Page 13 of 15

Posted: 2007-06-25 13:35
by nillazsuck
How about complete removal of the sf kit.

Posted: 2007-06-25 13:36
by Swe_Olsson
Paratrooper kits would add such a different gameplay, especially in tournaments. Because the game play is different, ( tactic's,squad members, commander's @ all times ) I havnt Played in a Tournament my self, but on other people's experience and stories it add's something special a pub game cannot provide

Posted: 2007-06-25 13:43
by 101 bassdrive
who actually cares bout the SF anyway?
only thing good bout them is that theyre ridicilously easy targets xD

Posted: 2007-06-25 13:58
by Red Halibut
I think I've finally come round to the point of view that we should just dump the SF kit. It seems to be the biggest bone of contention among all the kit loadouts.

We don't need it to have a good time, and we don't need it to have a realistic scenario.

Posted: 2007-06-25 14:32
by Outlawz7
Yeah, rather see a Paratrooper, but limited, so you couldnt have people spawning as para, while being on ground.

Paratrooper kit idea:
-is a requestable kit, but unlimited, same as Pilot.
-can only be request at the base/helicopter.

Loadout:
- K-Bar
- M16 x6
- Smoke x2
- Frag x1
- Light Body Armor (if possible ??) or no armor at all
- Field dressing
- Parachute, which can only be deployed once, if possible again. So once you have jumped out, opened the parachute and landed, you will not be able to use it again. Maybe we could "resupply" it ...
- no binocs

EDIT:
Squad Leader Para
-avaiable only to SLs, same as Officer
-same loadout as normal Para, but:
- Signal grenade x2
- SOFLAM

Posted: 2007-06-25 14:47
by Long Bow
I don't see the point of dividing the spec ops into two classes. Why have one that has the SOFLAM and no SLAMS. It would be worthless compared to a rifleman. If your going to keep the SF (good ridance) then make the kit suit the intended role, no need to create minor variances and nuiances for SF, this just takes the game in the wrong direction IMO. :grin:

Posted: 2007-06-25 15:33
by $kelet0r
*smacks the foo's who want a paratrooper kit in a realism war game with wet cod
The whole point of paratroopers is that rather than have an invasion that is crippled by requiring road or water ways, you can avoid all that logistical nonsense and invade from the air. So like on Airport, the whole team is given a parachute or none are.

Posted: 2007-06-25 15:37
by Brummy
I would like to see Powerful Slams and actually more Stamina, A little bit faster pace than other, and weapon a bit more accurate. Make it a request kit tho.

Posted: 2007-06-25 15:38
by Outlawz7
Altough I suggest, that the chute cant be deployed, after you have fell down at least 75 m, to prevent people exploiting the kit vBF2 style by jumping off buildings etc.

Posted: 2007-06-25 15:39
by $kelet0r
Outlawz wrote:Altough I suggest, that the chute cant be deployed, after you have fell down at least 75 m, to prevent people exploiting the kit vBF2 style by jumping off buildings etc.
i'm thinking of a word beginning with h...

Posted: 2007-06-25 15:41
by Outlawz7
$kelet0r wrote:i'm thinking of a word beginning with h...
Well, you cant really open the parachute immediately, takes at least 8-10 m, altough Im thinking "EA" again....could be H

Posted: 2007-06-25 16:04
by FockeWulf_
101 bassdrive wrote:who actually cares bout the SF anyway?
only thing good bout them is that theyre ridicilously easy targets xD
Only good thing about them are that they do have m4+aimpoint. And yes, they are sitting ducks :P

Posted: 2007-06-25 16:36
by Red Halibut
No, I think we should give them better armour. After all, they are special forces, they are likely to be in more dangerous places, doing more dangerous things. Also as they train more they should have better stamina. Also, they should have practiced B.A.S.E jumping so I don't see why they couldn't repack their chutes and jump off tall buildings....

Ah sod it, I can't even pretend to keep a straight face while typing this.

Posted: 2007-06-25 18:14
by Outlawz7
Yeah, there comes the prob with most of noobs playing SF. Can imagine in the middle of a firefight in a jungle, SL asks Jimmy Newb:
"Jimmy boy, why dont you have the Rifleman, we need that now"
"omg, gtfo, SF rulz, I has 1337 parachutz and uber laser aiming point :D "

Posted: 2007-06-25 20:33
by ReaperMAC
Outlawz wrote:Yeah, there comes the prob with most of noobs playing SF. Can imagine in the middle of a firefight in a jungle, SL asks Jimmy Newb:
"Jimmy boy, why dont you have the Rifleman, we need that now"
"omg, gtfo, SF rulz, I has 1337 parachutz and uber laser aiming point :D "
LMAO :p

Posted: 2007-06-25 20:53
by PrivateJson
AdeptAbyss wrote:Spec ops has a hard enough time getting behind enemy lines, the para kit would help only problem is, not all maps have helos, which reduces the places they would be used and make them pointless in some maps. i doubt IRL people run around with paras on their back with nothing to jump out of (i could be wrong it a strange world)
Most maps have some sort of fast vehicle that will get the SF where they want to go quick, it's just not funny having a SF squad, unless you combine it with riflemen (for ammo), medics (for.. yeah), SL with officer kit, etc.. So a SF squad.. is one or maybe 2 SF soldiers.. not very SF..

My 2 cents,
Steen

Posted: 2007-06-25 21:55
by DarkTalon
The SF kit was added into BF2 for sabotage, and it does that very well. I don't think they were meant to fight alongside the actual soldiers. maybe we could really nerf them so they can't fight in a battle at all, unless they use stealth/ambush tactics.
I don't think using it makes you a noob, just using it the wrong way.
so give them a crappy small gun and more explosives.

Posted: 2007-06-25 22:18
by Lampshade111
They are already weaker than the other classes. They don't get hand grenades or body armor.

Posted: 2007-06-25 22:19
by {GD}Ghost
I think most people have it all wrong. No matter what you do to the "SpecOps" kit, people are going to love it or hate it. What is their main role as if applies to PR?

1). Disrupting enemy movement/operations, usually behind enemy lines.
2). Surgical strikes on specific targets/locations/equiptment.

With the exception of being equipt with explosives that can take out assets, this is something that can be done with just about any kit. Too many people get hung up on the title of the kit. The only thing stopping any kit from being used as a "SpecOps" kit is lack of appropriate explosives with some of them. If you give a basic rifleman a few explosive packets, he's fully able to operate as SpecOps.

Also, say you're target is an armor depot behind enemy lines. You might want a few pieces of equiptment that enables you to deal with armor. The SpecOps kit, as it stands is not necessarily equipt to handle all aspects of what one might encounter as a SpecOps player.

So, lets not get so hung up on the kit itself. SpecOps, as it applies to PR is mostly how you play. I think there should be a few kits that are slightly different that makes them more suited to covert ops and less effective in straight up b@lls to the wall conventional combat. However, don't take their teeth from them so they cannot survive if discovered behind the lines. Let their basic equiptment allow them a fighting chance.

Solution!

Posted: 2007-07-05 23:13
by Apheirox
I have come up with a solution I would very much like to see. It generally revolves around making the spec ops a dedicated saboteur creating havoc in enemy main base and completely removing it from the main fighting. Playing it will be a completely different experience compared to any other class.

Details:

- Now a limited kit. The quantities are 0, 1, 2, 2

- Kit can only be requested in a pure spec ops squad. It obviously requires only one person in the squad to request

- Spec ops instantly die if trying to pick up other kits. Spec ops kit can be picked up by others, however. If the kit is lost it takes five minutes to return to request pool like the heavy AT, AA and sniper kits

- Loadout geared for sabotage, not combat: No body armour, M4 with only two clips, silenced pistol, plenty of SLAM's and C4. Also has C4 car bombs

- Car bombs take a while to set up. They can only be removed by engineers. They deal the same damage as regular C4 and explode the second somebody enters the vehicle. They are invisible but make a distinct ticking sound (think Counter-Strike). They should be made so that if you take the time to check for them you can avoid them easily enough.

- Special ability: Can hotwire and drive enemy transport vehicles.

- Possibly controversial special ability: Disguised, wears enemy uniform!