Fire base and Bunker assets

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talkinBEERmug
Posts: 69
Joined: 2008-01-09 09:37

Fire base and Bunker assets

Post by talkinBEERmug »

I have noticed that when squads build fire bases, or bunkers not many stay to man them, and when they do I often see them get over run by tanks or APCs. Is there a way that we can place a stationary tow, like we can put down a 50cal or a sandbag? Also is it possible to put down tank barrier to stop the movement of large vehicles, or a complete road block(2 sandbags and wire between them).
[MoL]jaVi
Posts: 190
Joined: 2008-03-17 20:51

Re: Fire base and Bunker assets

Post by [MoL]jaVi »

I also had some thoughts of this. At least it should be possible to build sum barriers against vehicles for both firebases and bunkers. 1 TOW would be fine when a bunker is built, no need for firebases for me, that would be overpowered, but when capped the flag and built a bunker it is the area of YOUR team, you fought for the place and built a bunker, so you earned the right to protect it well.
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WildBill1337
Posts: 317
Joined: 2008-08-02 21:47

Re: Fire base and Bunker assets

Post by WildBill1337 »

tank traps would be best. a TOW is a bit much.
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vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: Fire base and Bunker assets

Post by vilhelm123 »

I like the idea of road blocks mainly because it will mean that sandbags are used as cover rather than bad road blocks.
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Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: Fire base and Bunker assets

Post by Pariel »

WildBill1337 wrote:tank traps would be best. a TOW is a bit much.
I don't think a TOW per bunker would be uncalled for. Taking out tanks is (and should be!) difficult, I don't think some more anti-tank would be too bad. Except maybe on Qwai. Anymore TOW missiles flying around on that map and the wires will start getting tangled.
charliegrs
Posts: 2027
Joined: 2007-01-17 02:19

Re: Fire base and Bunker assets

Post by charliegrs »

this has been suggested so many times already
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Fire base and Bunker assets

Post by cyberzomby »

I was a commander for 2 rounds last night and I think it would be a waste to put a squad up there. Usually you built a firebase in defense or offense of a flag so theres plenty of guys around to hop back and defend it once someone reports it going down.

Last night I had around 3 full squads and 2 half squads and a few random filled squads. So I needed every squad I could get. Altough on Muttrah one of those half squads defended a firebase and that helped us. So Im kind of puzzled on this one.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Fire base and Bunker assets

Post by AnRK »

Deployable TOW like systems are gonna be exploitable in some very irritating ways, and will be overpowered on alot of maps too if they're 1 per firebase.
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Fire base and Bunker assets

Post by Blakeman »

I havent checked to see if someone else has suggested it, but perhaps a deployable line of mines that does not require an engineer? If not that I do like the tank trap idea.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Fire base and Bunker assets

Post by cyberzomby »

deployable line of mines will only hold out the hummers and the likes that race by to drive over people.

APC's and Tanks will just blast away from afar (where the mines cant reach them)
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Fire base and Bunker assets

Post by Blakeman »

cyberzomby wrote:deployable line of mines will only hold out the hummers and the likes that race by to drive over people.

APC's and Tanks will just blast away from afar (where the mines cant reach them)
If done on a map like muttrah you could deny apcs entry into certain areas with lines of mines and if well placed could make it where the cannons of those vehicles could not have a line of sight on said bunker/FB. Not every map is wide open like Kashan.

As far as the running down of the guys, I've often thought it should have a longer respawn time like killing a civilian in insurgency mode. It isn't very realistic to run over folks like that.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Fire base and Bunker assets

Post by Tartantyco »

-The .50 cals need much more protection, right now they're just sniping fodder.
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Fire base and Bunker assets

Post by cyberzomby »

Blakeman wrote:If done on a map like muttrah you could deny apcs entry into certain areas with lines of mines and if well placed could make it where the cannons of those vehicles could not have a line of sight on said bunker/FB. Not every map is wide open like Kashan.

As far as the running down of the guys, I've often thought it should have a longer respawn time like killing a civilian in insurgency mode. It isn't very realistic to run over folks like that.
Your absolutly right! I forgot about those maps haha :) Than the Firebase will act more like an "expensive" roadblock.
Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: Fire base and Bunker assets

Post by Caboosehatesbabies »

See, I'm torn.

While I would like to see some kind of deployable AT weapon, I can see how a TOW launcher would basically be a kill everything button if it was put in the right place on some maps.

Maybe it would be nice to have a kind of recoiless rifle set up that fired SABOT rounds. Things that do very high damage but have almost 0 splash. Also, make them unguided and maybe a 1 or 2 times zoom with only 5 rounds or so. If you were to have a tripod mounted recoiless rifle it'd be good for trucks, ok against APC's if you get the drop on it, and really lucky against a tank, like a light AT.
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

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Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: Fire base and Bunker assets

Post by Dude388 »

Caboosehatesbabies wrote:See, I'm torn.

While I would like to see some kind of deployable AT weapon, I can see how a TOW launcher would basically be a kill everything button if it was put in the right place on some maps.

Maybe it would be nice to have a kind of recoiless rifle set up that fired SABOT rounds. Things that do very high damage but have almost 0 splash. Also, make them unguided and maybe a 1 or 2 times zoom with only 5 rounds or so. If you were to have a tripod mounted recoiless rifle it'd be good for trucks, ok against APC's if you get the drop on it, and really lucky against a tank, like a light AT.
But doesn't this rifle still make you a huge sniper target? Not to mention the rifle must have great damage/rate of fire to destroy the armor or at least cripple it before it gets it sights on you.

Still a good suggestion though. Just needs tweaking.
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AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: Fire base and Bunker assets

Post by AREM117 »

My opinion is that on the Bunker you get a TOW with sandbag cover and the power of a HAT and on a Firebase you get a Unguided TOW without sandbags and the power of a LAT. If a TOW is put down then you cant put down an AA. If placable artillery and mortors are added then there shoud not be allowed to be a TOW in the same FOP radius. Also if your firebase is getting hit by a tank, a sniper is the least of your worries. Adding tank barriers would be a good idea for urban maps but useless in open settings. I dont think there can be a deployable mine asset.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Fire base and Bunker assets

Post by Sadist_Cain »

TOW would be too much too n00by and too exploitable (cmon dudes think about it ffs this isnt a perfect world)

Tank Traps and their usage would make Outpost placement more tactical, rather than a n00btube to sit atop a hill and blast everything for miles around... a load of deployable tank traps would mean you have to think about how to funnel the enemy tanks into your mines or H-AT or just make his attack impossible due to land features like hills and such
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