7 main Classes - Discussion Thread

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

7 main Classes - Discussion Thread

Post by Figisaacnewton »

As it stands in .4 we have 7 main classes with unlimited spawns.

My main complaint is that special operations doesn't belong as its own class. The class should be renamed into 'Carbine Soldier' or 'Close Combat Specialist' or somethign like that, or even just 'Rifleman2', he should lose the soflam, maybe lose the slams, lose the pistol, so hes more like a rifleman.

You could give the slams to the engineer so they dont disapeer from gameplay

Also, AP Riflman is fairly unused. I suggest it be made into a requestable kit, and that for normal spawnable kits, it should be replaced with something. Maybe a different kind of variant of the engineer, or a variant of rifleman, or maybe a shotgun assault class or something.

And the insurgent kits are just a mess...
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RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

i agree but the special ops should have a different role ingame, such as a guy who goes behind enemy lines and has the sniper kit on with a silenced pistol and a silenced MP5, rather than an M4 which at the moment basicly gives the only gun which has automatic written all over it for the USMC although this would encourage LW ideas rather than TP so the idea is fairly complicated.
Clypp
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Joined: 2006-07-17 18:36

Post by Clypp »

Assets need to have value so sending in special forces to destroy them means something. Say destroying the enemy radar doubles the respawn time on their jet for example.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Well, what I'm saying is that thier shouldn't be a 'sneaky sob' type class, it doesn't fit into a regular army set up. If you had a map with 'sneaky sobs' it would be like the SF expansion pack did it, where the whole team was SF. You very very very rarely have special forces guys embedded inside of regular army units. The only time embedded sf makes sense is for insurgents.

if you wanted a sneak sob gameplay style, the whole map should be set up as MEC regulars vs Brit infiltration team or something like that.
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Wattershed
Posts: 177
Joined: 2006-10-07 22:35

Post by Wattershed »

Add a silencer to the M4 and pistol. Nerf it alot. add more slams. And rename it to sabouter (Dont know how it is spelld). And make it a requestable kit.

And I do think you should get every class, two weapon choices!! M16 / M4 for US. That would be alot more realistic since the us use the M4 as a standard aswell. To get this to work you could use the rank weapon switch, but without any rank criteria to lock them up. For MEC it could Be G3 / AK101, dunno about PLA.
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

Figisaacnewton wrote:Well, what I'm saying is that thier shouldn't be a 'sneaky sob' type class, it doesn't fit into a regular army set up. If you had a map with 'sneaky sobs' it would be like the SF expansion pack did it, where the whole team was SF. You very very very rarely have special forces guys embedded inside of regular army units. The only time embedded sf makes sense is for insurgents.

if you wanted a sneak sob gameplay style, the whole map should be set up as MEC regulars vs Brit infiltration team or something like that.
in every battle theres going to be sneaky sob who gives away enemy locations and tries to tell the commander what goes in and comes out so the fact is that you need people to be sneaky also now that the commander playes less of a role you need people to kill off sqaud leaders with a well placed mine or trap.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

I think we should separate marksmen and sniper.

Sniper and Special Ops are both Special Ops troops. (maybe we could have it for the kits to be allowed by a map by map basis, for instance, there is no need for special ops on EJOD desert) both should be requestable and they could not mix with squads of non special ops. (so they have there own squad).

Marksmen on the other hand, there should be more of them, maybe one for every squad.

Also, as we have urban/rural difference for things like the engineer, why not have that for the rifleman (and other classes). On rural maps they keep their M16, while on urban maps the get the M4 (with semi-burst)

Also, anti-personal is rarely used. I suggest giving one of the other classes the claymores, and scrapping the class. Or actually, just scrapping claymores completely, or giving them to the special ops class.
Last edited by GeZe on 2007-01-07 23:06, edited 1 time in total.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

But any soldier can do that, absolutely any solider in a squad in PR can act sneaky. You don't need a kit to act sneaky. AT soldiers have to be sneaky to kill tanks. Snipers have to be sneaky to... snipe. Rifleman and support gunners have to be sneaky so they can ambush the enemy.... sneakyness is not a class. Same thing in real combat. You don't need to be a navy seal to be sneaky.
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RGG:Dale
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Post by RGG:Dale »

Figisaacnewton wrote: You don't need to be a navy seal to be sneaky.
that is well put but you do need to have the right weapons if you fire at a tank its likely that the people around the tank are going to see you or if you are a support gunner ready for ambush the people who are not being ambushed are going to see you. what i was trying to say was you need someone who can give intel on the enemy movements like where therearetanks and what direction they are going in and if you are suddenly in danger you want the right gear to take the threat out swiftly and silently because nobody notices where you are if they cant point you out.
RGG:Dale
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Post by RGG:Dale »

but they can if they hear a loud bang go off.
$kelet0r
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Joined: 2006-11-15 20:04

Post by $kelet0r »

we don't need a single lone wolf to go 50m behind enemy lines - if you want to destroy assets get a squad together and bring an engineer
Having a class for doing that alone is ridiculous and wasteful

better would be to make the existing spec ops a close quarters combat specialist as part of a squad. Arm him with a suppressed carbine, silenced pistol, flashbangs and you have a perfect squad player

Eggman would never design a class that is a lone wolf - we already have to tolerate snipers who go on their merry way alone.
elprogramer
Posts: 12
Joined: 2006-02-07 06:51

Post by elprogramer »

Just rename it to Scout or Demolitions and adjust their equipment accordingly.
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

$kelet0r wrote:we don't need a single lone wolf to go 50m behind enemy lines - if you want to destroy assets get a squad together and bring an engineer
Having a class for doing that alone is ridiculous and wasteful

better would be to make the existing spec ops a close quarters combat specialist as part of a squad. Arm him with a suppressed carbine, silenced pistol, flashbangs and you have a perfect squad player

Eggman would never design a class that is a lone wolf - we already have to tolerate snipers who go on their merry way alone.
i wasnt saying create a lone wolf class, i was saying making a better assaulter who won't be easy to find if he is careful. on some maps you have what i call a tunnel of conflict where no one can get through, well instead try to make it more interesting by making a unit which can get through such as using grappling hooks and grappel lines, so buildings aren't just a block of concrete with a few colours they are more of an obsticle which you can get over, and the silenced gun is just so that you arent shot due to carelesness or loud bangs going off.
GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

I'm sorry thejackalkernl, I can't comprehend any of your posts.

They all seem like one long sentence.

Could you please add some spaces, paragraphs, periods, so I can understand what you are trying to say.
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

and ladders are not the best of thing to climb because people know where they are, and the short time before you are dead results in many frustrating deaths, so an undesignated form of clambering up a building will result in better conflicts.and more suprising events.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

Its bf2. You don't need a scout class. Not for AAS, AASv2, or Conquest anyways. The commander has a freakin god camera. Militaries do not have scout classes. They assign scout duties to normally equiped men. I repeat: with the exception of navy seals and such, there is no such thing as a scout soldier, other than giving him better radio equipment.
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RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

there you go, sorry about the punctuation, read the last two threads with ease. :-D
RGG:Dale
Posts: 1024
Joined: 2007-01-07 19:11

Post by RGG:Dale »

Figisaacnewton wrote:Its bf2. You don't need a scout class. Not for AAS, AASv2, or Conquest anyways. The commander has a freakin god camera. Militaries do not have scout classes. They assign scout duties to normally equiped men. I repeat: with the exception of navy seals and such, there is no such thing as a scout soldier, other than giving him better radio equipment.
whats point man for then, and i find that you generally need a guy to check things out before you go over a road or open land, because a tank could be sticking its barrel right down your gob, and its to late to retreat because hes spotted you,
thats generally with VOIP that i request somone to check it out
:-D
Vega
Posts: 54
Joined: 2006-11-28 07:37

Post by Vega »

Figisaacnewton wrote:
My main complaint is that special operations doesn't belong as its own class. The class should be renamed into 'Carbine Soldier' or 'Close Combat Specialist' or somethign like that, or even just 'Rifleman2', he should lose the soflam, maybe lose the slams, lose the pistol, so hes more like a rifleman.
Is there any point to this? While I agree that the special ops class shouldn't really be its own class because it isn't realistic, I don't think it should be replaced like that. Get rid of his slams, pistol, and soflam? That it is the whole point to the class (well, originally....now everyone loves the M4). What is the point to a "rifleman2?"
Also, AP Riflman is fairly unused. I suggest it be made into a requestable kit, and that for normal spawnable kits, it should be replaced with something. Maybe a different kind of variant of the engineer, or a variant of rifleman, or maybe a shotgun assault class or something.
I love the AP rifleman and sadly the class is not used by many people. Making it a requestable kit would be pointless since it would make people play it even less. The only legitimate reason I see for making it a requestable kit is to save space on the 'Main Class Selection' screen (or the space is needed). I play the AP Rifleman kit often because of the binoculars and the badass claymores.
And the insurgent kits are just a mess...
They're fun and different 8) They shouldn't be organized, they're insurgents.
elprogramer
Posts: 12
Joined: 2006-02-07 06:51

Post by elprogramer »

elprogramer wrote:Just rename it to Scout or Demolitions and adjust their equipment accordingly.
Actually, ignore this. Make support the 7th class and nix SF all together, or make it a requested kit.
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