The Wrench

General discussion of the Project Reality: BF2 modification.
TheAmazingYant
Posts: 269
Joined: 2007-07-07 06:53

Re: The Wrench

Post by TheAmazingYant »

Perhaps allow him to deploy only assets, but not FOBs themselves. Thus a squad can have an SL and the CE laying down HMGs, TOW, AA, foxholes and wire (or at the very least foxholes and wire). The intended effect of this would be to increase the speed at which a squad could develop an FOB into a formidable defensive position, as currently there seems to be little interest in doing so.
Pvt.SmittY15
Posts: 31
Joined: 2009-10-17 06:27

Re: The Wrench

Post by Pvt.SmittY15 »

Combat Can Repair vehicles, It can repair Humvees, LB's and almost any light asset. can defuse Mines/(Gaymores) Claymores, but cannot disable IEDs
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: The Wrench

Post by Web_cole »

DevilDog812 wrote:he should be given a special CE radio, that can direct soldiers to mines and booby traps, like the SL's but more specific, like grenade trap here pipebomb there, artillery ied over there etc
Interesting, not sure how well that would work, but taking the Engineer kit in that sort of direction would be interesting and make it quite unique and cool to play as the Combat Engi :)

Also, yeah, bring back the ability to make FoBs (but maybe not deployables, or vice versa?)
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Dunstwolke
Posts: 45
Joined: 2007-07-18 12:54

Re: The Wrench

Post by Dunstwolke »

Maybe give him a device that sniffes explosives and warns if there's a trap/mine/ied within 25m or so.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: The Wrench

Post by badmojo420 »

Remove the C4 in an alternate load out. Substitute in some slam charges.

Or just remove the ability to stick C4 to vehicles.

That way people aren't scared to take the CE kit on insurgency maps.
DevilDog812
Posts: 491
Joined: 2010-01-26 22:22

Re: The Wrench

Post by DevilDog812 »

would it be possible to make a weapon or tool that showed mines and ieds with the green target boxes? like a minesweeper or bomb sniffer?
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sprint113
Posts: 113
Joined: 2009-12-08 03:45

Re: The Wrench

Post by sprint113 »

What if there were (non-combat) engineer kits that can be picked up at the main base, similar to how kits spawn at caches. They would essentially be armed with only a wrench and can repair any vehicle/chopper. Then an engineer could fly or truck in and repair the APC.

Having the kit be a pick up (non requestable) kit would prevent a crewman/pilot from just grabbing the kit off their APC or chopper crate. It could also be limited so that it can only repair the vehicle to the point where it can return to main under its own power for full repairs (maybe it only repairs so the vehicle isn't on fire and undoes engine damage while keeping the HP at a minimum - not sure if this is possible).

Similarly, crewman and pilots could be given something like fire extinguishers, which would maintain the health of a vehicle when it is burning out. Similar in concept to med patches, it would allow the vehicle to be kept alive until an engineer could arrive.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: The Wrench

Post by Wicca »

I think the engineer in our modern armies have a more active role than just repairing and building FOBS, if you guys are going to make the engineer part of the kit selection then, give him a rifle, binocs and shovel.

Give him extra explosives and give him the possibility to build fobs like a SL.

We dont need extra repair men running around, we need rifles on the ground shooting the enemy, and the engineers are trained for that too. Not just repairing.
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Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: The Wrench

Post by Lange »

sprint113 wrote:What if there were (non-combat) engineer kits that can be picked up at the main base, similar to how kits spawn at caches. They would essentially be armed with only a wrench and can repair any vehicle/chopper. Then an engineer could fly or truck in and repair the APC.

Having the kit be a pick up (non requestable) kit would prevent a crewman/pilot from just grabbing the kit off their APC or chopper crate. It could also be limited so that it can only repair the vehicle to the point where it can return to main under its own power for full repairs (maybe it only repairs so the vehicle isn't on fire and undoes engine damage while keeping the HP at a minimum - not sure if this is possible).

Similarly, crewman and pilots could be given something like fire extinguishers, which would maintain the health of a vehicle when it is burning out. Similar in concept to med patches, it would allow the vehicle to be kept alive until an engineer could arrive.
Extremely nice idea, I was thinking of suggesting a repairman kit that you could get by left clicking on crewman, but I like the pickup kit idea more, they could be in the supply depot bay to pickup, and could contain a wrench, smoke, and a rifle with Ironsights, or no rifle. , and be technically called a wheeled vehicle mechanic(even though its not requestable with a name just so its named). If its possible to simulate what you said by repairing a vehicle enough to be able to RTB. Or if thats not possible make the wrench repair slowly and so it would be encouraged to only repair to a workable level.

People would say well why not just a logi, I say a logi would be a compliment to using the repairman kit, but would be a option if logis aren't available, and may not be used much and wouldn't take up much player space hence a pickup kit.

Also I like the crewman idea, it could be coded that the extingusher could only fight against the vehicles verge of death, and be able to do a sort of repair to stability. This would give the crewman a lot more of a fun role and would encourage more use as the crewman rather than just ditching when your vehicle is about to die.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: The Wrench

Post by Arnoldio »

CE should have some perks indeed.

50% building time on the deploaybles

Ability to remove explosives not just mines.

And, the best of my ides would be a separate foxhole, not the one like Sl deploys but linear one, in the lenght of the wire model, just with a channel down the line. Good for quickly fortifying positions without FOBs. Also max deployed would be 2.
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SGT_Griggs
Posts: 70
Joined: 2009-05-14 12:58

Re: The Wrench

Post by SGT_Griggs »

I like the fire extinguisher idea... There have been countless times on kashan where i've landed the apache on the pads, albeit slightly on fire, to have them explode... I swear IRL most if not all helos, jets, tanks, APCs etc. have fire extinguishers, no?
"The rush of battle is often a potent and lethal addiction, for war is a drug
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: The Wrench

Post by Redamare »

iwillkillyouhun wrote:should be replaced with a dude who's speciallity is to disarm bombs .... with his suitImage
and maybe MAYBE........ we can try to make a mod for this too :P
YES my vote is make it an EOD ... High armor Can only Walk no weapons only defusing equipment / take away wrench -_-

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and the engineer kit..... i dont know keep it for mines and explosives
SGT_Griggs
Posts: 70
Joined: 2009-05-14 12:58

Re: The Wrench

Post by SGT_Griggs »

Yeah and REMOTEC ANDROS too... -_-
"The rush of battle is often a potent and lethal addiction, for war is a drug
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iwillkillyouhun
Posts: 337
Joined: 2009-10-15 15:52

Re: The Wrench

Post by iwillkillyouhun »

SGT_Griggs wrote:Yeah and REMOTEC ANDROS too... -_-
wow...... well i think hard coded but than again we should give some high explosive to the EOD guys to blow the mines and ieds...
As my name shows....... I will kill y'all if you are screwing with me 8-) 8-) 8-)

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

Re: The Wrench

Post by masterceo »

alright, so i was playing as EOD for a Stryker squad today on Ramiel. I managed to disarm about 20 mines before spotting an IED next to a minefield. Needless do say i couldn't disarm it nor blow it up with my C4. I ignored the threat and proceeded to disarm the mines. About 40 secs after I got blown to pieces, however later managed to retrieve my kit and proceed with the mine removal (fun fact: as i was about to disarm the last mine a gary drove over it, i received no harm because i intelligently took cover).

Suggestion is simple: make wrench or C4 blow IEDs, preferably mines to. Clearing a minefield consisting of 10 mines took me about 2 minutes, and using the C4 would make it so much simpler. It is realistic too.

Please DEVs, consider this.

EDIT: could a mod put this thread in the suggestion forums where it belongs? thanks

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eMeRgEnCyLeMoN
Posts: 22
Joined: 2010-04-15 04:20

Re: The Wrench

Post by eMeRgEnCyLeMoN »

CE kit most definitely needs a revamp.

I think there should at least be two different loadouts. One for Insurgency, and one for AAS and everything else.

Insurgency loadout should eschew the C4 (how many times have you actually used C4 to blow up a cache?) for a means to disarm IEDs. I would think that the PRIMARY usage of CE's in Insurgency should be IED identification and removal. Otherwise, they're pretty much useless.

I would reccomend some sort of radio/cell jammer. These are actually used in real EOD teams, to prevent the enemy from simply blowing up the IED when approached. It could be modeled as simply as using the C4 detonator model. It would disable IED's in X range for Y seconds and have Z cooldown.

The wrench could be replaced like Rudd mentioned with some sort of demolition cord or means of dismantling an IED.

To make the CE usefull for more than mining roads in AAS, I would suggest 2 things, and either one or the other would be used.

1. Give back the ability to place FOB's to CE kit (if SL), and REQUIRE CE kit to deploy "advanced" deployables like TOW, AA, covered foxhole (if implemented).

2. Ideally, I would restrict ANY FOB/Base building to the CE kit, and only the CE and Specialist kits would be issued shovels. This would make FOB's harder to build and more critical to defend. Officer SL's would then be only tasked with attacking/defending. I believe this would promote more teamwork, and less "1 FOB for each squad" gameplay.

I would also imagine it would create a whole new take on the Logistics squads, who would essentially be in control of base-building, and the backbone of the rest of the team.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: The Wrench

Post by bloodthirsty_viking »

what if, you revamped an explosive (c-4 or whatever you would give the CE) and made it get ride of normal mines, just as a test.
to acomplish this, let it keep its explosive damage in w/e you would have the range in the next patch, but then have it use the repair action in an area of like.. .5 meters, as soon as the blast has blown.


this would mean you could take and place a c-4 on a mine, and then when you blow it, if you not in cover, or to close, you would still get wounded, and it would destroy any vehicles and stuff in range, aka, leave the exploding part the same. AS SOON as the explosive blast (the part that wounds you)ends, make a very quick, small area, repair. This would be enough to make the mine disappear, but you could not exploit it by putting it on vehicles because it would still explode and destroy the vehicle first, because of how close to the middle it needs to be, and preferable, have the repair section only last a fraction of a second, that way you can not make it to the middle and survive (most likely)

if it works for mines, you could also change it to work for ied's in a later patch.

Hows that sound?
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ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: The Wrench

Post by ZephyrDark »

I would love to see some EOD anti-IED high-explosive put into the game. The in-game C4 seems like a very large amount than what is needed in real life. Currently it seems to be about the size of a piece of 8x11 paper, but about an inch and a half thick. Making it be able to kill explosives like IEDs and mines would be nice, as well as some way to include the same blast radius as said IED, but I don't think we can make a throw-able that can tell what it is on and simulate the explosion, hardcoded seems to be screaming in our face (unless of course, the oh so magical Mosquill is hiding something from us). The combat engineer kit is such a neglected kit that I would love to see more in-game.
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Staker
Posts: 160
Joined: 2009-01-02 21:14

Re: The Wrench

Post by Staker »

I'd be thankful if I could request the combat engineer without C4, simply with right click. It's rather ridiculous that you have to carry a potential infinite source of bomb car ingredients, when you only want to use the wrench to defuse that one pesky mine blocking your way.

Defusing IEDs and C4s wouldn't hurt either. I remember a round on Beirut, when someone on Russian side took combat engineer and placed C4 on a friendly chopper. He was kicked before he managed to blow it up but the kit was taken by other friendly who gave it to his squad mate and only told him not to use the C4. About an hour later he lost the kit and the new owner who was wearing a mushroom on his head decided to blow up the C4. Unfortunately the same C4 was still attached to the same chopper that just happened to be on the cargo ship at that moment. Not really that likely, but still... :razz:
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: The Wrench

Post by badmojo420 »

Wh33lman wrote:even if the mine or IED is spotted, people just avoid it instead of clearing it.
Does this assumption come from seeing people drive around mines? Because I can assure you that a tank + logistic truck team will have the mines blocking their path disabled in no time.

There are a lot of mines that are placed down to kill careless drivers, these mines are usually not removed. But the mines that are used as area denial HAVE to be removed. If you removed the wrench, and your main base became mined, what do you do? Give up?

Keep it.
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