i always wanted to put a door breacher on a door and ... do that thing where you stand at the wall and wait for the breacher to go off.. XD

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: Redisigned Engineer

Post by EOD_Security-2252 »

Eng just needs to get a rectangular block of plastic explosive with a 15-30 second manual fuse on it (basically Eng places the explosive, pulls the pin on the detonator and the timer begins).

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: Redisigned Engineer

Post by AREM117 »

arjan wrote:What else should repair a vehicle then?
Youre turning a engineer into a explosive expert, but that should be the role of the spec ops.
This suggestion was for the addition of the Squad Demolitions kit, not replacing the engineer kit.
panther501
Posts: 52
Joined: 2008-09-19 22:08

Re: Redisigned Engineer

Post by panther501 »

then why do you say redesigned engineer? Anyway, I like the idea of short and long fuses but the addition of a flashbang is not nessesary. Replace that with a wrench and we have a solid solution.
crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: Redisigned Engineer

Post by crazy11 »

I would be fine with the timed explosives but no C4 with detonators its just not used as it should be.

I would also like to see the return of the flashbang into a kit not necessarily the engineer because it was useful for clearing a room.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Redisigned Engineer

Post by Arnoldio »

Tartantyco wrote:-No, an Engineer is an Explosive Expert. It's a large part of what we do. But removing the wrench? No(Unless you can make the Wrench repair and build, then you could scrap the shovel instead).
Well, it would actually make even more sense, shovels biuld up soil and wrench does the bolting work and all that assembly...
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ArticBlues
Posts: 27
Joined: 2008-09-22 22:15

Re: Redisigned Engineer

Post by ArticBlues »

We need the Wrench. Use the SpecOps, hey, get somone in your squad to be one .
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: Redisigned Engineer

Post by Pariel »

Realistically, an engineer should have some explosives with him.

That said, people used the C4 in totally unrealistic ways (ie: ambush). While helpful in terms of playing the game, it's not how they are deployed in real life.

I vote for the return of explosives, but timed, like the SLAMs (although not SLAMs; thinking timed C4), so that if you're going to set an ambush with one, the enemy would have to be ridiculously predictable.
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