Posted: 2007-06-12 21:47
Hey DEV's.....good luck with this ongoing discussion. I'm off to Ft. Bragg soon. Maybe when I get back this discussion will be solved.
HABO3 wrote: but none of those objectives are ingame, PR is conventional land warfare and SF wouldn't participate in it. Yes we know that SF from time to time do join the big army and fight alongside them but it's not the main mission of SF. About the best job I could see for SF would be for them to lase targets for laser guided bombs and missiles fired from aircraft and helicopters but the game already allows pilots to control those munitions without any support, target identification or clearance.
The thing is, the SF class by itself isn't enough to represent special forces that carry out SF roles in real life. SF teams in reality do not consist entirely of guys with M4s with aimpoints who carry a couple of SLAMs in their backpacks. Real life special forces teams do have medics, communication specialists, demolition experts etc. Depending on the mission, they are probably also going to carry SAWs or other support weapons. Because of that, in game, SF forces would be better represented by squads of people using the three other base kits.Long Bow wrote:I never thought about the context that way before. I always looked at it that we could possibly include limited SF in PR to carry out SF roles. What your saying is PR isn't taking place in an environment designed for SF roles. There really isn't a good reason on any map that SF would be needed over a "regular" Marine. Very interesting, good justification to remove them completely instead of limit them.It would be fun to have SF in limited numbers but it would also be fun to have more players capping and defending.
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daranz wrote:The thing is, the SF class by itself isn't enough to represent special forces that carry out SF roles in real life. SF teams in reality do not consist entirely of guys with M4s with aimpoints who carry a couple of SLAMs in their backpacks. Real life special forces teams do have medics, communication specialists, demolition experts etc. Depending on the mission, they are probably also going to carry SAWs or other support weapons. Because of that, in game, SF forces would be better represented by squads of people using the three other base kits.
Having a dedicated "special ops" class just reeks of vanilla, where these are supposed to be the people who lonewolf behind enemy lines, blowing up UAV trailers and planting C4 on tanks in bases.
M16 with 1337 laser dot and kevlar, now he just needs an explosive medic bag to booby trap the enemy in need of healing...loldaranz wrote:Take away the red dot sight from the spec op and give it to the medic - the team's survivability will increase 100 times.
No because its always good to have some one with a CQB weapon in the squad who also has some ability to blow things up or destroy commander assents! like on kashan desert the m4 is the best kit for assaulting the bunkers b/c all the mec guys have fully auto guns and in close range the 3 round burst puts you at a slight disadvantaged!JP*wasteland.soldier wrote:But that discourages squad cohesion and encourages lone wolfing. Wouldn't you agree?
that, would help, the specops would have no zoom when rifle man dose.Cheeseman wrote:Last I remember the mod was called Project Reality, and in reality you have the Spec Ops equipped with an M4A1 which has Full-Auto selector switch/trigger pack. If you guys have so many problems with something as insignificant as the M4A1, then I'm wondering how much complaint we're going to see from the community when the Canadian Forces faction is added to PR (Canadian Forces are issued Full-Auto C7A2's/M16A3's with telescoping stock and ELCAN optical sight).
+1Cheeseman wrote:Last I remember the mod was called Project Reality, and in reality you have the Spec Ops equipped with an M4A1 which has Full-Auto selector switch/trigger pack. If you guys have so many problems with something as insignificant as the M4A1, then I'm wondering how much complaint we're going to see from the community when the Canadian Forces faction is added to PR (Canadian Forces are issued Full-Auto C7A2's/M16A3's with telescoping stock and ELCAN optical sight).
Spec ops for Brit is similar to the US is it not?Teek wrote:that, would help, the specops would have no zoom when rifle man dose.
Its always the US m4 spec ops, not the Brit, MEC, PLA specops with red dot gun. because the US lacks full auto, they go there.
specops is a lame kit on Brit MEC, and PLA because they get no zoom, no nade, no armour, no ammo. US specops has the auto however, that why there is more m4whorz.
i think that is a Brilliant Idea.<S8>Inchon wrote:I would like to see the special forces kit be modified to have a parachute and/or a rope to climb ontop of buildings or over walls. I believe this would make the kit different from a rifleman kit by giving them greater flexibility to disrupt behind enemy lines.
Example: Squad one is pinned down. 2-3 special forces paratroop behind the enemy infantry/armor and destroy using C4 and M4s.
or
Example: Squad one is pinned down. 2-3 special forces moving in the area are able to flank the enemy and climb ontop of a roof to provide suppressing fire for the squad to move to safety.