Give Special Forces the .75 run time.

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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Give Special Forces the .75 run time.

Post by charliegrs »

Its kinda hard to realistically portray the special forces kit in PR because aside from the SLAMS, C4, and auto M4 theres not much thats "special" about the kit. one thing a special forces soldier has over a regular grunt is much greater stamina. The training for a navy seal, for example, goes well above and beyond that of regular boot camp. So I suggest setting the running timer for a SF soldier to what all soldiers had back in .75 This would be the best way to simulate the enhanced physical fitness of a SF. It would be great for when your on a lone wolf mission {yes I know but if your gonna do it with any kit this is the one} and laying down SLAMs and C4 you can get away much better with the longer run time. I like the run time reductions in .8 but I think a SF soldier would be able to run for much longer. Please discuss.
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random pants
Posts: 205
Joined: 2007-04-21 21:48

Re: Give Special Forces the .75 run time.

Post by random pants »

Totally agree with this. Great example....

I play Battlearena Muttrah 24/7 a lot, and they have no uncap rule (which I love), so I like to go spec-ops when I'm USMC and get dropped off near MEC fortress for lone-wolf sabotage missions.

I'm always successful in GETTING to the command post and wiring it, getting another C4 off it, wiring whatever truck is there, and either waiting for someone to get in the truck, or just blow it as soon as I get away.

The problem is getting AWAY from the area quickly for EVAC, as I can only run a little bit up the street before my leet-opz soldier is exhausted. If I'm spotted, I have no choice but to engage, and then run my out-of-shape *** as far away as possible, if I'm still alive that is... If any kit should have their run-time increased, this is the one.

I think that increasing their run will actually encourage the kit to be used what it's intended for...(asset destruction, FOP sabotage, setting C4 traps in high enemy traffic areas...etc)


Since it's got the same ol' no-sprint like all the other soldiers, I find myself just grabbing it a lot for the extra dressings and grapple and rolling with my squad like I'm just another grunt on the battlefield...


Totally support this suggestion, why didn't I think of this first? ;)
unrealalex
Posts: 1595
Joined: 2007-07-29 21:51

Re: Give Special Forces the .75 run time.

Post by unrealalex »

I agree. I would also suggest increasing the accuracy for the full auto M4, as arent special forces better trained with weapons? Hence they should have better accuracy. It wouldn't make the game imbalanced.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Give Special Forces the .75 run time.

Post by charliegrs »

random pants wrote:Totally agree with this. Great example....

I play Battlearena Muttrah 24/7 a lot, and they have no uncap rule (which I love), so I like to go spec-ops when I'm USMC and get dropped off near MEC fortress for lone-wolf sabotage missions.

I'm always successful in GETTING to the command post and wiring it, getting another C4 off it, wiring whatever truck is there, and either waiting for someone to get in the truck, or just blow it as soon as I get away.

The problem is getting AWAY from the area quickly for EVAC, as I can only run a little bit up the street before my leet-opz soldier is exhausted. If I'm spotted, I have no choice but to engage, and then run my out-of-shape *** as far away as possible, if I'm still alive that is... If any kit should have their run-time increased, this is the one.

I think that increasing their run will actually encourage the kit to be used what it's intended for...(asset destruction, FOP sabotage, setting C4 traps in high enemy traffic areas...etc)


Since it's got the same ol' no-sprint like all the other soldiers, I find myself just grabbing it a lot for the extra dressings and grapple and rolling with my squad like I'm just another grunt on the battlefield...


Totally support this suggestion, why didn't I think of this first? ;)
or blowing up those weapons caches and living to tell about it! :o
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Give Special Forces the .75 run time.

Post by Outlawz7 »

No, just another "make spec opz uber 1337!!!11" idea.
A soldier carrying a huge pack of C4 and tons of extra stuff like SOFLAM can't really run faster than the regular guy with hand grenades and a rifle.
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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Give Special Forces the .75 run time.

Post by charliegrs »

Outlawz wrote:No, just another "make spec opz uber 1337!!!11" idea.
A soldier carrying a huge pack of C4 and tons of extra stuff like SOFLAM can't really run faster than the regular guy with hand grenades and a rifle.
i would never be one to suggest a "make spec ops U4BeR L337" idea. i never even use the kit. i hate spec op games like ghost recon. but for crying out loud hes a spec op, he should be able to run farther than a grunt. he can run the same distance as the heavy AT, and hes carrying alot of weight. back in .75, everyone ran farther, too far in my opinion, but they fixed that. now im just suggesting one kit be able to run that same distance. besides the kit is extremely limited, its not gonna throw off much balance.
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Give Special Forces the .75 run time.

Post by Solid Knight »

Outlawz wrote:No, just another "make spec opz uber 1337!!!11" idea.
A soldier carrying a huge pack of C4 and tons of extra stuff like SOFLAM can't really run faster than the regular guy with hand grenades and a rifle.
That really depends on the men, now doesn't it?
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Give Special Forces the .75 run time.

Post by charliegrs »

Solid Knight wrote:That really depends on the men, now doesn't it?
yes of course but we cant get THAT particular about it. its still a game.
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viper759
Posts: 78
Joined: 2008-10-14 00:12

Re: Give Special Forces the .75 run time.

Post by viper759 »

Solid Knight wrote:That really depends on the men, now doesn't it?
show me a special forces group that doesnt have physical of being able to run atleast 4 miles fully geared. and sprint half a mile fully geared.
Fat Man Jim
Posts: 65
Joined: 2008-01-03 23:03

Re: Give Special Forces the .75 run time.

Post by Fat Man Jim »

viper759 wrote:show me a special forces group that doesnt have physical of being able to run atleast 4 miles fully geared. and sprint half a mile fully geared.
you seen pictures of SF guys

some a quite old and...............much bigger then regular grunts

a 20 something year old marine would probably have more stamina then a 30 something year old seal
Darkpowder
Posts: 1527
Joined: 2006-08-30 22:00

Re: Give Special Forces the .75 run time.

Post by Darkpowder »

random pants wrote: Since it's got the same ol' no-sprint like all the other soldiers, I find myself just grabbing it a lot for the extra dressings and grapple and rolling with my squad like I'm just another grunt on the battlefield...
Well aside from the fact that the "old sprint .75" was equivalent to an olympic sprinter with all that kit, but i won't go over all ground.

I think the fix to the general sprinting "Issue" is to just up the recharge rate on the stamina bar a bit , allowing more "bounding" movement but preventing the "long distance sprint", and encouraging the squad to stay closer together.

Unless we revert back to the 2 out of 3 bars of stamina for vanilla and only have specops at 3 bars this isn't a solution. EVERYONE and his dog would pick SF and it wouldn't be used for the purpose it is intended. (it rarely is anyway).

Personally i think there could be another "Gameplay" change you might have identifed here.

- As the covert role of a special operative seems to be the aspect that is highlighted most here.... You identified that you pick the kit, for the extra bandages, and the grapple hook and just "roll with the squad" - I think this should be encouraged to stop.
  • If possible ? No score for killing enemy at all
  • Should not count toward the flag-cap count encouraging them to work away from the main line of advance, and hence being "not useful" to the main squad function. This should contribute to sensible squad leaders "removing" SF guys from regular line units.
  • ACOG instead of Aimpoint
  • Give them their parachute back :D
Personally i think the grapple hook should be general issue to "Assault troops" i.e. perhaps the Ironsight Rifleman, or the engineer on "All maps" Comments from military advisors here please on how common grapple hooks and simple ropes are to FIBUA / FISH operations, not to mention mountainous operations, - i.e. Korengal where it should also be more commonplace. Belaying for others is a definite skill, not available to everyone certainly though.
Last edited by Darkpowder on 2008-10-15 07:48, edited 2 times in total.
ice_killer
Posts: 2361
Joined: 2007-02-15 16:20

Re: Give Special Forces the .75 run time.

Post by ice_killer »

then the sniper kit also need improved stamina
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Give Special Forces the .75 run time.

Post by Solid Knight »

Fat Man Jim wrote:you seen pictures of SF guys

some a quite old and...............much bigger then regular grunts

a 20 something year old marine would probably have more stamina then a 30 something year old seal
That's actually a load of ****. There are plenty of old endurance athletes that blow away younger athletes. Did you watch the Olympics? Have you seen how old some the the world record holders for speed and distance are?
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Give Special Forces the .75 run time.

Post by LtSoucy »

I agree with more sprint but don't allow them to run a lap around the map. 75% is too much. And for everyone saying they want to live after killing a cache or CO post or asset your not doing it secret. The slams and C4 allow you to get atleast 200m away before they blow. And i agree with dark alot also. :p
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Give Special Forces the .75 run time.

Post by Solid Knight »

Everyone and their dog can't pick SF so that isn't a problem. Nobody plays the role of the SF properly? That's due to two reasons. First, they are often part of a squad who is busy fulfilling the role of standard infantry. Second, there really isn't a unique thing for them to do anyway. Supposedly they are to sneak around and demo some assets. What assets does the enemy possess that requires a dedicated strike from a man with C4 and SLAMS that couldn't be fulfilled with another kit or vehicle? Moreover, what asset is so essential to the other team's strategy that the other team is willing to carry a dedicated strike against? The SF role is so limited and often so inconsequential that people just use them to blow up infantry. What SF really needs is something to do.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Give Special Forces the .75 run time.

Post by gazzthompson »

or just remove the SF kit and problem solved !!
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Give Special Forces the .75 run time.

Post by arjan »

NOOO! :D ..

I love to sabotage enemy bases, or ambush them with c4. keep the SF kit xD~!!
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Give Special Forces the .75 run time.

Post by Outlawz7 »

Darkpowder wrote:
  • If possible ? No score for killing enemy at all
  • Should not count toward the flag-cap count encouraging them to work away from the main line of advance, and hence being "not useful" to the main squad function. This should contribute to sensible squad leaders "removing" SF guys from regular line units.
  • ACOG instead of Aimpoint
  • Give them their parachute back :D
Agree to first two, do not agree on second two.

Or just remove the kit and put in a requestable specialist engineer kit carrying explosives or similar
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