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Remove the engineer.
Posted: 2006-12-15 15:57
by Guerra norte
I think the engineer should be removed and replaced with a saboteur class insted cause that's what he does right? blowin' shit up
How am I going to repair my vehicles you ask? Add repairing stations!
This would add to the realism aspect of the game, and and value of vehicles.
I mean who jumps out of a tank in the middle of a firefight with a freakin' wrench to fix a tank?!
This means you could also buff up the tanks now that they are more vulnerable and let them engage targets from longer distances.
For repairing vehicles who have lost mobility due to damage, a lot more repair trucks (like in Basrah) should be added.
So no more magic wrench!
Posted: 2006-12-15 16:05
by WesleyS
thats ludacris!
I love the Engy with the magic spanner wrench, you have to back out of battle anyway in order to fix the thing, unless of course you wish to DIE!
Posted: 2006-12-15 16:09
by Guerra norte
you have to back out of battle anyway in order to fix the thing
EXACTLY! So why not make it more realistic?
EDIT: Ohh and I forgot to mention that this would slow down gameplay which equals
realism, which again equals
FUN!
Posted: 2006-12-15 16:18
by fuzzhead
yea guerra good idea, but instead of repair stations i think the repair vehicles would be a good addition, this way you need someone to 'man' the repairs...
Posted: 2006-12-15 16:20
by Guerra norte
I want both!
Posted: 2006-12-15 16:25
by $kelet0r
the combat engineer ingame with a wrench (like the spec ops class having a parachute) is Bf2 fantasy land and needs to go - an infantry soldier with the ability to repair everything and anything doing the job engineering vehicles should be doing is madness
the vehicle crew class should thus get the wrench for tankers, parachute for pilots and copilots
the combat engineer should become an explosives/demolitions expert and lose the wrench completely (preferably and realistically to be armed with the assault rifle AND the shotgun as secondary)
the spec ops should become a close quarters combat specialist (as fitting an embedded special operative in an infantry unit - there are no special forces units in PRM, it's a conventional army milsim)
Posted: 2006-12-15 16:25
by Mr_B.A.Baracus
I like this idea, the idea of the magic wrench in a 'reality' mod is quite absurd. IRL if a tank is damaged on the BF then that's it! If you can still move it then you would retreat from the front lines to get it repaired, if not, you'd either go down with the ship (so to speak) or bail out. I really think this should be seriously considered.
Posted: 2006-12-15 16:29
by Guerra norte
DEATH TO THE 'NILLA WRENCH!
Posted: 2006-12-15 16:33
by dbzao
The repair vehicles already exist but most people don't know.
We have them in Al Basrah and Operation Greasy Mullet. They are jeeps with only 2 seats and if you bring them closer to vehicles, you repair and resupply them.
There are plans of making them more noticeable support vehicles so people just don't use them as transport.
Posted: 2006-12-15 16:33
by Clypp
Remove the wrench for fixing vehicles. Keep it for fixing assets and the gate in Falluja.
Posted: 2006-12-15 16:34
by $kelet0r
i have nothing against the wrench being given to tankers - afterall realistically they would be well trained in vehicle repair and maintenance even under combat situations with the ability to make damaged tanks battle ready
Remove the wrench for fixing vehicles. Keep it for fixing assets and the gate in Falluja.
how is that realistic - tanks can be repaired by tankers irl
exploded gates and artillery are not going to be repaired realistically - you would block the gate with a vehicle for example not build a perfect wooden gate on the battlefield and erect it under fire!
Posted: 2006-12-15 16:39
by Guerra norte
$kelet0r wrote:i have nothing against the wrench being given to tankers - afterall realistically they would be well trained in vehicle repair and maintenance even under combat situations with the ability to make damaged tanks battle ready
The point is to remove the wrench cause it's an aweful realism killer, and repairing tanks often requiers heavy equipment which soldiers don't carry with them.
Posted: 2006-12-15 16:40
by wpgcivic
good ideas, in here, yeah the wrench is a little far fetched

...repair stations and vehicles is a good idea
Posted: 2006-12-15 16:48
by {GD}StevenGarcia
Good idea Guerra. Remove the wrench completely.
Posted: 2006-12-15 16:52
by $kelet0r
the wrench is I suppose a compromise rather than having a hundred animations for welding, screwing, lifting etc.
Visually yes it is ridiculous but as an action it is not - it is a limit of the BF2 engine animation and model repetoir, not one of realism when applied to necessary repairs to vehicles (engine, armour breaches, turret gyros, tracks etc. all of which can be repaired with a tool kit and the tank's own replacement parts)
the UAV is a repair station anyway at the moment and we only need one
Obviously in the future engineering vehicles will need to be added to PRM
Posted: 2006-12-15 17:54
by MrD
How am i going to repair bridges anymore? or that door in the tunnel on Op Ghost Train? Not one of you has even mentioned more than repairing tanks and wheeled vehicles
Posted: 2006-12-15 17:55
by Guerra norte
repair trucks
Posted: 2006-12-15 17:57
by $kelet0r
bridging vehicle
Posted: 2006-12-15 18:03
by Guerra norte
$kelet0r wrote:bridging vehicle
Now that would sweet, however concidering how gay the bf2 engine is I doubt it would work.
Posted: 2006-12-15 18:21
by Valtasar
And how to dissarm mines without wrench?