Kits and Player Models

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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LRRP
Posts: 3
Joined: 2005-08-05 17:14

Kits and Player Models

Post by LRRP »

Firstly, I'd like to say great job on 3.0 its awesome to play. There are a few things though that would be nice if they where changed. There not really big things, but a few little things that will enhance the feel and depth of the game.

One thing thats bugged me since the original BF2 was released was the diffrent variants of weapons. I mean the USMC doesnt go around carrying MP5's around or what not. So my suggestion is take the class's and re-work the kits to look something like the following:

Special Forces: (Light Armor/High Speed)
-M4 w/Aimpoint
-Sig P226
-Knife
-Smoke (1)
-Grenade(2)
-Binoculars
-C4

Note: I'd also like to see the SF with a little more endurance, these aren't your average joes here. No speed increase, just endurance.

Rifleman: (Heavy Armor/Slower)
-M16 (Medics Weapon)
-Grenade (2)
-Knife

Grenader: (Light Armor/High Speed)
-M16 w/M203
-Knife

Medic: (Light Armor/High Speed)
-M16
-Grenade (2)
-Knife
-Medkit
-Defibulator

Rifleman AT Capable (Heavy Armor/Slower)
-M16
-Grenade (2)
-Knife
-Light AT (3)

Engineer: (Light Armor/High Speed)
-M16
-Grenade (2)
-Knife
-Mine (2)
-Claymore (2)
-C4 (2)

Support: (Heavy Armor/Slower)
-M249 SAW
-Grenade (2)
-Knife
-Ammo Packet

Sniper: (Light Armor/High Speed)
-M24/SPR
-Silenced Pistol
-Knife
-Smoke (2)
-Binoculars

You'll notice I've left out this pistol on most of these classes. Some kits may seem vary bare but each is there to server its purpose. If you replaced all Armys with the equivlant of what I've posted I thin you would see that they would indeed balance themselfs out.

My second request would be that the player model be updated or redone. The EA models are all fun and fancy, but look nothing like a real Marine. Now I know player models are a big task and this is strickly a cosmetic thing so overall not a big deal, but would be nice to see them changed.

Other wise I'm absolutly addicted to PRMM.
Eden
Posts: 805
Joined: 2005-12-06 14:43

Post by Eden »

Actually I quite like the idea of giving the M16 to all classes with expectation of the specialist classes and support.

One thing I do not like is giving the Support class the ammo bags, the reason this was changed in the first place was to balance things and you should have noticed there is indeed a lot less people spamming the support class.

I would go with keeping ammo bags with the Rifleman Class because currently it seams to work out perfectly and it has given the rifleman a role on the game.

giveing extra endurance for the spec Ops class may seam like a good idea, but if you currently look at that class you will notice that it has everything already, a good weapon/pistol, explosives, binos, grenades. Giveing it extra endurance may be turning it into a super class so to speak.

As for the player models the response you will most likely get is its not going to happen just yet because they are focusing on finishing the British forces at the moment.

I think for the realease of 0.4 people should stop focusing on the US side and forus more on improveing the MEC/PLA side, posable createing a couple of new weapons and I would love to see a new vehicle for the PLA/MEC.
the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

I agree - I think the DEVs need a Mil. Advisor with more Russian/Chinese/Middle Eastern weapon's knowledge
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Pence
Posts: 2248
Joined: 2006-02-04 06:10

Post by Pence »

Hold your horses!

The Dev's are in process of revamping the class selection system, more class'es may be on the way so until then this is rarther un-needed.

MEC and Especialy PLA forces should be the main topic.
"I am not bald, i shave my head"
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"How could you falter when you're the rock of Gibraltar"
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