fred450 wrote:I forgot to mention all vehicles could be auto-repaired (slowly) at the main base, inside hangars or something, not needing an engeneer Why should it be a privilege of choppers and planes? The engeneer might stay, though, to repair bridges or artillary and stuff like that. Not to be destructive, sabbotage is the job of Special Forces. Besides you don't want mines around your base as you depend on tanks coming out of it.
I agree here. Vehicles can already resupply at the UAV trailer, they might just aswell be able to get repaired there aswell. But then again, when I'm driving a tank I tend to play as engineer anyway, so when my tank / APC gets hit or I run out of ammo, I just park my tank next to the UAV trailer, get out, repair the tank, get in, wait until I'm done resupplying and drive off to happy battle again.
Not being able to repair might encourage people who drive APCs to use the engineer class more often (which would be realistic - when I kill a tank I don't expect two machine gunners or medics to get out of the wreck - tank crews are usually armed with PDWs or similarily light weapons). I wouldn't mind the repair-ability at the base though.
EDIT: For christ's sake though, make sure that EVERY map HAS a UAV trailer.
I have spent ages trying to find the UAV trailer on Jabal al Burj (sp?) to resupply my APC.
I had to abandon it in the end
As for the engineer class being used for repair purposes only..
Meh... I don't know. I guess people really wouldn't want to play the class if the only thing you can do is repair stuff and barely defend yourself with a weapon that is inferior to 90% of the other weapons in the game.
I don't really see a lot of mine / claymore spamming on the servers right now, so I think it's okay when the engineer carries anti tank mines. MAYBE remove the claymores.
The way I see it:
Spec OPs should be used for offensive explosive deployment (SLAMs with timed explosion, so they can't be used for vehicle ambushes, etc.) and minor infantry battle (operating alone behind enemy lines, etc.)
Engineer should be used to deal with all repair stuff (assets, friendly vehicles) and to drive the heavier vehicles (tanks, APC) because he knows how to hanlde them (in-game: he can repair them).
In addition he gets anti tank mines for defending purposes and possibly remotely detonated C4 for ambushes because, when not actively driving in the tank, he has more of a defensive role, hence the defensive explosive weapons.
While this might seem to make the engineer a pretty powerful class, this is pretty much the way it is now, and I really can't see that class being overused. I think engies are fine the way they are now. Maybe remove the claymores and give those to a different class.
Those are small maps that dont need ressuplying sources. Besides you can resupply at the chopper, which i've done several times even when beeing MEC and even the chopper was wrecked. All the US team has to do is to land on a safe place instead of keep happylly flying around. The MEC dont need vehicle since their rear base is at land and will privide enough supplyes. Plus the Assault class must be given a more decent amount of ammo at start, given his role.
Don't get me wrong, I LOVE Muttrah and it's totally fine and dandy without vehicles
The thing is just, if you're playing as MEC and you want to set up a defensive position (be it as sniper or, even more importanly, as support with a machine gun) you will need TONS of ammunition.
As of now, the machine gunners get 1 or 2 additional clips depending on SAW / RPK. If you give lots of suppressive fire, these few-hundred rounds can go down pretty quickly.
If you watch military documentaries or images, you will find that machine-gunners, who have set up a defensive perimeter, have a guy next to them supplying them with ammunition.
It would be stupid if, as a support gunner, you'd have to get up, run some 300 meters back to your base (which is a long distance in BF2), resupply, and set up your position again.
I think we just need one class who can hand out ammo bags.
I realize that supply crates are a solution aswell, but keep in mind that the squad leader is the only one who can request them and if you have a support gunner on a rooftop whil the rest of the squad is moving on the ground, it's hard for the squad leader to point the supply drop request accurately, so they will actually land anywhere near the gunner.
Besides, the assault class is, as of now, limited to 3 bags of ammo before he runs out. It's just enough to be able to support the squad comfortably for a while until he has to resupply at an ammo crate / vehicle aswell.
As for your above post, again, I think we can agree here.
The machine gun dynamics themselves are ok, it's the behaviour of the overall class that needs fixing.
One thing I propose is to fix the insta-proning (for all classes, mind you).
If you go prone, you see the nice prone-animation and it should take about one second after hitting the ground until you can fire or even bring your iron sights up.
For the heavy support weapons, maybe make that two seconds.
It'll make sure the support guys remaing prone and in position. If you are prone and crawling around, make it so that you have to rest for 2 seconds again until you can fire.
Also add a heavy penalty on accuracy / bullet spread when shooting whilst standing.
This should give the infantrymen carrying light assault rifles the edge when it comes to everyday combat situations, where running and quick movement is involved, but it will keep the advantage the support guys have while lying prone with their weapons fixed and aimed towards the enemy.
As for the sensitivity-slow-down;
You sound like you aren't a big fan of it either

I think it would be a rushed limitation, and people might find ways (scripts, whatever) around it.
I also think that, with my suggestions, the situation could be improved to a enjoyable point where this wouldn't be necessary anyway.
I like this thread.
It's a good discussion and I hope we can help to improve this thing.