Some ideas from the community
Posted: 2013-03-16 08:03
I and im assuming a certain number of people have had the misfortune(or fortune depending on your views) of having to listen to a great deal of ideas and improvements for PR over years of playing the game online. Today ive decided to compile some of the half reasonable ideas for people to judge for themselves and keep them off the servers. some are moderate but most are just minor additions/tweaks that arent to out of place.
Disclaimer: i cant guarantee how doable these additions/tweaks might or might not be.
here they are:
1.Get rid of the -10 penalty for LAT considering that no other "squad" kit like grenider, AR, specialist and medic suffer this penalty.
2.Players should recive points for damaging/disabling veichals as this can distract, neutralize, force back or help destroy a major threat to the team by doing this and should be rewarded for doing so.
3.Players should recive points for injuring/wounding enemy infantry as this can distract, neutralize, force back or help destroy a major threat to the team by doing this and should be rewarded for doing so.
4.Certain or all insurgent cars should be capable of carrying an ammo box as this would improve insurgents ability to carry out mobile operations and is realistic as civilian cars used by insurgents almost always carry ammunition.
5.In the same way squad leaders place rally points medics should be able to deploy "Aid stations". All the wounded healed within its radius can re-spawn here.(instead of levitating in the middle of a firefight and shooting back within seconds.)
6.Pistols or scorpions for insurgent RPGs. They should have some personal defense in other words. Nothing unbalancing just not being totally helpless.
7.Frag round RPG available at insurgent main.
8.extra rocket for insurgent RPG.(in major engagements they have been known to carry up to six rockets.)
9.For PR 1.0:
keep binoculars for these units:
Marksman(for obvious reasons)
RPG(Being a support unit they need an ability to find there targets)
AA(who'd use the naked eye for spotting targets with a 7km range missile?)
10.Specialist should have 4 grenades. Anyone prepared for breaching and close combat would probably carry more but at least more then a measly 2.
11.Snipers or Gunfire in general should be able to damage disable visual equipment on veichals.
12.DSHKs should have increased damage against helicopters and pose the threat they do in real life.
Thats about all i can think of some of the ideas are pretty bad some are alright but its up to you what you think.
Disclaimer: i cant guarantee how doable these additions/tweaks might or might not be.
here they are:
1.Get rid of the -10 penalty for LAT considering that no other "squad" kit like grenider, AR, specialist and medic suffer this penalty.
2.Players should recive points for damaging/disabling veichals as this can distract, neutralize, force back or help destroy a major threat to the team by doing this and should be rewarded for doing so.
3.Players should recive points for injuring/wounding enemy infantry as this can distract, neutralize, force back or help destroy a major threat to the team by doing this and should be rewarded for doing so.
4.Certain or all insurgent cars should be capable of carrying an ammo box as this would improve insurgents ability to carry out mobile operations and is realistic as civilian cars used by insurgents almost always carry ammunition.
5.In the same way squad leaders place rally points medics should be able to deploy "Aid stations". All the wounded healed within its radius can re-spawn here.(instead of levitating in the middle of a firefight and shooting back within seconds.)
6.Pistols or scorpions for insurgent RPGs. They should have some personal defense in other words. Nothing unbalancing just not being totally helpless.
7.Frag round RPG available at insurgent main.
8.extra rocket for insurgent RPG.(in major engagements they have been known to carry up to six rockets.)
9.For PR 1.0:
keep binoculars for these units:
Marksman(for obvious reasons)
RPG(Being a support unit they need an ability to find there targets)
AA(who'd use the naked eye for spotting targets with a 7km range missile?)
10.Specialist should have 4 grenades. Anyone prepared for breaching and close combat would probably carry more but at least more then a measly 2.
11.Snipers or Gunfire in general should be able to damage disable visual equipment on veichals.
12.DSHKs should have increased damage against helicopters and pose the threat they do in real life.
Thats about all i can think of some of the ideas are pretty bad some are alright but its up to you what you think.