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| PR Suggestions : Suggestions from our community members. |
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#21 |
![]() Join Date: Aug 2007
PolandLocation: Poland
Posts: 903
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Re: Special forces (NAVY SEAL SAS)
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RANGERS LEAD THE WAY!!!![]() OFFLINE TILL DECEMBER, Have fun with PR 0.8 everyone! |
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#22 |
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PR Lead Forum Moderator
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Re: Special forces (NAVY SEAL SAS)
On topic, please? It clearly isn't the locked squad because it's not locked. Similar suggestion, but not the same.
Original Poster: Sorry chap, but increasing the number/interest in special forces isn't the direction that PR is going in. PR is aimed at representation of front-line action more than anything else, (which is why a limited number of special forces kits are available) but anything that further detracts from that is unlikely to ever get in. |
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The most popular PR server in the UK - [T&T] Tactics and Teamwork - NOW running a second server - Server 1: Mixed Mode / Server: 2 INS Only! ![]() ![]() ![]() ![]() |
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#23 |
![]() Join Date: Apr 2008
ItalyLocation: Cologne Germany
Posts: 325
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Re: Special forces (NAVY SEAL SAS)
kk lets the game developers discuss it all. IF they want to further flesh out the spec ops side of the game discussions and suggestions can be made. If there is no intent (or no resources) to further follow that path its pointless to further discuss it here.
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#24 |
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Re: Special forces (NAVY SEAL SAS)
nah thats not right we only have 64 player maps now if there where such thing as 100 player maps i would consider it but no, u need all men on the frontline to help the fight
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#25 | |
![]() Join Date: Nov 2007
CanadaPosts: 434
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Re: Special forces (NAVY SEAL SAS)
Quote:
theres something about a man that can hit you hard then make you doubt he was ever even there cool...it is, but getting his equipment isnt going to help, special ops isnt about equipment and technology. sure they have access to better equipment but most of the time the seals use the same crap the army does, the only difference is the special operations units have far better training to utilise these assets to their maximum efficiency and effectivness. oh i forgot, and a special burret the source of all their super powers!. point being even active camouflage isnt going to help you stay hidden if you're going to stand beside a bush firing a machine gun, it takes skill and commitment, and thats just something very few gamers have, the patience to not shoot anything and stay hidden. if you are tuely spec ops, you can sit on the side of the road with nothing but a pistol and a grey tarp, and you'll find a way to stay hidden and make some good kills. its just like how in real life snipers are more usefull then they are in game, snipers IRL rarely shoot just relay information and intel whereas in game they're just there to shoot farther than anyone else | |
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#26 |
![]() Join Date: Jan 2007
Location: Denmark
Posts: 53
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Re: Special forces (NAVY SEAL SAS)
I think the spec ops are fine as they are now, being limited to 2-3 kits. However I would like to see an addition in the vehicle compartment in the form of maybe a toyota pickup with a couple of mounted machineguns or an open humvee. These vehicles would only be driveable with a spec ops kit of course.
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#27 |
![]() Join Date: Jun 2008
Posts: 99
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Re: Special forces (NAVY SEAL SAS)
more SF implementation would be nice!
it would Give the experienced players a new level of challenges! this game seriously needs more kits which have silenced weapons and I'm not talking about a dinky 9mm silenced pistol so an SF squad which will have mostly silenced weapons would be very very interesting edit: I have an idea on how to best implement this: 1 commander ONLY can designate a build of a recon post building 2 a squad must build this recon post 3 a squad leader who's squad has enough points can request the SF leader kit limit: 1 sf kit available SL can set special SF rally points that only their squad will have access to SF class kits the Kits will have weapons like: scoped automatic rifleman SF medic: MP5-sd engineer: p90 SF sniper: .50 cal berret SF marksman: SPR+silencer SF rifleman: FN scar+silencer and yes FLASHBANGS! different factions would have their own unique SF weapons all SF kits would have at least 1 explosive (like slam) and 2 field dressings and pistols instead of shovels the penalties for being in an SF squad: 1: no helmets just hats 2: a 60-75 second re-spawn time + attrition penalty 3: they also do not appear on the map except for their black colored rally point so that if there is a mole inside your team your SF squad will not get leaked however you risk friendly fire more just like in RL 4: biggest downside: everyone would want to kill you to get your kit so stay hidden! It would add a New level of stealth to the game that I think is needed and experienced players crave. but SF shouldn't be common |
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Last edited by Lynx; 07-04-2008 at 06:46 AM.
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#28 |
![]() Join Date: Jan 2007
Location: Denmark
Posts: 53
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Re: Special forces (NAVY SEAL SAS)
This isent James Bond... PR is full on combat. Not some covert operations mod.
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#29 |
![]() Join Date: Jul 2008
Posts: 45
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Re: Special forces (NAVY SEAL SAS)
Silencers for sniper or marksman could be useful. But the divers? Real Navy Seal!
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(never mind this, its just a reminder of something I've forgotten)
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#30 |
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PR Community Event Team
![]() Join Date: Jan 2008
United KingdomLocation: In the bushes outside your house
Posts: 3,978
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Re: Special forces (NAVY SEAL SAS)
Why would the Spec Ops have a scoped auto rifleman, and the main army not??
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| forces, navy, sas, seal, special |
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