|
PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
|
Thread Tools | Display Modes |
2010-08-01, 13:45 | #41 |
Join Date: Sep 2009
Posts: 1,772
Netherlands
Location: The Pub
|
Re: Ideas that could drastically change gameplay.
I think that bomb-cars with a big load of C4 should be able to kill a tank/apc when they really drive into them (except for the front armor). And something like a Rifleman EOD kit (Was suggested by someone before) would also make the BLUFOR less scared for IEDs, because now it's more a present for the insurgents when you want to defuse their explosives, because of the C4 and the AT-Mines.
|
We are staying up!
|
|
2010-08-01, 14:01 | #42 | |||
Join Date: Dec 2008
Posts: 5,467
Australia
Location: Sydney
|
Re: Ideas that could drastically change gameplay.
Quote:
I honestly cannot believe people complain about the Insurgents being 'overpowered' when majority of servers run a 4 hour map. How is it to get the 7 caches in that time if here in Australia (2 hour round times) we can do it in 20 minutes? Quote:
The civilian performs in no way that the same as medic. The Civilian has no ways to defend himself other than using rocks, and has an extended spawn time for getting knifed. Quote:
That is stupid, you say? Not really considering we then get the tickets back that we just died for, and then some. Claiming the Insurgents are overpowered is fraudulent and stupid, in a game that promotes balance they are currently the most underpowered faction, due to the most obvious of flaws. | |||
2010-08-01, 14:14 | #43 | |
Join Date: Aug 2008
Posts: 2,361
Netherlands
|
Re: Ideas that could drastically change gameplay.
Quote:
| |
2010-08-01, 15:11 | #44 | |
Banned
Join Date: Sep 2007
Posts: 354
United Kingdom
|
Re: Ideas that could drastically change gameplay.
Quote:
Questioning whether I even play the game is another poor comment, simply because you don't have a clue what your talking about. And while I agree with your vehicle firing in point, that is again a very small and insignificant comeback. This is because caches are found all over the city and not just on the periphery. In Karbala especially- I can't even think why you would use that as an example!?! And civilians- with proper use they can be MORE effective than a medic. There I said it. Medics are easy prey, civilians are not and no one ever kills them now as they are so scared of the massive respawn time if they do- EVEN when the civvie is performing medical duties. And the hideouts providing such amazing respawn locations compared to the BluFor? Do you have any comeback for that or did you just conveniantly miss it out because there is none? Or the fact Insurgents almost always have BluFor weapons? Any comebacks? No as there aren't any. Face it mate, you are pissing in the wind. My suggestion to fix all this heartache- bring back the old rally system for Insurgency maps only. Provide good squads with better respawn locations and the onslaught of better armed insurgents can be prevented. | |
Last edited by superhunty; 2010-08-01 at 19:09..
|
2010-08-01, 15:37 | #45 |
Banned
Join Date: Mar 2010
Posts: 165
Kazakhstan
|
Re: Ideas that could drastically change gameplay.
Scoped rifles are popular ? I rather shooting a unsoped one on every map except Kashan =D Even M249's.
You have more chance that you'll have a close engagement on maps like Muttrah or so. And also at the point of insurgency; if you look on a well-played match you'll see that OPFOR has deaths 250 to 300 deaths and the BLUEFOR 100 to 150 deaths. So this means you have to be lucky and do your goddamn thing in insurgency as BLUEFOR instead of a frontal attack on a "possibly known cache". With this thing you said about "bluefor are scared"; that's their own problem. They have tanks, apc's, attack heli's. I'm ok with the rest. Though, the LAT and TOW thing; LAT should destroy an APC in a slow way and so would the TOW do with tanks. Giving the crewmen the time to think. Just let the apc/tank burn for a while till it explode; like 30 seconds or so with here and there some things disabled. What I've also seen in much movies (lol) is that when a tank get's hit from that it keeps riding sometimes (do not flame on me if I'm wrong), this would be cool ? |
2010-08-01, 16:17 | #46 | |
Join Date: Sep 2009
Posts: 1,463
United States of America
Location: Michigan
|
Re: Ideas that could drastically change gameplay.
Quote:
| |
2010-08-01, 18:34 | #47 |
Banned
Join Date: Sep 2007
Posts: 354
United Kingdom
|
Re: Ideas that could drastically change gameplay.
Mate think about what your saying! If you are a civilian and are killed the whole time it is still a negative for the BluFor! So you are simply backing up your own point!!!
And when was the last time you saw a firebase in the city on Basrah or Karbala that was effective? What use are HMGs and TOWs in a built up slum? NONE!!! Honestly think about your experiences in game before trying to make your points! And I dont know what your saying about BluFor kits hard to find? Every single time Im in a squad at least one of it will have a BluFor kit. And your point about a squad leader being able to deploy a Firebase with no hassle makes no sense? BluFor need crates and builders, OpFor simply need one officer who has a shovel himself? |
2010-08-01, 18:36 | #48 | |
Join Date: Sep 2009
Posts: 1,463
United States of America
Location: Michigan
|
Re: Ideas that could drastically change gameplay.
Quote:
I'm not arguing. | |
2010-08-01, 19:09 | #49 | |
Banned
Join Date: Sep 2007
Posts: 354
United Kingdom
|
Re: Ideas that could drastically change gameplay.
Quote:
Yeah the problem is that on the outskirts of the city even the best built FB ever with wire, foxholes, HMGs, AAs, TOWs etc is still far inferior to a simple hideout hidden near the cache in the city... For all their technology BluFor cannot have a clear line of sight into the city from outside. Giving them back a system like the old rally system would allow them to at least gain a foothold INSIDE the city, allowing them to launch a search for the cache which lasts more than just one life. Or say a rally point which expires after 10 minutes? | |
2010-08-01, 19:40 | #50 |
Join Date: Jun 2010
Posts: 2,332
Canada
Location: Montreal, Quebec
|
Re: Ideas that could drastically change gameplay.
You believe BluFor is underpowered compared to Insurgents? Obviously you don't play with people who know what they are doing. BluFor is way overpowered compared to Insurgents, especially if they know how to use armor, and which weapons are effective. Last night on Falujah in my inf squad went 85+ and 23(ish), K wise that is (I had roughly half those kills from iron sight SAW). I think BluFor is way overpowered when they play to their advantages, and if the Insurgents try playing the map like AAS or something similar to that they will always lose.
Most of these suggestions have merit, some of them seem like you just want rebalance and others seem a little excessive. Either way I hope the devs take some of these suggestions and make them reality. |
Tags |
change, drastically, gameplay, ideas |
|
|