Page 2 of 2

Re: The Special Forces kit...

Posted: 2009-08-28 10:21
by Rudd
I don' think the SF kit should return to main PR because it was misued so much, BUT it should definately have a place somewhere in the game, a special mode of some kind (the much talked about scenario made maybe?)

BUT! I do want a requestable rope kit, if you forget to bring one it really messes up your strategy on some maps. But rifle special isn't requestable!!!

Re: The Special Forces kit...

Posted: 2009-08-28 14:46
by Drunkenup
Rather than bringing back the Special forces kit, why don't we bring in a whole SF faction. Not 1337 Special forces (I.E. Seals), but like the Army SF, Rangers and a Marine Expeditionary Unit.

Re: The Special Forces kit...

Posted: 2009-08-28 15:00
by McBumLuv
The SF kit had a very nice use right alongside the sniper, as a spotter. I'd really like to see a spotter kit reappear ingame, taking the sniper's SOFLAM, range finding methods, as well as removing the ingame markers with distance values and adding ballistics.

A Stripped SF kit without the explosives, but with tripflares, his rope and carbine would be an excellent addition to the sniper team, especially if you want to get rid of the lonewolf leetsnipz0r stereotype of players towards others, than you should make it less constructive to lonewolf.

Re: The Special Forces kit...

Posted: 2009-08-28 15:00
by SkaterCrush
Drunkenup wrote:Rather than bringing back the Special forces kit, why don't we bring in a whole SF faction. Not 1337 Special forces (I.E. Seals), but like the Army SF, Rangers and a Marine Expeditionary Unit.
Um they are all "1337" special forces FYI, but I get your point XD. Yeah I agree with the "You don't need a spec ops kit to to spec ops work", but I would enjoy seeing a mod for SF, or a game mode.

Edit:
McLuv wrote: A Stripped SF kit without the explosives, but with tripflares, his rope and carbine would be an excellent addition to the sniper team, especially if you want to get rid of the lonewolf leetsnipz0r stereotype of players towards others, than you should make it less constructive to lonewolf.
Um yeah Rifleman specialist with SOFLAM and a grapple for extra (swap for rope? Keep Grapple on urban maps?). There isn't really a "specialist" assignment irl (well there is a rank but thats a tad different), and I think its meant to represent multiple things, like a door breacher (shotgun), plus the grapple, and sort of a guard/spotter/flank watcher with the tripflare. I'd much rather see the specialist with that instead.

Re: The Special Forces kit...

Posted: 2009-08-29 03:17
by mrnothing
As many have said before, instead of returning the SF kit to PR, a mod should be dedicated for the SF kit to be useful.

Though SF community are called in for high class or high priority missions that require a greater level of training then the conventional soldier, the SF kit would be useless in my opinion to PR which is focused on more of a squad level idea where the soldier is put in a more direct combatant position.

Plus most of the time the people that grab the SF kit in PR think they are so L337 -_______-

Re: The Special Forces kit...

Posted: 2009-08-29 04:14
by ReapersWarrior
iirc the devs have gone over a SF faction about 100000000000000000000000x saying there is no way in hell. so im sure when they read your suggestions they wont be happy.

its not gonna happen :?

Re: The Special Forces kit...

Posted: 2009-08-29 05:50
by Sidewinder Zulu
IMO, it's good that the SF kit is gone, but it would be nice for regular infantry to have acces to some small explosives.
Perhaps the Squad Leader kit could have like one SLAM in it?
But I guess that's another story. :)

Re: The Special Forces kit...

Posted: 2009-08-29 09:39
by Saobh
If the teams where 120 vs 120 there could be room for 2 lonely SF kits but with so few players on each side its not realistic enough to have so much of your forces used up in such a way.

And as said this has been discussed to death ;) ---> locked