Taliban deployable HMG/AA/RR

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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Taliban deployable HMG/AA/RR

Post by masterceo »

Before making this topic i have used the search function and i have read the AAS thread, much to my suprise my idea of deployables for taliban faction hasnt been suggested.

what im suggesting is giving the taliban faction deployable HMG/AA/RR positions, i have read some articles and searched over the internet the presence of these in afghanistan and they are quite common.
one of the articles: Taliban Weaponry - Military Photos
as you see the taliban do get their hands on chinese and russian HMGs, AA and RR.

this could be implemented in PR by changing taliban rally point to something called an ambush point, it would work the same way except it will allow construction of deployable assets within 200m of it. it will also act as a spawn point, just like a rally.
now, to keep it balanced ambush point would have to be deployed max 400m from any hideout, and it would allow 2 HMGs or 1 AA or 1 RR. these ambush points would be a substitude for the technicals, which are present in too great numbers right now.

i would like to quote Mongolian Dude now
Not to mention Technicals are being used in a slightly tardish way, with players fearing less retirbution of death aswell as the rarity of the vehicle, that BluFor players feel with humvees and rovers; as a result we see Technicals being used as battering-rams, combine harvisters and lightening assault vehicles.
Besides, having a 50cal and the RPK is a bit much.

I think perhaps instead the suggested decrease in numbers of the Technical should be countered by the INS/TBN having the ability to place 50cals anywhere on the map, aswel as a single AAA peice, wich would have to bee within 150m of a INS Hideout.
i agree on technicals being used in a tardish way, they aren't realistic in the numbers they are now. stationary HMG/AA/RR positions represent better the taliban style of fighting, these positions would have to be build by likely routes of enemy advance and if used correctly would give BlueFor a hard time.

the problem is when it comes to balance. yes, a ZPU can take out an APC easily in PR, some may say it would be an overkill, thats why i suggest limiting some assets to a squad with x number of SM, ex: 4 man squad can deploy 1 HMG, 5 man can deploy RR or 2 HMGs and 6 man can deploy AA.

before you ask what happens if BlueFor wins the encounter, will these assets stay? no, they will be imedietly destroyed when the ambush point will be overrun/destroyed. to prevent players from exploiting this system by setting up assets and then replacing ambush points it could only by replace within 200m radious of every asset.
also, the HMG positions would be only the gun, no sandbags covering the shooter.

there isnt much work on this, since for HMG model chinese/mec/russian HMG model can be used, for AA ZPU 4 is already ingame, only thing to do is make a RR and code the whole thing.

discuss

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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Taliban deployable HMG/AA/RR

Post by masterceo »

any comment on this?

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charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Taliban deployable HMG/AA/RR

Post by charliegrs »

there was a recoilless rifle in the works here
https://www.realitymod.com/forum/f66-pr ... e-wip.html
however work on it has been abandoned. the maker is willing to give it to anyone who will finish it. it would make a perfect deployable.
known in-game as BOOMSNAPP
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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Taliban deployable HMG/AA/RR

Post by masterceo »

so we have a almost done model of RR, just someone would have to finish it and skin.

the point of implementing all this is giving the taliban a new feeling, playing as it will be very unique as they will rely primary on these assets, unlike iraqi ins who use mostly IEDs.

DEVs opinion?

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H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Taliban deployable HMG/AA/RR

Post by DeltaFart »

Ah damnit guys now your making me feel terrible for not being able finish the sights and breech :(
if it wasnt for the absolute lack of detail pictures for breech and optic Id do it
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Taliban deployable HMG/AA/RR

Post by charliegrs »

DeltaFart wrote:Ah damnit guys now your making me feel terrible for not being able finish the sights and breech :(
if it wasnt for the absolute lack of detail pictures for breech and optic Id do it
lol dont feel bad about it, you know how many times ive tried to do 3d modelling and gave up? im sure someone will pick up the RR eventually. atleast you contributed something.
known in-game as BOOMSNAPP
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masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Taliban deployable HMG/AA/RR

Post by masterceo »

yeah, maybe if this idea will be approved by DEVs they'll try to finish your model or make a new one. right now this suggestion hasn't got much attention sadly, because it is realistic and would add some fresh and diffrent gameplay.

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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Taliban deployable HMG/AA/RR

Post by nick20404 »

I would love to see the SPG 9 in game I always wanted it in PR but never figured it would make it, sucks to hear that it stopped for those few issues... Can't you just improvise?
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Taliban deployable HMG/AA/RR

Post by cyberzomby »

It will make them feel more like a conventional army tho. I like them right now. They play a little bit easier/better than insurgents but still have a non-army feel to them. With deployables and sort of base-building they will feel a bit more alike.
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: Taliban deployable HMG/AA/RR

Post by masterceo »

no, by suggesting these deployables i want to make their fighting style unique. these assets are not meant to fortify, they should be placed near BlueFor transportation routes. i dont want the taliban to be like a conventional army, no. since taliban spawnable kits dont have ieds, which is realistic they are now very similar to a conventional force, but with worst guns. giving them an ability to place heavier equipment to ambush BlueFor would require totally diffrent style of gameplay. note that these assets couldnt be used offensivly because they give to cover to the shooter, so placing it in the open would be just a waste, as their crew could be killed by 1 sniper.

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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Taliban deployable HMG/AA/RR

Post by Tim270 »

Only thing is, this would make the TAL forces pretty much the same as all the conventional factions and removed some of the uniqueness of insurgency maps. Also talking of maps, any urban maps that the taliban may fight on at some point would just become a camp fest outside the us main.

The technicals already serve the purpose of a fire support platform + a lot of the maps are setup so the Taliban gets lots of cool ambush positions near caches anyway.
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Taliban deployable HMG/AA/RR

Post by nick20404 »

Tim270 wrote:Only thing is, this would make the TAL forces pretty much the same as all the conventional factions and removed some of the uniqueness of insurgency maps. Also talking of maps, any urban maps that the taliban may fight on at some point would just become a camp fest outside the us main.

The technicals already serve the purpose of a fire support platform + a lot of the maps are setup so the Taliban gets lots of cool ambush positions near caches anyway.
I think you got the Taliban mixed up with the regular insurgents, there is a difference and Taliban don't have any city maps.

Besides Taliban do have this stuff and the Taliban is pretty much like a conventional force, there are allot of large scale battles between the Taliban and other factions IRL, fighting all out wars instead of hit and run tactics like the insurgents use.
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