Page 3 of 4

Re: The Wrench

Posted: 2011-02-04 20:38
by Stoickk
On a related note, insurgents need a wrench on at least one of their kits. Last night we had a player that decided it would be funny to spawn in with sapper, place a mine underneath gary inside Insurgent main, then leave the server. Our only option was to have someone drive gary over the mine and lose the asset until it respawned later. This is one rather extreme example, but what about other times where mines are placed and later need to be removed, or in the unusual, but not unheard of, cases where blufor places mines that need to be removed?

Re: The Wrench

Posted: 2011-02-04 21:15
by Pirate
Operator009 wrote:I say we let them repair HMV's at least. BUt...

Best option would be for the combat eng's ability to use the wrench for an extended amount of time (2min of str8 wrench work) in order to "armor up" the HMV.

It could also be a another benefit besides more armor. Speed boost? Two extra passengers? Ability to request kits from it?

This would also make the HMV alot more versatile to fill in different roles, as their real life counterparts are. Hell, we can even give one hmv the ability to detonate mines 20m away or something (but the ability charges like sprint (1:30min times)
They should also rename the Combat Engineer kit to 'Xzibit' and have the character be black and carry golden chains.

Re: The Wrench

Posted: 2011-02-04 23:43
by ytman
Keep the wrench. Split the kit.


Standard has EOD abilities (EOD explosives, wrench).
Alt has better mining abilities (higher maximum amount of mines, 2 mines to hold, no C4).

Re: The Wrench

Posted: 2011-02-05 00:10
by SGT.Ice
Far as I was told when I talked to an engineer about 6 months ago. Most of what he did in iraq was Demolitions ie. Clearing IED's and building demolitions. So why would you split a kit where a lot of your job is building stuff or destroying things? That just don't make no sense at all.

Re: The Wrench

Posted: 2011-02-05 03:20
by HMARS
Maybe if the engineer had some of those giant mine-clearing snake things...
Or just command-det c4 to stick on IEDs.

Re: The Wrench

Posted: 2011-02-05 06:20
by Redamare
Wrench = useless . . . it can only repair light vehicles . . its FASTER if you just drive back to main and repair than sit in a fire fight and Repair the vehcile . . . to get rid of Mines there should be a EOD usage insteaof " lets use a wrench to remove a live explosive"

Re: The Wrench

Posted: 2011-02-05 07:15
by Sekh765
ChizNizzle wrote: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.
This post seems to have been glossed over but I liked it. If you want the CE to be about building things, make it a focus, give it something to allow it to excel in FOB setup/construction (start with returning the radio), then go from there. Logistics is incredibly important in the current state of PR, so having a Kit devoted to providing it doesn't seem outlandish.

I also liked the extended foxhole idea, with the introduction of mortars, having a place to hide when you spawn can be critical.

Re: The Wrench

Posted: 2011-02-05 11:44
by Damian(>>>PL
I have proposition mabey you can make two enginer kits,
LMB witchout C4 and witch 2*mine
RMB witchout mine witch 2*C4s

Re: The Wrench

Posted: 2011-02-05 20:16
by ytman
SGT.Ice wrote:Far as I was told when I talked to an engineer about 6 months ago. Most of what he did in iraq was Demolitions ie. Clearing IED's and building demolitions. So why would you split a kit where a lot of your job is building stuff or destroying things? That just don't make no sense at all.
Because you can't bring both equipment types to the field with you.

I doubt he was clearing IEDs and placing demolitions in buildings at the same time. Besides, the mine laying capability is primarily against a conventional faction and not against an insurgent faction deeply embedded with a civilian populace.

Re: The Wrench

Posted: 2011-02-06 21:17
by MrTomRobs
I must agree that the kit needs a re-vamp. apart from maybe on insurgency, it doesn't really have that much specialist use at all. And even in insurgency, like has been mentioned, it can't get rid of IEDs, which are what are mostly used...

But one idea though, surely a KA-BAR or a bayonet can be used to clear trip mines? But i digress...

Re: The Wrench

Posted: 2011-02-06 21:25
by Brainlaag
[R-DEV]Rudd wrote:could even make a chaplain kit thats able to 'bless' vehicles, these vehicles would be able to resurrect themselves for 10mins after being blessed.
I dropped out of my chair when I read this xD

Re: The Wrench

Posted: 2011-02-06 21:43
by Dev1200
The point of combat engineer kits are to place minefields on AAS, and clear them on insurgency. They are also useful for placing C4's to destroy field guns, empty assets, etc.

Removing the kit would be to remove mines from pr, and the ability to pick them up. =\ I see no point in removing the kit. If people need to use it, they'll use it.

Re: The Wrench

Posted: 2011-02-07 02:18
by Lone-Assassin
It has become clear to me that the only REAL solution to this is to scrap the Engineer kit and replace it with the Scooba Diver Black Ops kit.

Unlike other kits the user of this kit will be able to swim UNDER the water for an finite ammount of time. The SDBO kit will not carry standard weaponry. Instead, the main weapon will be a harpoon gun which has a secondary mode which shoots harpoons with explosive heads, capable of destroying light vehicles aswell as tanks (Should the user get a 3 kill streak it will also be able to lock onto aircraft). The sidearm will be non other than a fully automatic silenced shotgun with a variable scope capable of 24x zoom and a choice of standard shells, slugs (for long range sniping) and ammunition which sends a ball of flame at your enemies (Also capable of killing the crew of ANY vehicle).

The user will also have fragmentation, flash bang and teargas grenades as standard. So far this kit might sound like your run of the mill kit, but this is where you are wrong. Prepare to have your mind blown when you realise this has been PRs missing link all along. The kit also comes with the staggering inventory of special operations items which include the ability to deploy zip lines, dig tunnels to attack from underneath and even coerce local AI civilians into geurilla warfare against the enemy. How could I forget the one you've all been waiting for... yes its here... the portable quad bike, for when walking just isn't fast enough.

What would this kit be without some unique special features. A bullet time mode will be included which, when activated, forces everyone on the server to watch in a 3rd person perspective as you dive, roll and, new to PR, dance your way to that perfect headshot. Special, SuperKills will also be included aswell, such as the ability emerge from the depths and pull enemies under the water silently. The SDBO operator will also be able to make use of the extensive training they have recieved and be able to solo crew any available vehicle on their team and even steal enemy vehicles and crew them! INCLUDING AIRCRAFT!!

This kit will add an entire new dynamic to amphibious assault maps such as Operation Barracuda, Muttrah City and ofcourse Kashan Desert. Ofcourse, some sacrifices will need to be made, all kits field dressings will be replaced by fishing nets which can be used to trap the user of the new kit. To ensure that the realistic element is maintained in PR I see no excuse for this kit not being immediately implemented
:mrgreen:


Seriously though, I think a viable answer to this issue could perhaps be to replace the wrench with some form of 'combat toolkit' which could not only be used to defuse mines and IEDs but also could perhaps be given the ability to break open doors much like the shotgun the specialist carries, although I don't know if this is possible to implement.

Another answer could even be to give the specialist the ability to defuse mines and IEDs which in my opinion would lead to more searching at a squad level for these threats and also would not lead to them simply being bypassed as more squads would have a specialist to actually remove the threat. Most people, as some have already said, simply cannot be bothered to report the threat to the rest of the team, let alone wait for an engineer to come and deal with it. This could also lead to teamplay such as infantry squads moving up ahead of vehicles with the actual intent of searching for mines and IEDs.

There could then be a kit which has the sole ability to place mines and explosives when needed?

Re: The Wrench

Posted: 2011-02-07 02:30
by HMARS
Maybe the wrench model could just be replaced with, like, some wire cutters?

Re: The Wrench

Posted: 2011-02-07 04:48
by Hunt3r
To get rid of the "hey guys let's use infantry to clear mines" ridiculousness, how about we just have mine-rollers or mine-plows attached to an APC? Same APC would have a "detonate IEDs within x distance" feature. Call it a cellphone broadcaster.

Re: The Wrench

Posted: 2011-02-07 07:17
by zenarion
Anti-materiel rifle, to blow up IEDs and mines at a safe distance for the Alt CE kit. Can double as a sniper rifle, but has only a "deployed" mode. Because god DAMN.

Re: The Wrench

Posted: 2011-02-07 11:25
by MrTomRobs
zenarion wrote:Anti-materiel rifle, to blow up IEDs and mines at a safe distance for the Alt CE kit. Can double as a sniper rifle, but has only a "deployed" mode. Because god DAMN.
Anti-materiel rifles are used to take out key components in armoured vehicles, like putting a hole through the engine in a humvee or something similar. Using it as a sniper is like using a SuperCobra as a transport...

Re: The Wrench

Posted: 2011-02-07 11:40
by dtacs
MrTomRobs wrote:Anti-materiel rifles are used to take out key components in armoured vehicles, like putting a hole through the engine in a humvee or something similar. Using it as a sniper is like using a SuperCobra as a transport...
You called?

Image
Image

Re: The Wrench

Posted: 2011-02-07 13:34
by Stoickk
I like the idea of a split CE kit. On a left click you could have an offensive CE, with cutting torch (for quick asset destruction, think hand held incendiary) or radio in place of torch/wrench, C4 and AT mines, breaching shotgun, etc. On a right click, you could have wrench, det cord/shaped charges/wire cutters/ied clearing device.

On a separate note, for improving functionality for the wrench (and adding one heck of an argument for adding them to Arty IED and Arty Engineer kits) what about allowing the ability for the wrench to repair breached doors? Often having a secured door can change the defensive and offensive tactics of a combat situation, and being able to repair doors that had been previously breached would be very valuable in combat.