changes to the IED-kit system

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FeldwebelSchultz
Posts: 42
Joined: 2008-04-11 18:36

changes to the IED-kit system

Post by FeldwebelSchultz »

After a long and frustrating insurgency battle, it was so frustrating cause the OpFor has camped our mainbase with IEDs, i start a little mind game how to minimize this effect...
A night later wins the idea with a "IED production" cache against the "normal" make a pick-up kit at the mainbase/cache
the reason is cause the Americans/Brits have jet a chance to minimize the resupply of IEDs at the weapon caches and it simulate the real situation on the battlefield
for example:
IED Production
-remove IED from the main zapper
-its like a cache randomly placed inside some buildings/gardens/narrow alleys
-its a collection of items that's needed to the production for IEDs with some IED pick-up kits
-the Soldiers need to arrest Squad leaders or IED owner to find it (something around 10)
-if this "special cache" is destroyed the IED respawn reduces about 2/3 on the CACHES
-Big IEDs spawns only here and at the mainbase

this example is with a single IED-production and a normal respawn at the mainbase and the respawn will never totally depleted cause the insurgents find ever a way to get some assets inside the town

i hope all of u have fun with that idea ;)

MFG
FW.Schultz

PS a system like this can be used to at some special weapons that's need to smuggle inside the town :twisted:
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: changes to the IED-kit system

Post by Incomplete Spork »

I suggested this, got shot down by noobs
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: changes to the IED-kit system

Post by nick20404 »

This is a bad idea and unrealistic. Ieds are just as common as ak47s in Iraq/Afghanistan, they are the number 1 killer of all coalition troops.
Incomplete Spork
Posts: 436
Joined: 2008-12-30 03:26

Re: changes to the IED-kit system

Post by Incomplete Spork »

nick20404 wrote:This is a bad idea and unrealistic. Ieds are just as common as ak47s in Iraq/Afghanistan, they are the number 1 killer of all coalition troops.
Here is what I said about in my earlier thread, this game mode would make the ambusher kit an actual spawn kit as this is a realistic game mode where the most IEDs are used
Maybe if the devs implement a game mode in where you travel around the streets all day in a humvee waving at pedestrians then we can use the Ambusher kit as a regular one.
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jimbosmith
Posts: 25
Joined: 2008-12-13 23:51

Re: changes to the IED-kit system

Post by jimbosmith »

Dude this is easy to combat a few ways

use smoke lots of it once out of base run along the walls as to avoid the IED that normally place in a Line from the main

Set up in the bunkers and shoot all the Ied placers if you can find them, or use grenades

Have 1 guy run out by himself most ambushers, will set them of as soon as one guy gets close, as hes blown up Charge out

Dont drive vehicles out of the main before you have checked it

and get building FOBs
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: changes to the IED-kit system

Post by Dev1200 »

Sniper teams ftw

Or, on Fallujah West (spelling ftl), You can usually sneak an APC (Bradley is more efficient here) out the back gate and camp along the north-most road. They usually storm up on bikes, which is quite easy to kill. Suicide Bomb cars also need to travel a good distance to get you, and usually RPG fire isn't accurate enough to hit you. If you do get hit, just sneak in the back again to fix. Lather, rinse, repeat.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: changes to the IED-kit system

Post by Rudd »

The only map this is a problem on (usually) is Fallujah, since the insurgents don't have to cover alot of open ground, they can move up the walls.

There is a thread suggesting fixes atm, and I think those fixes, e.g. adding guard towers to the corners of the walls, would be preferable and probably less work.
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