Two New Different Specialist kits for INS

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

Two New Different Specialist kits for INS

Post by AREM117 »

I think that the equipment used by the specialist in insurgency maps meeds to change. Instead of the near-never used tripflare add 3 flashbangs. Add Slams(90 second timer) instead of Incendiary Grenade. Give Kit 1 Buckshot instead of the useless tripmine. The AAS Specialist kit should stay the same.

Specialist Kit 1
1. Restrainer
2. Shovel
3. Rifle(Scope)
4. Breaching Slugs
5. Buckshot
6. Grappling Hook
7. Binoculars
8. Bandage
9. M2 Slam x1

Specialist Kit 2
1. Restrainer
2. Shovel
3. Rifle(Ironsight/Aimpoint)
4. Breaching Slugs
5. Flashbang x3(To disable enemies without killing civies.)
6. Grappling Hook
7. Binoculars
8. Bandage
9. M2 Slam x1
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: Two New Different Specialist kits for INS

Post by Expendable Grunt »

You know, I'm not sure how "accessible" SLAM's are, so I can't really comment on that, though. What would be the point of adding them? The Inc grenade does it faster, further, and better.

I'm not quite sure why you want buckshot. Shotguns really aren't the weapons Hollywood and video games make them out to be. Tripflares are still useful, and the model is cool to boot. See colored smoke.

I like that you want a scoped specialist back in. The loss of frags really pants the class as a CQC kit, and if you breach you shouldn't be the first one going in. +1 on that one.

Flashbangs barely worked in .6/.7 when we *did* have them. I constantly lead squads and only rarely used them because they only blinded the enemy half of the time, and even then not for very long. I'd rather not have to carry those again; the colored smoke is more useful.

M.
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The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Two New Different Specialist kits for INS

Post by Thermis »

Trip flares are used a lot in game in my experience. Flashbangs and slams are not one of those things that is seen often in insurgents. Its not like you find them in your everyday arms dealers stall. If your going to suggest new kits add why you think it would improve gameplay other than just adding different weapons and such.
AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: Two New Different Specialist kits for INS

Post by AREM117 »

Thermis wrote:Trip flares are used a lot in game in my experience. Flashbangs and slams are not one of those things that is seen often in insurgents. Its not like you find them in your everyday arms dealers stall. If your going to suggest new kits add why you think it would improve gameplay other than just adding different weapons and such.
I was not suggesting that the insurgents get these kits. These would be US/UK spawn kits. The trip flare is not very useful in INS mode.
Swe_Olsson
Posts: 1030
Joined: 2007-04-30 17:45

Re: Two New Different Specialist kits for INS

Post by Swe_Olsson »

I think flashbangs could be quite useful
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Two New Different Specialist kits for INS

Post by charliegrs »

i have to agree that i highly doubt you find many flashbangs and slams in black market arms dealers. i mean i could be totally wrong about that but i think alot of people would agree with me.

and slams could be renamed to EFPs as thats basically what they are anyway,but now that artillery ieds are in game it would seem somewhat redundant.
known in-game as BOOMSNAPP
'
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Two New Different Specialist kits for INS

Post by Incomplete Spork »

I support adding in a flashbang because I'm pretty sure they are used in Iraq commonly.
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crazy11
Retired PR Developer
Posts: 3141
Joined: 2008-02-05 00:20

Re: Two New Different Specialist kits for INS

Post by crazy11 »

I am going to say no to flashbangs. When they were ingame, people just spammed them at the main bases blinding their teammates.
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You miss 100% of the shots you don't take.- Wayne Gretzky
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: Two New Different Specialist kits for INS

Post by Expendable Grunt »

The effect was neat and all, but it's just not handy.

M.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Thermis
Retired PR Developer
Posts: 1537
Joined: 2008-01-27 15:05

Re: Two New Different Specialist kits for INS

Post by Thermis »

In that case I'm still going to have to say no to flashbangs. They do not work to well with this engine. The slam is also a up in the air thought. The DEVs took out slams and c4 from spawnable kits so people wouldn't run around trying to put them on vehicles. The current nade works just fine.
Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Two New Different Specialist kits for INS

Post by Scot »

Why use a flashbang when you can use a grenade? A grenade a) wounds people, b) supresses them, c) scares the shite out of people if it doesn't wound them ;) For the simple reason that flashbangs are normally used in enclosed spaces, and room to room clearing isn't generally done in PR effectively or realistically, I'm gonna say no, because a) people would waste them on open spaces where they would have little to no effect unless you managed to land it riight next to someone, b) they don't work too well in the engine c) breaching and entering is difficult to do properly and almost never really happens in PR.(I'm sure it does, I don't need tails of how 'my squad breached like 11111 roooms!1111oneeleven1!' I'm just saying generally doesn't happen ;) )

I personally think that the kits are fine as they are, no extra explosives are really needed, nor do I think flashbang would be useful, as stated above. Of course, I'm not a DEV, so potentially, it still could be listened to :)
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Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Two New Different Specialist kits for INS

Post by Incomplete Spork »

Scot wrote:Why use a flashbang when you can use a grenade? A grenade a) wounds people, b) supresses them, c) scares the shite out of people if it doesn't wound them d)Works very well at killing civlians.
I don't see flashbangs being a problem. Lazy server admins are the problem
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: Two New Different Specialist kits for INS

Post by Spartan0189 »

Hmm, SLAMs could be stolen from a Military ammo storage area :P

But I agree on the kits otherwise, Flashbangs too :P . They can create some real damage in maps like Al Basrah and Ramiel :P
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: Two New Different Specialist kits for INS

Post by Scot »

Incomplete Spork wrote:I don't see flashbangs being a problem. Lazy server admins are the problem
9/10 a grenade will not kill, only wound, unless it lands right next to someone.
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Trooper909
Posts: 2529
Joined: 2009-02-26 03:02

Re: Two New Different Specialist kits for INS

Post by Trooper909 »

flashbangs for U.S & brit maybe like before thay had them i found the old brech bang & clear method usefull but for insurgents? why would thay use a non lethal weapon it dont go with how thay work.And as for slams thay were allways useless for any army in my opion
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