Fine tune several kits/roles

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bad_nade
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Fine tune several kits/roles

Post by bad_nade »

I think that several kits could use a bit fine tuning to balance their usefulness and sex appeal. Here is the list of my suggestions. They are more or less linked together so these should not be taken as four individual ideas, but as one big with several layers.

1) Take away SL's laser marker and replace it with zoomable binocs
Makes SL a little bit more leader than soldier. SL should lead the squad, give targets, prioritize them and make build decicions (in co. with CO). SL shouldn't be the person who tries to laser mark tanks or apcs for CAS aircraft. Replacing the laser marker with binocs should not limit SL's capability to zoom in to distant targets, thus new pair of binoculars would need to be intoduced. I think this could be done quite easily by using the same model and only tuning the .con files

2) Make engineer responsible for big demolish and repair operations.
I know, this subject is soon discussed to death, but IMHO engineer is primarily a builder/repairer/demolisher and engi's kit load out should reflect this task. Engineer should have place for C4 in the invertory, but if possible, the actual stock of C4 could be empty. Thus, engineer would need to reload explosives from ammo crate or similar before going for big boom.

The eternal issue with engineers trying to C4 a tank or FoB could be addressed with very long delay before C4 could be detonated (simulating the need to make all the wirings).

Other method could be, again if possible, to give engineer several little pieces of explosives instead of one big chunk of C4. These smaller pieces should all be placed in the same area before they could be detonated. This combined with long draw times would make run-and-boom tactics impossible, but retain engineer's capability to blow up big targets.

Third way to accomplish the same effect could be deployable explosives which would need demolish request, acceptance from SL or CO and some supplies nearby. Natrurally this deployed explosive would need some shoveling or wrenching before it could be detonated.

Remove rope. Engineer will build ladders if an obstacle is too high to jump over ;) (ok, rope on mountaineer engineer is acceptable)

No opinion on shotty.


3) Adjust spec-op to be more like spec-op
This kit should be tuned more to reconnaissance/elite soldier direction than it's today. Spec-op should be the only one with laser marker, because that job requires operating in hostile areas and/or climbing rooftops to get decent lock-on. Also, if regular troops needs roof access, they should request a spec-op to help them. Other possible abilities for spec-op would be sending contact reports and marking aircrafts etc. Maybe suppressed primary weapon too.

4) Sniper is primarly a shooter, not a scout
What snipers can't do with their rifle ingame what they can and will do in real life? Yes, anti-material shots. Sniper rifle should be more powerful against certain targets. Such as forward outposts, deployable AA, light vehicles, explosives and rally points. Sniper should be able to shoot the radio on FoB and take it down that way. The same applies to AA, one (or couple) of good hit to control unit shold render AA unusable. And so on. This would (hopefully) reduce hill top camping and make sniper to stay more close to other squad members. Sniper kit ammo could also be reduced to make sniper more dependent on other squad members.
Last edited by bad_nade on 2008-11-20 01:26, edited 2 times in total.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Fine tune several kits/roles

Post by LtSoucy »

1: Agree someone what, but he is needed to call CAS operations. I disagree with the new bincos,
2:I agree on some points. The C4 I disagree, its not realistic.
3 :D isagree, kit is great how it is.
4:No, Scout Snipers are a more of this role. There riles need aim fixing in my mind but there fine.
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daranz
Posts: 1622
Joined: 2007-04-16 10:53

Re: Fine tune several kits/roles

Post by daranz »

The laser designation system is a pretty good way of simulating requesting of air support. In real life, squad leaders generally don't carry laser painters for LGBs, but can instead get on their radio and rely precise coordinates of the target to HQ, requesting an airstrike. This is something that's much more difficult to do in PR for several reasons, including lack of high-precision map grid, view range limitations, and lack of ground radars on aircraft.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Fine tune several kits/roles

Post by Rudd »

clueless_noob wrote:
1) Take away SL's laser marker and replace it with zoomable binocs
afaik regular troops IRL have access to laser designators (needs reference) and the officer kit portrays this ingame
Other method could be, again if possible, to give engineer several little pieces of explosives instead of one big chunk of C4
this is the way it should go imo, and with timed explosives to prevent overuse of C4 ambushes, but as you say, plenty of debates in open threads here
wrenching before it could be detonated.
I like this idea, but it is a resuggestion
Remove rope. Engineer will build ladders if an obstacle is too high to jump over ;) (ok, rope on mountaineer engineer is acceptable)
I think the DEVs are aware of this, but the grapple hook achieves the same aim, better suggestion would be to severely limit the distance the hook can be thrown on non-mountain maps so you can still get over small walls, but not hotels

3) Adjust spec-op to be more like spec-op
plenty of open threads for this, infact there is alot of debate in one right now, suppressed weapon is resuggestion
4) Sniper is primarly a shooter, not a scout
I think that depends on the mission?
Sniper kit ammo could also be reduced to make sniper more dependent on other squad members.[/INDENT]
other squad members give away the sniper and that leads to a dead sniper
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Bob_Marley
Retired PR Developer
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Re: Fine tune several kits/roles

Post by Bob_Marley »

Definetly disagree on #1 and #3 as it would severly hamper CAS efforts to regular squads. The firesupport provided by attack helos and planes is vital on the maps which have these assets.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Fine tune several kits/roles

Post by AnRK »

Don't agree with 1 flat out, an SLs job is also to spot enemies and relay their positions to their CO, can't speak form a realism point on this cos I don't know, but it works on a gameplay level because if your lasing something, your squads arses should be in cover cos the thing your lasing probably won't tickle them to death.

For 2, engies shouldn't be able to blow up tanks etc, but I really do think they should be able to take down FBs and bridges etc, like you and Rudd said, having it set to no ammo when you spawn.

For 3 I really don't care for the spec ops unit, sooner it's gone the better if you ask me, won't happen soon though.

And for 4 a sniper IS a scout, if you do a little reading you'll see that it's a big part of most snipers jobs, although there are many kinds of sniper the one in PR would most likely do alot of scouting, the behind enemy lines type snipers probably do much less shooting. Russian snipers do alot of shooting, but alot of Russian "snipers" are much more similar to other armies designated marksmen.
clueless_noob wrote:kits...sex appeal.
Call me old fashioned, but I prefer vaginas to a large anti-tank weapon :p
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