Remove IED from spawn menu for insurgency

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Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Remove IED from spawn menu for insurgency

Post by Incomplete Spork »

Really now, in a full on insurgent battle do 3/4 of insurgents use IEDs? no

I suggest leaving the arty IED at main, and giving the regular SKS IED kit at every cache. This leaves about 4-5 IED kits on the map, and that means 4-5 ieds and landmines, more than enough explosives for the insurgents.

I know dill dong bob will come in here and say that most insurgent attacks are done with IEDs, true. But not in battles. Maybe if the devs implement a game mode in where you travel around the streets all day in a humvee waving at pedestrians then we can use the Ambusher kit as a regular one.

Right now it is to spammy and unrealistic for their to be 100 IEDS and landmines the way they are used.

Now I know the usual bawwing of Insurgents not being able to kill an APC will come in. Now use your brain and think, maybe instead of being aggressive to the APC you should hide.
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Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Remove IED from spawn menu for insurgency

Post by Tannhauser »

There's a problem you didn't state that will take effect :

the ''take-whatever-*special*-kit-there-is-syndrome'' that make PKMs, RPKs and RPGs constantly get wasted, sometimes by idiots, other times by noobs. It'll also take effect on IED kits, believe me.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Remove IED from spawn menu for insurgency

Post by Incomplete Spork »

Then thats the teams problem, kinda like how I can go out and take the apc alone and get it blown up. And you also forget all the RKG's at your disposal
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Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: Remove IED from spawn menu for insurgency

Post by Rangu »

I see your point and you've clearly reflected a bit, but I have to agree with Tannhauser; It is your problem that some noob/smactard takes all the good kits, not his/hers, and will affect you as much as the team, and the general game experience.

Let them noobs rather spawn and die with the IED kits, as i feel they do atm. Limiting the IEDs will only affect the fun-part of gameplay. However, the mines I'd like to see limited... anyway, leave it as it is.
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
PR.IT Stek_WAR
Posts: 61
Joined: 2008-10-15 23:47

Re: Remove IED from spawn menu for insurgency

Post by PR.IT Stek_WAR »

I would be more agree to remove mines insurrectional (black hooke down)
My grandfather used to say: you were born in Italy and you will die in Italy :(
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Remove IED from spawn menu for insurgency

Post by Vege »

Well, the ww2 rifle that INS carries is a joke and who ever want's to sit tight for half a round and wait something nice to drive by can have my respect.
There are godly AK:s that kill everything. I rather use em.
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Remove IED from spawn menu for insurgency

Post by Incomplete Spork »

The AK 47 is from the WW2 era. Hence 47, 1947.
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Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: Remove IED from spawn menu for insurgency

Post by Rangu »

Vege wrote:Well, the ww2 rifle that INS carries is a joke
WTF?

The SKS seriously owns. Might just be me though :razz:
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Remove IED from spawn menu for insurgency

Post by charliegrs »

Incomplete Spork wrote:Really now, in a full on insurgent battle do 3/4 of insurgents use IEDs? no

I suggest leaving the arty IED at main, and giving the regular SKS IED kit at every cache. This leaves about 4-5 IED kits on the map, and that means 4-5 ieds and landmines, more than enough explosives for the insurgents.

I know dill dong bob will come in here and say that most insurgent attacks are done with IEDs, true. But not in battles. Maybe if the devs implement a game mode in where you travel around the streets all day in a humvee waving at pedestrians then we can use the Ambusher kit as a regular one.

Right now it is to spammy and unrealistic for their to be 100 IEDS and landmines the way they are used.

Now I know the usual bawwing of Insurgents not being able to kill an APC will come in. Now use your brain and think, maybe instead of being aggressive to the APC you should hide.
im curious how you know so much about how insurgents employ IEDS.
known in-game as BOOMSNAPP
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aperson444
Posts: 276
Joined: 2008-06-17 19:28

Re: Remove IED from spawn menu for insurgency

Post by aperson444 »

In RL IEds are a big part of insurgency. I would think that doing this would create a problem, not only with kit-wasters, but also it would hinder the realism.
Jonathan_Archer_nx01
Posts: 327
Joined: 2006-12-22 12:42

Re: Remove IED from spawn menu for insurgency

Post by Jonathan_Archer_nx01 »

4-5 IEDs? 2 of which would be wasted by noobs, other 2 would never get a chance to be placed and one that would never happen to come across enemy vehicle.

Can you imagine this on Ramiel or Karabala?

Hell, it can already be boring to death, waiting for a vehicle to drive over it when most of the time, drivers try to avoid roads and when it goes off, the damage can often be nought. Life as an insurgent is already hard enough. I can't imagine waiting/looking for this kit.

The answer is NO.
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: Remove IED from spawn menu for insurgency

Post by Incomplete Spork »

aperson444 wrote: hinder the realism.
It would hinder the realism if the game mode was drive around in a humvee all day patrolling.


And kit wasters, isnt it kinda like the tard who takes the HAT or sniper and wastes it? The coalition can just as easily screw over their kits/assets too
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Agent Parker
Posts: 237
Joined: 2009-03-08 18:23

Re: Remove IED from spawn menu for insurgency

Post by Agent Parker »

And kit wasters, isnt it kinda like the tard who takes the HAT or sniper and wastes it? The coalition can just as easily screw over their kits/assets too
The way you say it it implies that you always use the kits to great effect. What is a kit waster? For me that is someone who has bad luck. And gets getting "wasted" is part of the game. Everyone should have the chance not matter how bad a player he is to use all features of the game.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Remove IED from spawn menu for insurgency

Post by R.J.Travis »

Incomplete Spork wrote:Really now, in a full on insurgent battle do 3/4 of insurgents use IEDs? no

I suggest leaving the arty IED at main, and giving the regular SKS IED kit at every cache. This leaves about 4-5 IED kits on the map, and that means 4-5 ieds and landmines, more than enough explosives for the insurgents.

I know dill dong bob will come in here and say that most insurgent attacks are done with IEDs, true. But not in battles. Maybe if the devs implement a game mode in where you travel around the streets all day in a humvee waving at pedestrians then we can use the Ambusher kit as a regular one.

Right now it is to spammy and unrealistic for their to be 100 IEDS and landmines the way they are used.

Now I know the usual bawwing of Insurgents not being able to kill an APC will come in. Now use your brain and think, maybe instead of being aggressive to the APC you should hide.
I agree the Ieds and landmines are just spammed and INS don't mark them and get team kills.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Remove IED from spawn menu for insurgency

Post by Vege »

Incomplete Spork wrote:The AK 47 is from the WW2 era. Hence 47, 1947.
49 was the year when it was put to production and was taken into use after the ww2. But is ak47 a "rifle" in the first place?
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
Tannhauser
Posts: 1210
Joined: 2007-11-22 03:06

Re: Remove IED from spawn menu for insurgency

Post by Tannhauser »

Vege wrote:49 was the year when it was put to production and was taken into use after the ww2. But is ak47 a "rifle" in the first place?
An Assault Rifle, yes.
«Hollywood jackasses who insist on spending seriously huge amounts of money to make films that even my cat won't watch. And he'll happily sit in the bathroom and watch me shit.»
- [R-DEV]Masaq
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: Remove IED from spawn menu for insurgency

Post by General_J0k3r »

how about: NO! ? ;)
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Remove IED from spawn menu for insurgency

Post by R.J.Travis »

General_J0k3r wrote:how about: NO! ? ;)
how about why?

I suggest removing the 20 min stay timer on the landmines for ins there land mines should go away right after death as they can spam them.
Twisted Helix: Yep you were the one tester that was of ultimate value.
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