Give Special Forces the .75 run time.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Give Special Forces the .75 run time.
I'm not sure, but iirc you can't change the HP or the stamina of someone using a requestable kit? you have to spawn with it?
-
Skaylay
- Posts: 17
- Joined: 2008-02-22 08:59
Re: Give Special Forces the .75 run time.
The amount of stamina is ok, the thing I don't like is its regeneration time, it's too damn slow. I think that stamina's regeneration time should be changed, if possible, to two different values of two stages..
Stage 1: 1-40%(or up to the level of stamina required to switch it on) - at this stage IMO, stamina should regenerate quite fast as to allow you to i.e. cross a street without spending 2 minutes on waiting for as much stamina as it is required to even start the fast run.
Stage 2: 40-100% - at this stage it could regenerate with normal speed, making impossible to have numerous long sprint runs.
Stage 1: 1-40%(or up to the level of stamina required to switch it on) - at this stage IMO, stamina should regenerate quite fast as to allow you to i.e. cross a street without spending 2 minutes on waiting for as much stamina as it is required to even start the fast run.
Stage 2: 40-100% - at this stage it could regenerate with normal speed, making impossible to have numerous long sprint runs.
-
IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: Give Special Forces the .75 run time.
Also perhaps some form of scout/recon kit with soflam to take over the lasering and spotting duties.Outlawz wrote: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



-
Pariel
- Posts: 1584
- Joined: 2008-01-29 23:41
Re: Give Special Forces the .75 run time.
Honestly, the SF kit's role is becoming less and less useful as PR advances.
It's silly to waste two guys who just lurk around and get killed near the enemy base when they could be helping a squad take a flag.
I would be fine with removing it.
It's silly to waste two guys who just lurk around and get killed near the enemy base when they could be helping a squad take a flag.
I would be fine with removing it.
-
Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Give Special Forces the .75 run time.
Besides, what SF unit has a single operator anyway?
Wouldn't you need an SF squad? And again, unless you can come up with something for them to do that's worth while nobody is going to use them correctly. You might as well remove them from the game.
Wouldn't you need an SF squad? And again, unless you can come up with something for them to do that's worth while nobody is going to use them correctly. You might as well remove them from the game.
-
unrealalex
- Posts: 1595
- Joined: 2007-07-29 21:51
Re: Give Special Forces the .75 run time.
It's the greatest weapon in PR.
They make a great spotter and sniper buddy, removing them would be foolish.
-
Magnawox
- Posts: 10
- Joined: 2007-06-09 18:51
Re: Give Special Forces the .75 run time.
Give them a flashbang instead so they can be usefull in squads.
-
Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Give Special Forces the .75 run time.
My suggestion in another thread was to have a Spec-Ops squad. Only one person per team can be a Spec-Ops officer/squadleader and once you have one of those the players in said squad could pick a variety of SF kits. The down side to being in an SF squad is that you don't have any LAT, HAT, AA, Sniper, Crewman, or Pilot kit access.
-
Pariel
- Posts: 1584
- Joined: 2008-01-29 23:41
Re: Give Special Forces the .75 run time.
This is just as silly as having a pair of spec-ops though; except now you're wasting six team players.Solid Knight wrote:My suggestion in another thread was to have a Spec-Ops squad. Only one person per team can be a Spec-Ops officer/squadleader and once you have one of those the players in said squad could pick a variety of SF kits. The down side to being in an SF squad is that you don't have any LAT, HAT, AA, Sniper, Crewman, or Pilot kit access.
While I think it would be fun and interesting at times, I think it would far more often be wasted.
PR does, and should, focus on standard troop deployment, not special operations forces. Play BF2:SF if that's what you want.
I can understand if there were a specific map for it...but that's a separate suggestion.
-
random pants
- Posts: 205
- Joined: 2007-04-21 21:48
Re: Give Special Forces the .75 run time.
Guys stop straying off topic, if you want to talk about whether spec-ops should be in this mod or not, MAKE YOUR OWN THREAD.
Obviously the DEV's think that they should be in this MOD...and most people playing (including me) do as well.
This thread is about sprint timw, and while I don't know if it can be done due to the stamina time being controlled by your spawn kit, I would defenitely be for giving them more sprint if that could be implemented.
Obviously the DEV's think that they should be in this MOD...and most people playing (including me) do as well.
This thread is about sprint timw, and while I don't know if it can be done due to the stamina time being controlled by your spawn kit, I would defenitely be for giving them more sprint if that could be implemented.
-
hiberNative
- Posts: 7305
- Joined: 2008-08-08 19:36
Re: Give Special Forces the .75 run time.
if you can assign stamina to kits, do it. would be fun to be able to run away from dangers.
-
Pariel
- Posts: 1584
- Joined: 2008-01-29 23:41
Re: Give Special Forces the .75 run time.
This is definitely possible, it exists in vBF2.hiberNative wrote:if you can assign stamina to kits, do it. would be fun to be able to run away from dangers.
But I personally don't see an overpowered spec-ops kits as a good thing. It's not realistic to say that spec-ops can run significantly further than any of the other kits, and it encourages lone-wolfing.
-
Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Give Special Forces the .75 run time.
I would suggest instead of increasing the stamina increase the rate at which it re-generates.
This takes care of lonewolfing as the SF wud still not be able to run further than his squad in a single sitting, but would solve the problem of having SF soldiers that cant run.
Altho tbh if you wana put a SLAM or C4 on a cache and then get away you've got at least a minute to get to about 200m away b4 it blows which is not hard even with the current stamina.
Wot I would like to see is the SFs accepted role changed from behind enemy lines activity and sabotage to more of a lead scout/pointman for a squad. A whole SF squad would be wrong on this MOD but its not inconceivable for elite SF soldiers to be assigned to regular squads in RL where they could bring they're expertise to the rest of the squad.
This would also solve any problems of lone wolfing whilst at the same time giving the SF some degree of freedom as they form the point of a squads advance.
This takes care of lonewolfing as the SF wud still not be able to run further than his squad in a single sitting, but would solve the problem of having SF soldiers that cant run.
Altho tbh if you wana put a SLAM or C4 on a cache and then get away you've got at least a minute to get to about 200m away b4 it blows which is not hard even with the current stamina.
Wot I would like to see is the SFs accepted role changed from behind enemy lines activity and sabotage to more of a lead scout/pointman for a squad. A whole SF squad would be wrong on this MOD but its not inconceivable for elite SF soldiers to be assigned to regular squads in RL where they could bring they're expertise to the rest of the squad.
This would also solve any problems of lone wolfing whilst at the same time giving the SF some degree of freedom as they form the point of a squads advance.
-
gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Give Special Forces the .75 run time.
thats what a experienced player should do ^^^^ , not some "noob" who first playing PR but can be point man because he has a 1337 kit - which lets face it.... 90% of people who get SF kits are "noobs"
remove the kit already !!!!!!!!!
remove the kit already !!!!!!!!!
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Give Special Forces the .75 run time.
yeah, I remember a news report where a couple of Deltas were tagging along with the Royal marines in iraq in the hovercraft...the delta's brought hand held UAVs...jigsaw-uk wrote: Wot I would like to see is the SFs accepted role changed from behind enemy lines activity and sabotage to more of a lead scout/pointman for a squad. A whole SF squad would be wrong on this MOD but its not inconceivable for elite SF soldiers to be assigned to regular squads in RL where they could bring they're expertise to the rest of the squad.
point is they do mix in
-
Salah ad Din
- Posts: 560
- Joined: 2007-01-03 15:15
Re: Give Special Forces the .75 run time.
SF Squad? Take one SL, one Medic and two SpecOps, presto, instant SpecOps Squad.Solid Knight wrote:Besides, what SF unit has a single operator anyway?
Wouldn't you need an SF squad? And again, unless you can come up with something for them to do that's worth while nobody is going to use them correctly. You might as well remove them from the game.
-
Pariel
- Posts: 1584
- Joined: 2008-01-29 23:41
Re: Give Special Forces the .75 run time.
I don't think that Delta/SEALs generally integrate at the squad level with standard US troops though.Dr2B Rudd wrote:yeah, I remember a news report where a couple of Deltas were tagging along with the Royal marines in iraq in the hovercraft...the delta's brought hand held UAVs...
point is they do mix in
I don't think it's possibly to portray the role of SF within PR.
However, back on topic:
I am a fan of increasing run regeneration, however, it should be applied across the board if anywhere, not to just spec ops.
How does this make sense? The SF soldier can still get back to max run sooner; he still has a greater running capability. This idea only works if the SF guy only hits 'shift' (my run button, anyway) at the same time the rest of his squad does. He can still run off somewhere else without the squad being able to keep up.jigsaw-uk wrote:I would suggest instead of increasing the stamina increase the rate at which it re-generates.
This takes care of lonewolfing as the SF wud still not be able to run further than his squad in a single sitting, but would solve the problem of having SF soldiers that cant run.
The reason SF has been nerfed in some ways is to prevent them from lonewolfing, and wasting resources. The SF kits certainly have times and places where they can be devastating, and affect the flow of the battle, however, it requires working with the rest of the team. In terms of gameplay, SF are already where they should be, even if they aren't "uber 1337".
-
Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Give Special Forces the .75 run time.
What? You actually think the current SF kit is right on the money? People use it cos they wanna feel special but really theres virtually nothing special about it at all.Pariel wrote:The reason SF has been nerfed in some ways is to prevent them from lonewolfing, and wasting resources. The SF kits certainly have times and places where they can be devastating, and affect the flow of the battle, however, it requires working with the rest of the team. In terms of gameplay, SF are already where they should be, even if they aren't "uber 1337".
Ok they have C4 but when does this ever get used? Cos theres no reason to use it on FOBs cos you can take em out with a knife. Only time is when people are 1337ing and putting it on vehicles in enemy main.
Ok they have SLAM but again... when is this useful except for blowing up caches where a grenade wud be enuf.
Ok they have SOFLAM but so does every SL. How about changing it so that only SF has SOFLAM? Seems reasonable to me that the lead scout role might include lasing targets for high altitude bombers to hit.
This wud make the SF kit absolutely invaluable to any commander or light infantry unit, esp. on maps like kashan where you have air support and JDAM.
-
Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Give Special Forces the .75 run time.
C4/SLAM - bridges on Qwai? Ambush Behind enemy lines?jigsaw-uk wrote:W
Ok they have C4 but when does this ever get used? Cos theres no reason to use it on FOBs cos you can take em out with a knife. Only time is when people are 1337ing and putting it on vehicles in enemy main.
Ok they have SLAM but again... when is this useful except for blowing up caches where a grenade wud be enuf.
Ok they have SOFLAM but so does every SL. How about changing it so that only SF has SOFLAM? Seems reasonable to me that the lead scout role might include lasing targets for high altitude bombers to hit.
This wud make the SF kit absolutely invaluable to any commander or light infantry unit, esp. on maps like kashan where you have air support and JDAM.
SOFLAM - how many lasers are there on the ground? 8 maybe? another one can only help, especially if it can zoom as far as a sniperrifle.....
Invaluable...well, imo the SF kit isn't 'on the money' but it is still invaluable and a simple sprint change isn't going to make me go "right, where are my spec ops that are going to win this game for me?" when I'm commander.
-
Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Give Special Forces the .75 run time.
Yeah ok true but when does this ever actually get used? All you've done is state possible uses for the equipment (which ur absolutely right about) but do most people use the spec ops kit in this way? No.Dr2B Rudd wrote:C4/SLAM - bridges on Qwai? Ambush Behind enemy lines?
SOFLAM - how many lasers are there on the ground? 8 maybe? another one can only help, especially if it can zoom as far as a sniperrifle.....
Invaluable...well, imo the SF kit isn't 'on the money' but it is still invaluable and a simple sprint change isn't going to make me go "right, where are my spec ops that are going to win this game for me?" when I'm commander.
A sprint change wud not make the kit any more useful, wot I wud like to see is the SF kit only available through the commander, ie. an SL must request to be allocated an SF kit for his squad from the commander. This would mean SF are used as a support unit within normal squads working together.
YouTube - BF2 PR Al Basrah Specops Part 1 - The Bridge
YouTube - BF2 PR Al Basrah Specops Part 2 - Convoy
YouTube - BF2 PR Al Basrah Specops Part 3 - Lone Wolf
These 3 videos provide a superb example of how the SF kit should be utilised, both in support of a squad and as a lone wolf destroying HVTs. I know this is v0.5 but the same tactics are fully applicable to v0.8. Note the cooperation between SF, his squad AND the commander.
And I dont see the SF soldier in the vids running very far!



