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PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#1 |
Join Date: Apr 2009
Posts: 147
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Location: Florida
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What is everyone's opinion on using special kits like the HAT and Combat Engineer on insurgency maps?
It is just that to me is seems every one thinks there is no situation that they should be used. I feel that they (as long as they are used responsibly) should be. I'm not talking about the HAT guy going into the middle of the city and doing some sniping. Or the Engi. going all rambo. I only bring this up because a few days ago I was on a server where people were bitching about the Insurgency having our AR. Where does it end? Will some people only be happy after we are only able to request pilot kits? Pretty much guys: 1) No they should never be used 2) They should be used only when needed. (You can see the cache on the other hill. Snipe that sucker) 3) 2 + with permission from commander and while being backed up by a full 2nd squad. I personally like option 3. Two squads should be enough to defend assets as important as either HAT or Engi. |
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#2 |
Join Date: Aug 2010
Posts: 1,135
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Location: Winland
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Its just too much of risk to take some special kits.
HAT=All armor down whit single hit. ENGY=Every single vehicle can be turned into bombcar Just dont take them, simple. |
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#3 |
Join Date: Oct 2008
Posts: 69
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Agree on HAT, there should be no reason to see anyone with that kit on Insurgency. Combat Engineers on the other hand can in my opinion be used to clear mined bridges quite safely with the rest of the squad (and usually an APC/IFV waiting to cross) standing guard, and once the bridge is clear, the engineer kit can be dumped in the river, out of anyone's reach.
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#4 |
![]() Join Date: Sep 2009
Posts: 2,686
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4) people taking sniper/hat/engineer should be kicked in the nuts
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#5 |
Join Date: May 2007
Posts: 1,064
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5) People should remove, untwist, then reapply panties.
The HAT is a tremendously powerful weapon. Solution to making sure it doesn't get taken by the enemy? Keep the kit within 2 seconds of a TOW, HMG, or AA. Think you might be overrun? Hop on, when you die, the kit isn't dropped because you died in a "vehicle". Respect the capibilities and limitations of the kit, and it's perfectly fine to use. CE can be used to clear mines while on a push, or to set counter ambushes on routes insurgents frequent. Lose the kit? Baawwwwww insurgents get mines. Just like with sappers. Bawwww insurgents get extra bombcars. People say this like they don't already kill every insurgent vehicle they come across, especially if they're in a vehicle. Dirtbikes are comically bad bombcars, owing to the difficulty in controling it and the ease of shooting the driver off of it. If a CE enabled bombcar killed something, a normal bombcar would have killed it as well. Quitcherbitchin and use the lovely advantages provided to you. |
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is. |
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#6 |
Join Date: Oct 2009
Posts: 61
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Location: Tallinn
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Waiwaiwait, sniper? Snipers are excellent assets in ins, their long range lets them to gauge enemy activity (leading to finding hidden caches), their killing power gets their team intel, and everything else snipers are useful for. Of course, there's a difference between a sniper and a climb-the-mosque-tower-without-any-backup/spotter sniper.
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#7 |
Retired PR Developer
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Hat=Fine if it stays in the main base and is used for killing technicals that try to camp mains/Gary driving in (Archer).
Combat engineer= Fine if it used for the sole purpose of removing mines that would other-wise seriously impair your team, just going out with it to find mines is silly. Sniper=Depends on map, but is best if it stays around the main. In my opinion, the amount of m249s/grenadiers that Bluefor gives away is a bigger problem, when people just take the kit for the sake of having it and then just walk into a city full of insurgents. |
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#8 |
Join Date: Jun 2010
Posts: 2,322
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Location: Montreal, Quebec
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I think CE/HAT should be removed from Insurgent maps. The only real use they have is giving them to the enemy. What can you do with a HAT that you couldn't do with guys on the ground pushing through the city like they're supposed to? What is that, you say you want to disarm mines? Are you so daft that you really believe it's simply mines there and no one is waiting to ambush?
Sorry option 1 is the only real choice for players who aren't about getting limited kits. The only tools you really need are all found with spawn kits, stop being soo damn l33t and trying to find a reason to lose a kit that will ruin the game for BluFor. TLDR: Rifle/Spc/Medic/SL are the only kits needed to destroy a cache, use your brain and quit wasting assets. |
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#9 | |
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The sniper really only does good in AAS, since then the enemy team looses tickets and since they are usually more organized its easier to unorganize them by killing people. | |
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#10 |
Join Date: Apr 2009
Posts: 147
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Location: Florida
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By all means everyone has a different playing style. I'm just stating my thoughts on it. Both ways of looking at this have their up sides and down. Sadly there will always be people that use these kits irresponsibly.
But you don't see, that is one thing people that say "Never!" aren't doing. If a HAT or CE is used properly it can save countless tickets. That is true. I've seen it done like that, but I've always though of it as an exploitation. And that sir to me seems cheap. Word. I think what I'm trying to get at is if you pull up your squad screen and see someone with a HAT; do not go right off telling him how much of a noob he is. Take a moment and try and see what he is doing. That noob might be clearing mines for the APC that is about to roll in and save your squad. He could also be about to snipe that cache that you have been getting raped trying to get to. |
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Tags |
insurgency, kits, opinion, special |
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