The Special Forces kit...

General discussion of the Project Reality: BF2 modification.
HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

The Special Forces kit...

Post by HangMan_ »

PR hasn't quite been the same without the good old spec ops kit.. Sure the rifleman Specialist was a compromise but cant we have both?

What do people think about the spec ops kit? Should it be brought back? If so are any changes needed?

HangMan
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z0MbA
Posts: 231
Joined: 2008-08-11 23:24

Re: The Special Forces kit...

Post by z0MbA »

well we do have the combat engineer with c4 which was the main thing the spec ops kit had.
ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: The Special Forces kit...

Post by ChiefRyza »

Hell no, all it contributed to the game was two guys on every side going completely rogue and doing jack all to help their team. I was so glad when it got removed, and on top of that PR is and will always be about the frontline grunts and not the l33t special forces that every other game on the planet seems to focus on.


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SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: The Special Forces kit...

Post by SkaterCrush »

I do not agree with a Special Forces kit, although I do agree with some sort of Special Forces mod. Sure in big battles it simulates working with Special Forces, which happens sometimes, you can't accurately represent all the elements of a SF operative, like the sniper, the LMG gunner, the demolition expert, etc. So I would much rather have a SF mod than the SF kit back.
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X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: The Special Forces kit...

Post by X1 Spriggan »

Who says you need the special forces kit to do special forces type missions?
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: The Special Forces kit...

Post by Tim270 »

ChiefRyza wrote:Hell no, all it contributed to the game was two guys on every side going completely rogue and doing jack all to help their team.
Quite the opposite, Slam and other stuff could be used effectively to create ambushes and destroy firebases, I know this is something I personally am much more effective at rather than being a rifleman in a squad. But I do agree, it would just be wasted on people who take it for the sake of it, like sniper, that just take it because it sounds cool rather than they are effective with it.
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Scot
Posts: 9270
Joined: 2008-01-20 19:45

Re: The Special Forces kit...

Post by Scot »

X1 Spriggan wrote:Who says you need the special forces kit to do special forces type missions?
x2 to this. And you don't need a Full Auto Carbine to be 1337 ;)
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: The Special Forces kit...

Post by gazzthompson »

X1 Spriggan wrote:Who says you need the special forces kit to do special forces type missions?
the mentality of 90% of the people who did this type of stuff needed a kit to be 1337 even tho some other kits where more suited, depending on what they are doing ofc.

im glad the kit was removed, it wasn't needed and its much like the sniper kit... misused and 99% of the time useless.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: The Special Forces kit...

Post by Arnoldio »

Since there is no "missions" in PR (yet), SF arent really needed...everything you need is allready ingame...
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Spartan0189
Posts: 1277
Joined: 2008-07-11 21:22

Re: The Special Forces kit...

Post by Spartan0189 »

Nope, SF is NOT needed for various reasons ;)
Besides, Special Forces would be non essential to most people, as for they would rush in and baserape everything.
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RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: The Special Forces kit...

Post by RedAlertSF »

It seems that there's never a SOFLAM nearby when you need one. That's why I would love to see a combat controller kit in-game, and these guys definitely are special forces operating with normal soldiers, so everything would be OK.

Also, if we had more air attacks in area attack role, this kit could turn into a key item.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: The Special Forces kit...

Post by ReadMenace »

RedAlertSF wrote:It seems that there's never a SOFLAM nearby when you need one. That's why I would love to see a combat controller kit in-game, and these guys definitely are special forces operating with normal soldiers, so everything would be OK.

Also, if we had more air attacks in area attack role, this kit could turn into a key item.
There is potential for there to be 11 SOFLAMS on a single team. (9 squad leaders, 2 snipers.) That is a third of the team with the ability to provide lasers on targets -- why do we need another class with a SOFLAM?

Eliminating the SpecOps class and removing the sniper's ghillie have been two huge steps in altering the psyches of PR players -- let's not be recalcitrant.

-REad
Lt.Blackmore
Posts: 66
Joined: 2008-04-30 04:43

Re: The Special Forces kit...

Post by Lt.Blackmore »

Question, how was Destroying the enemy's Tanks in their base not helping you're team our, Hell me and Tomato did that so many times on Quinling when people played it, sneak in C4 tanks and slam the cars and stuff and if no1 was guarding we would put a slam on the aircraft doesn't mean we're any better than the so called "Grunts" we're just helping them out. and whats the point of the dome of death not very realistic tanks can just sit in the hills shooting in still and jets can fly over it, Should make the Dome of Death an option of server admins and not force it on us.
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7eveN
Posts: 131
Joined: 2007-12-28 15:27

Re: The Special Forces kit...

Post by 7eveN »

Well if the Sf kits got back in the mod, then i guess you would have either pixelated or censored faces of the Sf right? since they are Special Forces and their faces must remain secret.
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SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: The Special Forces kit...

Post by SkaterCrush »

Yeah from civilians. The military doesn't have some face pixelation machines to prevent their faces being seen from fellow men-at-arms
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: The Special Forces kit...

Post by PatrickLA_CA »

The special forces kit should not be ingame but it'll be cool if there is special forces mini-mod!
7eveN
Posts: 131
Joined: 2007-12-28 15:27

Re: The Special Forces kit...

Post by 7eveN »

SkaterCrush wrote:Yeah from civilians. The military doesn't have some face pixelation machines to prevent their faces being seen from fellow men-at-arms
damn, would ahve been cool to go around Al basrah with a pixelated face.
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CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: The Special Forces kit...

Post by CodeRedFox »

With at least 20 thread about this topic its been discussed to death

Basic rules:
You dont need a SF kit to do SF work
All it does is promote lonewolfing which is not wanted in PR
The idea of a "do all" kit is not wanted in PR
Destroying base assets is not a mentality we want the players to have.

And its about that easy. Anyone wanting that kit back just cant figure out that you already have the kit but its not dressed up in uber gear.
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Mario988
Posts: 33
Joined: 2008-07-29 13:04

Re: The Special Forces kit...

Post by Mario988 »

[R-DEV]CodeRedFox wrote:With at least 20 thread about this topic its been discussed to death

Basic rules:
You dont need a SF kit to do SF work
All it does is promote lonewolfing which is not wanted in PR
The idea of a "do all" kit is not wanted in PR
Destroying base assets is not a mentality we want the players to have.

And its about that easy. Anyone wanting that kit back just cant figure out that you already have the kit but its not dressed up in uber gear.
I'm agree.
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