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Elite Squad Commander Asset.

Posted: 2009-03-16 00:05
by Guacy_Doidão
In fact, this elite squads exist, not in quantity, and even not in all battlefields, because they are Provincial solders’, many of the infantry are not, they are just civilians or Recruits that are unfurtuny on the barracks duty in the times of war, But the elite squads are people that well, are stupid for carrying military carrier to serve has a solders. Anyway those guys get a killing machine.

Because, they receive intensive shooting training, some of they become even the snipers of the country army. Those soldiers are used for the most important missions and receive the best weapons’, well the weapons they what! the commander will be able to promote ONE squad to Elite squad. This also increase the trinket per lost of the unit to 3 you will see why. (Or more if the DEV thickest so).
Those squads have some heavy kits that can spawn in the Rally point, such Mask man and LAT which some modifications. And the tools to overcome difficult terrain, such grapping hook to all squad mates except squad leader, faster swim, and parachutes.
remember if you die, it is 5 trinkets, not available in all maps. (They have equipment and training to make difference, if there is not commander the squad back to regular army)


SPEC OPS LEADER.

Knife
Pistol (Desert eagle or something heavy) (or silenced)
Assault rifle which scope
Grenade Launcher
C4
1 Flash bag
UAV (if the dev ticks this item must be deployed only be SPEC OPS UNIT)
Squad leader binocular. (laser)

SPEC OPS SOLDIR (how carries extra ammo, and extra field dressing, also they fight)

Knife
Pistol (silenced) (extra clips)
Assault rifle (scope)
3 Grenade
1 flash bag
2 smoke Granedes
2 Ammo
Grapping Hook
3 Field dress
Binocular

SPEC OPS SPECIALIST

Knife
Throwing Knife
Pistol (silenced)
Assault Rifle (Silenced)
Shotgun (Branching Rounds) (and lethal 2)
Gas Launcher
2 Flash bags.
Grapping Hook.
2 Field dress (first aid training)
Binocular
1 morphine

SPEC OPS MASKMAN

Knife
Pistol (Silenced)
Mask man rifle (silenced)
Binocular
Grapping Hook (please man they are special ops).
2 field dress (First aid training)
1 morphine

ONE IN TIME.

SPEC OPS AT

Knife
SMG (silenced) (2 clips)
2 LAT

ONE IN TIME

SPEC OPS RIFLEMAN AT

Knife
Pistol (silenced)
Assault rifle (scope)
1 LAT
2 field dressing
1 morphine
2 Smoke granades
1 Grapping hook.

ONE IN TIME

Dev will say that both are overpower, anyway.

SPECS OPS MEDIC

Knife
Pistol
Assault rifle (scope)
2 Smoke grandees
Medic bag
5 field dressing
9 Morphine
Grapping Hook


Increased Health (because heavy Armor and Excellent physic condition), Decrease Damage penalty when are hurt, Height increase stamina and Stamina recover and a little speed bonus. Drastically decrease STUN effect (cut by half or more) Increased Accuracy (not too much, but height enough to a player see the differences) NO WALKING FIRE PENALITY (at last when forward) Faster Swim effect. Also they have Gas Masks. And Parachutes. TO ALL SPECIAL OPS SQUAD.

The Special ops Rally point, have a bad thing; they must be 6 men to place it. because the height amount of heavy weapons there, so. they must not lose nobody if they advance, and if has see, the soldier have one morphine to revive at last the medic and extra field dressing, it will make the ELITE SQUAD look like one, trying all ways not lose anybody.

All armys will have this Elite forçes, evem rebels, of course they weopows are strong like the coalition regular, but they dont have triket count 5, just 1. thick the rebels one, like a Veteram of 10 years of insurgency. and belive in my this guys exist,

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 00:16
by Lorfah
lolwut?
And what faction should these 1337 soldiers be under?

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 00:18
by Mongolian_dude
I get the feeling this suggestion isn't going to go terribly far...

In short, IMO the suggestion would be a complete regress from the way PR has been headed in its last few releases.
As im sure alot of the forum users are about to tell you.

...mongol...

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 00:25
by Guacy_Doidão
well the tricket lost is up to 5.

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 00:33
by Guacy_Doidão
this squad, must be stealth man, they have a large triket count when they lost a men, 5! 5!, they weopows may be strong and they skill far incresed, but this only get they fighthing has 2, and if they are Skilled players, they must use and combyne they graping hooks, whicht they one maskman to get superior cover, use LAT to have a chance agaist armor squads, and they scopes for superior range in Open fights, has well the masks and gas in urbam fights.

also get deployend in places that the regular army dont evem try do go, is you elite squad is a bad of noobys you team will loose the fight, i surry of it.

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 00:51
by nick20404
:neutral:

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 01:08
by Mongolian_dude
Guacy_Doidão wrote:this squad, must be stealth man, they have a large triket count when they lost a men, 5! 5!, they weopows may be strong and they skill far incresed, but this only get they fighthing has 2, and if they are Skilled players, they must use and combyne they graping hooks, whicht they one maskman to get superior cover, use LAT to have a chance agaist armor squads, and they scopes for superior range in Open fights, has well the masks and gas in urbam fights.

also get deployend in places that the regular army dont evem try do go, is you elite squad is a bad of noobys you team will loose the fight, i surry of it.
I understandy fully your suggestion and im sure it would be a pretty fun role to play in a game. But i really dont think it would fit in PR.
Special forces kits contribute comparratively little to the game, as seen in the old PR.

While most of your suggetsion makes sense for a kit, it is unsuitable for PR at the moment.

Problems before were this:

1) It attracted spammy gameplay from those who wished to be 'Elite' or just screw around by themselves.

2) It took players away from roles that really needed to be fulfilled.

3) It was fairly unrealistic to have special forces opperating along side the army/marines, as from what i hear this doesnt really happen in RL. If they wanted to be REALLY stealthy, they'd sneak around, but a big army would attract attention.


I think the best option for SF in PR would be different factions all together, with maps and missions specially designed for them.
Even then, this would have its problems.

...mongol...

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 02:51
by ]TAR[ Rebiv4
Adding an "elite" infantry unit would not only unbalance modes that have been tweaked to an almost perfect balance in the period since release, but it would cause undue conflict between squads to reach the "requirements" to utilize these assets.

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 03:44
by Smegburt_funkledink
Yay, can I has desert eagle plox?

On a serious note though, are you serious?

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 03:52
by Tannhauser
The only way you'll ever have Special Forces in PR is by having them as separate factions. Make the reskins, the weapons, the codes, the kits, the assets and the map... then maybe we'll have something.

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 03:54
by master of the templars
nick20404 wrote: :neutral:
i lol'd :lol:

Re: Elite Squad Commander Asset.

Posted: 2009-03-16 04:31
by Eddiereyes909
locked.
NikovK wrote:
Ask yourself the following questions:

1. Is it worth it?

The mod team has limited means and can only set out for so many ends. While adding the ultra-elite counter terrorist Vatican Swiss Guards as a new faction would be cool, ultimately it would require an awful lot of time and add little to our mod.


4. Does it fit with the Main Aim of the Project Reality mod?

Please remember that our main pronciple aim is to promote teamwork, make the BF2 engine into a realistic yet fun tri-service battleground, and introduce British Forces. We have added to this list as 'secondary aims', like adding Insurgents etc, but please do NOT bother suggesting a complete re-design or any kind of special forces only mod, as it will no doubt be met with a brick wall from Devs.

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