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The Special Forces kit...

Posted: 2009-08-27 22:40
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

Re: The Special Forces kit...

Posted: 2009-08-27 22:46
by z0MbA
well we do have the combat engineer with c4 which was the main thing the spec ops kit had.

Re: The Special Forces kit...

Posted: 2009-08-27 22:48
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.

Re: The Special Forces kit...

Posted: 2009-08-27 22:50
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.

Re: The Special Forces kit...

Posted: 2009-08-27 22:57
by X1 Spriggan
Who says you need the special forces kit to do special forces type missions?

Re: The Special Forces kit...

Posted: 2009-08-27 22:58
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.

Re: The Special Forces kit...

Posted: 2009-08-27 23:13
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 ;)

Re: The Special Forces kit...

Posted: 2009-08-27 23:24
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.

Re: The Special Forces kit...

Posted: 2009-08-27 23:40
by Arnoldio
Since there is no "missions" in PR (yet), SF arent really needed...everything you need is allready ingame...

Re: The Special Forces kit...

Posted: 2009-08-28 01:46
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.

Re: The Special Forces kit...

Posted: 2009-08-28 05:17
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.

Re: The Special Forces kit...

Posted: 2009-08-28 07:50
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

Re: The Special Forces kit...

Posted: 2009-08-28 08:13
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.
Just my onion...wut

Re: The Special Forces kit...

Posted: 2009-08-28 08:19
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.

Re: The Special Forces kit...

Posted: 2009-08-28 08:54
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

Re: The Special Forces kit...

Posted: 2009-08-28 08:59
by PatrickLA_CA
The special forces kit should not be ingame but it'll be cool if there is special forces mini-mod!

Re: The Special Forces kit...

Posted: 2009-08-28 09:19
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.

Re: The Special Forces kit...

Posted: 2009-08-28 09:25
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.

Re: The Special Forces kit...

Posted: 2009-08-28 09:36
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.