Page 6 of 15
Posted: 2007-04-10 00:41
by ArmedDrunk&Angry
I want more explosives on the "spec-op" kit but any change that is made to the class that will lower the leetsmacktard usage would be great.
Whenever I make an easy kill it's always a guy carrying the spec-ops weapon.
Posted: 2007-04-10 00:49
by youm0nt
To be honest, I don't know what to choose for the poll... The results are very close... We'll just have to see what the devs do with the kit for .6....
Posted: 2007-04-10 13:39
by Longbow*
Seriosly, make it Recon class , maybe with some abilities like UAV ( not exactly in the way it is represented in vanilla , just something new .. ) or other , calling airstrikes etc etc . Remove scope from M4A1 & L119A1
Posted: 2007-04-10 14:19
by BlackwaterEddie
Its not a scope, its a red dot sight, and its catered towards use in a CQB situation, i dont see why it should be removed, you should be glad it isnt an ACOG.
Posted: 2007-06-10 12:30
by Biggaayal
Found the best thread to post this I believe.
Plz bring back parachutes!. I really miss parachuting in with a whole squad. It is something that was so well done in the bf2 engine.
I would really love to see the chute again (especially with the great transport choppers we have now) either in the spec ops kit, a special airborne class, or as a request-able kit. Any info on this ever happening?
ps airborne is in the lead in the poll!
Posted: 2007-06-10 12:47
by ghost_dog
OK Special Forces are just that Elite. So they have abit of everything cause they need it all.
KEEP>>>>>>>>>>>>
1.> Binoculars
2.> C4
3.> Smoke Grenades
4.> SOFLAM ( just make the look look cooler hate the look )
And maybe the whole look like a small backpark, maybe a pirate head band look. I really like the way the marines look with all that webbing in IRAQ.... that be cool. Like a Pirate head band under the helmets hang out the back of the helmet over the back of the neck if you know what I mean.
Also the helmets with that PARA look like the sniper bits that come out of the helmet.
What do you think guys?????????????????????
( I WISH I WAS A FAST DESIGNER ) hehehehehehehe
Posted: 2007-06-10 13:01
by Taffy
Smitty4212 wrote:I'm not too concerned right now, jack of all trades master of none type deal sounds ideal.
But surely that's the exact opposite of a special forces soldier?
Make it a limited kit, with knife, carbine, nades, SOFLAM, SLAM, C4, no body armour, field dressing. SLAM and C4 could be used for different roles: SLAM for destroying targets, C4 for destroying/seriously damaging armoured convoys and the such. That's my 2 pence.
Posted: 2007-06-11 15:13
by AnRK
If it's been kept in the longterm I'd like to see it as a recon kit. What kind of equipment they would use or whether it's realistic is beyond me though.
Posted: 2007-06-11 15:24
by MichSt-Spartan
We need a paratrooper class badly..
Posted: 2007-06-11 15:30
by eggman
MichSt-Spartan wrote:We need a paratrooper class badly..
All base kits in the v0.6 build have an _para variant. These can be used situationally for insertions.
We have no intent to add back in a class that jumps from helicopters ad hoc.
Posted: 2007-06-11 15:59
by ArmedDrunk&Angry
We have no intent to add back in a class that jumps from helicopters ad hoc.
I am very glad to hear that.
Posted: 2007-06-11 17:33
by daranz
There's no paratrooper planes in PR, so giving people parachutes in pointless.
As to specops, give them the dual uzis, so that they're even easier to kill when they run around like headless chickens.
Seriously, though, thinking of the class as "spec ops" isn't going to work to well. Real life special forces teams don't consist of people with the exact same equipment, and because of that, any squad in PR containing riflemen, medics and engineers can be considered specops, and can perform special operations. What the specop would really be good at is a spotter for the sniper or a recon guy. Perhaps his kit should be more similar to the officer's kit, with a SOFLAM, and signal grenades for marking enemy positions. The specop shouldn't be any better at any sort of combat than the rifleman, as this attracts tons of smacktards to the class, and forces SLs to yell at them to grab something else.
Another interesting thing to do with the specop would be giving him some sort of a bonus to intelligence gathering in the insurgency mode. After all, special forces in real life often handle capturing of high profile individuals and recovery of intel from behind enemy lines.
Posted: 2007-06-11 17:45
by eggman
nice idea wrt intel bonus for spec ops.
Posted: 2007-06-11 17:57
by MichSt-Spartan
daranz wrote:There's no paratrooper planes in PR, so giving people parachutes in pointless.
As to specops, give them the dual uzis, so that they're even easier to kill when they run around like headless chickens.
Seriously, though, thinking of the class as "spec ops" isn't going to work to well. Real life special forces teams don't consist of people with the exact same equipment, and because of that, any squad in PR containing riflemen, medics and engineers can be considered specops, and can perform special operations. What the specop would really be good at is a spotter for the sniper or a recon guy. Perhaps his kit should be more similar to the officer's kit, with a SOFLAM, and signal grenades for marking enemy positions. The specop shouldn't be any better at any sort of combat than the rifleman, as this attracts tons of smacktards to the class, and forces SLs to yell at them to grab something else.
Another interesting thing to do with the specop would be giving him some sort of a bonus to intelligence gathering in the insurgency mode. After all, special forces in real life often handle capturing of high profile individuals and recovery of intel from behind enemy lines.
HALOs can be done out of BHs and Merlins.
Posted: 2007-06-11 18:26
by daranz
MichSt-Spartan wrote:HALOs can be done out of BHs and Merlins.
Neither Blackhawks nor Merlins fly at 30000ft. Besides, they're damn choppers, and not intended for HALO deployments of troops.
Unless you mean in game, but then, that's kinda my point.
Posted: 2007-06-11 18:28
by M.J.Patterson
I would have to vote for make it a CQB rifleman and SF should be limited...
Posted: 2007-06-11 18:29
by Wasteland
One thing I definitely wasn't hoping to see with spec ops was a boost to their RoF.
Posted: 2007-06-11 18:38
by ReadMenace
Cerberus wrote:In a realism mod it's a bad idea. The whole concept of a "CQB Rifleman" just isn't realistic. It's not like in a marine rifle squad you're going to find a few guys carrying M4's for the purpose of clearing rooms. You're making the M16A4 sound like a bolt action Mosin-Nagant that weighs twenty pounds.
Perhaps we should replace the spec ops class with a radioman or fire support guy, either being capable of calling in airstrikes.
No, but the Marines do have M16A4's with EOTech reflex sights. Make the M16 a little more functional in CQB.
Posted: 2007-06-11 18:44
by eggman
RoF on SF carbines is unchanged, just the sound is now matched to the M4 RoF whereas previously it was off.
v0.6 SF is the only class without body armour. Not a very attractive class if used as a direct combatant class. But a great class to work with a sniper team or as a saboteur.
HALO from a helicopter ???? High Altitude Low Opening .. from a real life perspective, we're talking about jumping from several miles high with oxygen masks here..... not jumping out of a Blackhawk and popping the chute 10m above ground. Please don't confuse vBF2 with reality.
We already have _para variants, just nobody has [yet] made a really good map that has a plausible para insertion scenario. We tried it with Airport, but it didn't work out too well, tho I still think Para Insertion is a viable aspect of modern combat that we should try and get into PR. But as already stated, we don't have any interest in enabling HALO from Blackhawks within the game... that would be one of those vBF2 artifacts we're progressively getting rid of.