project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
21 Oct 2014, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting.

Contact Support Team Frequently Asked Questions Register today!

View Poll Results: What should be done with SF kit
Get rid of it 58 16.81%
Make it a limited kit 69 20.00%
Make it a paratrooper kit 91 26.38%
Make it a CQB rifleman kit 72 20.87%
Leave it alone 55 15.94%
Voters: 345. You may not vote on this poll

Closed Thread
 
LinkBack Thread Tools Display Modes
Old 06-11-2007, 11:59 AM   #111
ArmedDrunk&Angry
Banned

ArmedDrunk&Angry's Avatar
Default

We have no intent to add back in a class that jumps from helicopters ad hoc.
I am very glad to hear that.
ArmedDrunk&Angry is offline
Old 06-11-2007, 01:33 PM   #112
daranz

daranz's Avatar
Default

There's no paratrooper planes in PR, so giving people parachutes in pointless.

As to specops, give them the dual uzis, so that they're even easier to kill when they run around like headless chickens.

Seriously, though, thinking of the class as "spec ops" isn't going to work to well. Real life special forces teams don't consist of people with the exact same equipment, and because of that, any squad in PR containing riflemen, medics and engineers can be considered specops, and can perform special operations. What the specop would really be good at is a spotter for the sniper or a recon guy. Perhaps his kit should be more similar to the officer's kit, with a SOFLAM, and signal grenades for marking enemy positions. The specop shouldn't be any better at any sort of combat than the rifleman, as this attracts tons of smacktards to the class, and forces SLs to yell at them to grab something else.

Another interesting thing to do with the specop would be giving him some sort of a bonus to intelligence gathering in the insurgency mode. After all, special forces in real life often handle capturing of high profile individuals and recovery of intel from behind enemy lines.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
daranz is offline
Old 06-11-2007, 01:45 PM   #113
eggman
Retired PR Developer
Supporting Member

eggman's Avatar
Default

nice idea wrt intel bonus for spec ops.

Cheers!
egg



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

eggman is offline
Old 06-11-2007, 01:57 PM   #114
MichSt-Spartan
Default

Quote:
Originally Posted by daranz
There's no paratrooper planes in PR, so giving people parachutes in pointless.

As to specops, give them the dual uzis, so that they're even easier to kill when they run around like headless chickens.

Seriously, though, thinking of the class as "spec ops" isn't going to work to well. Real life special forces teams don't consist of people with the exact same equipment, and because of that, any squad in PR containing riflemen, medics and engineers can be considered specops, and can perform special operations. What the specop would really be good at is a spotter for the sniper or a recon guy. Perhaps his kit should be more similar to the officer's kit, with a SOFLAM, and signal grenades for marking enemy positions. The specop shouldn't be any better at any sort of combat than the rifleman, as this attracts tons of smacktards to the class, and forces SLs to yell at them to grab something else.

Another interesting thing to do with the specop would be giving him some sort of a bonus to intelligence gathering in the insurgency mode. After all, special forces in real life often handle capturing of high profile individuals and recovery of intel from behind enemy lines.
HALOs can be done out of BHs and Merlins.
MichSt-Spartan is offline
Old 06-11-2007, 02:26 PM   #115
daranz

daranz's Avatar
Default

Quote:
Originally Posted by MichSt-Spartan
HALOs can be done out of BHs and Merlins.
Neither Blackhawks nor Merlins fly at 30000ft. Besides, they're damn choppers, and not intended for HALO deployments of troops.

Unless you mean in game, but then, that's kinda my point.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
daranz is offline
Old 06-11-2007, 02:28 PM   #116
M.J.Patterson
Retired PR Developer

M.J.Patterson's Avatar
Default

I would have to vote for make it a CQB rifleman and SF should be limited...


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
M.J.Patterson is offline
Old 06-11-2007, 02:29 PM   #117
Wasteland

Wasteland's Avatar
Default

One thing I definitely wasn't hoping to see with spec ops was a boost to their RoF.

Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
Wasteland is offline
Old 06-11-2007, 02:38 PM   #118
ReadMenace

ReadMenace's Avatar
Default

Quote:
Originally Posted by Cerberus
In a realism mod it's a bad idea. The whole concept of a "CQB Rifleman" just isn't realistic. It's not like in a marine rifle squad you're going to find a few guys carrying M4's for the purpose of clearing rooms. You're making the M16A4 sound like a bolt action Mosin-Nagant that weighs twenty pounds.

Perhaps we should replace the spec ops class with a radioman or fire support guy, either being capable of calling in airstrikes.

No, but the Marines do have M16A4's with EOTech reflex sights. Make the M16 a little more functional in CQB.
ReadMenace is offline
Old 06-11-2007, 02:44 PM   #119
eggman
Retired PR Developer
Supporting Member

eggman's Avatar
Default

RoF on SF carbines is unchanged, just the sound is now matched to the M4 RoF whereas previously it was off.

v0.6 SF is the only class without body armour. Not a very attractive class if used as a direct combatant class. But a great class to work with a sniper team or as a saboteur.

HALO from a helicopter ???? High Altitude Low Opening .. from a real life perspective, we're talking about jumping from several miles high with oxygen masks here..... not jumping out of a Blackhawk and popping the chute 10m above ground. Please don't confuse vBF2 with reality.

We already have _para variants, just nobody has [yet] made a really good map that has a plausible para insertion scenario. We tried it with Airport, but it didn't work out too well, tho I still think Para Insertion is a viable aspect of modern combat that we should try and get into PR. But as already stated, we don't have any interest in enabling HALO from Blackhawks within the game... that would be one of those vBF2 artifacts we're progressively getting rid of.

Cheers!
egg



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

eggman is offline
Old 06-11-2007, 02:55 PM   #120
HellDuke

HellDuke's Avatar
Default

Limit the kit. When playing for US the squad get's full of them because ppl don't like to use M16 because it has only semi and burst firing modes. Who aims normaly in these games? Admit it: you just run out of the coner, aim down the sights for relative accurasy and just click and hold the fire button until the clip is empty, don't you?
HellDuke is offline
Closed Thread


Tags
forces, kit, special
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 04:42 AM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2014, Project Reality.