SF and Engineers
Posted: 2008-10-30 03:41
SF and Engineers are going to keep having trouble coexisting. They are still both trying to do the same thing in slightly different ways. I don't think this has to be a problem, as long as the two have remarkably different flavours.
Special Forces: Has every right to be a CQB monster, super soldier type thing who has great deviation on the move and awesome building clearing ability. I think trying to pigeon hole him into a behind-enemy-lines sabetour thing hasn't worked very well, because that's only one thing that SF should be good at. I propose that like the Engineer/Mountaineer, SF should be split into two different classes, one who specialises in Recon/Sabotage, one who specialises in CQB and entry work. It should be obvious which is needed for which type of map.
SF/CQB:
Slot 1: Knife
Slot 2: Pistol, Unsuppressed, does more damage and is more accurate than other pistols.
Slot 3: Red Dot/Irons Carbine. Sights in quickly, and has less deviation while moving/shooting but is less accurate at range while prone etc.
Slot 4: Frag grenades
Slot 5: Slams, Timer Detonation.
Slot 6: Smoke Grenades
Slot 7: Flashbangs - no reason why SF should have lost them.
Slot 8: SOFLAMS - no reason not to give them out
Slot 9: Bandages - same number as Riflemen.
Slot 0: Grapple.
SF/Demo:
Slot 1: Knife
Slot 2: Pistol, Suppressed. As it is at the moment
Slot 3: Optics/Marksman Rifle. Longer sight in than Irons or maybe even optics, but is more accurate prone and not moving (like a pseudo sniper). maintains decent accuracy while moving and sighted in.
Slot 4: Slams, infra-red mode.
Slot 5: Slams, Timer Detonation.
Slot 6: C4.
Slot 7: Smoke grenades
Slot 8: SOFLAMS.
Slot 9: Bandages - same number as Sniper/Officer.
Slot 0: Grapple/Parachute, depending on the map.
Slots 4 and 5 have ammo linked in this kit. Infra red slams function like mines. As they do in real life.
Engineer is changed also to avoid friction. His emphasis will be on breaching/defending fixed emplacements.
Engineer is identical to what he is at the moment, but has 2 mines in the kit. The shotgun either gains fairly damaging buckshot, or the slug gains more damage and the deviation is tightened substantially but still with very limited range. Trip flaires come in sets of 6, and can thus be used to wire up an area more effectively to set up a perimiter.
Special Forces: Has every right to be a CQB monster, super soldier type thing who has great deviation on the move and awesome building clearing ability. I think trying to pigeon hole him into a behind-enemy-lines sabetour thing hasn't worked very well, because that's only one thing that SF should be good at. I propose that like the Engineer/Mountaineer, SF should be split into two different classes, one who specialises in Recon/Sabotage, one who specialises in CQB and entry work. It should be obvious which is needed for which type of map.
SF/CQB:
Slot 1: Knife
Slot 2: Pistol, Unsuppressed, does more damage and is more accurate than other pistols.
Slot 3: Red Dot/Irons Carbine. Sights in quickly, and has less deviation while moving/shooting but is less accurate at range while prone etc.
Slot 4: Frag grenades
Slot 5: Slams, Timer Detonation.
Slot 6: Smoke Grenades
Slot 7: Flashbangs - no reason why SF should have lost them.
Slot 8: SOFLAMS - no reason not to give them out
Slot 9: Bandages - same number as Riflemen.
Slot 0: Grapple.
SF/Demo:
Slot 1: Knife
Slot 2: Pistol, Suppressed. As it is at the moment
Slot 3: Optics/Marksman Rifle. Longer sight in than Irons or maybe even optics, but is more accurate prone and not moving (like a pseudo sniper). maintains decent accuracy while moving and sighted in.
Slot 4: Slams, infra-red mode.
Slot 5: Slams, Timer Detonation.
Slot 6: C4.
Slot 7: Smoke grenades
Slot 8: SOFLAMS.
Slot 9: Bandages - same number as Sniper/Officer.
Slot 0: Grapple/Parachute, depending on the map.
Slots 4 and 5 have ammo linked in this kit. Infra red slams function like mines. As they do in real life.
Engineer is changed also to avoid friction. His emphasis will be on breaching/defending fixed emplacements.
Engineer is identical to what he is at the moment, but has 2 mines in the kit. The shotgun either gains fairly damaging buckshot, or the slug gains more damage and the deviation is tightened substantially but still with very limited range. Trip flaires come in sets of 6, and can thus be used to wire up an area more effectively to set up a perimiter.