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Showing results for tags 'engineer'.
Found 8 results
My suggestion is to add a engineer role that can build structures OUTSIDE of a FOB. -would spawn with build points. 300-500 points maybe. Just enough to put up some basic defenses or a single HMG bunker. -could replenish build points by going near a FOB. -would be equipped with a shovel so he could build his own defenses while the rest of the squad can provide cover or help, their choice. Cons of this role- -pointless, In alot of situations outside of a FOB you are moving too much to stop and build. - Wasted spot. As in the squad could use a grenadier or AT soldier but someone is using engineer instead. A fix to this is that the ENG role could be like the medic, not a support role. What do you guys think? (Picture not related just some eye candy)
With the addition of mines and I.E.D's soon to squad the engineer kit/class is a must have why you ask? Well supposing these I.E.D's and mines are going to hidden (there general purpose not to be seen) who is out there to locate and take them down without having a silly rifleman run over it or even worse a Humvee or BTR. So i suggest a few things for this engineer class to have firstly a metal detector which would be the equivalent to a grenade or pistol in another class these would detect the I.E.D's and mines and allow the squad leader or the engineer to place some flags or mark on the map so no one is hurt. Next a wire cutter kit this would mean the engineer could cut through barbed wire at a faster rate, how ever this would mean the barbed wire would need a buff and for the its cost to be increased so it is not spammed. Also the engineer could have a shorter or different rifle such as a stubby M4 for the USA and a Ak 105 for Russia this would mean the engineer could still remain combat effective while preforming tasks which would mean swaping weapons every once in a while. Finally the bomb disposal kit and/ or equipment used to destroy the explosive hazards in your way this could be a process in where once the I.E.D or mine has been it cannot be detonated once the process has started this process would be an animation of the engineer getting down or his hands and knee's and cutting wire and diffusing the bomb, this process would take 20-30 secs depending on device but it would leave the engineer vulnerable while this is happening and making his squad have to pull security and open to ambush while the engineer is defusing. That is all i have to say feel free to add in any comments bellow which you think would be a good addition. Also one final thing this class would only occur for regular forces as the irrugular forces would be the ones planting the bombs duhh.
Aniallator posted a topic in Feedback & SuggestionsCurrently Squad has three kit groups; Command and Support, Riflemen, and Fire Support. With the kits in-game right now, this system is fine. However, eventually we'll start seeing kits like heavy anti-tank, engineer, anti-air, machine gunner, possibly even sniper. These kits are very specialized, very powerful, and should be extremely limited... so how to implement that? Simple. Put these kits in a fourth kit group, "Specialized". A squad would be limited to only one Specialized kit, and for someone to use it, the SL would literally have to approve it for them: if no one else is using a Specialized kit in the squad and a player opens the spawn screen and clicks a Specialized kit, they would not receive it, as first a popup would appear for the SL, saying "Allow PlayerXYZ to use the [whatever Specialized kit the player clicked] kit?" The SL could then click yes or no. If yes, the player is able to select the kit the SL approved for him (and not any other Specialized kits). If no, the player keeps his current kit. With this system... Kits like HAT, AA, MG, etc are limited to one such kit per squad. Players literally cannot use such a kit without the SL's approval. Solves the "Sniper Problem".
After playing squad since quite some hours now i have come to some thoughts: Until now you only can play dedicated infantry soldiers. But imagine how much variety there would be if we had some other classes. My experience so far is, that you never really know where there are enemies and how many. The real military has specialists for that, who have several drones, special vehicles and techniques: Recon troops. I dont think that would be too costly to develop and implement. Another great thing would be Combat engineers (as discussed in some older threads): There is a huge variety of tasks fulfilled by military engineers. Expecially for Squad there could be possibilities to lay and clear mines, to build specialized defences, to breach doors, walls etc. and to build bridges. A fight for a river can be a very complex and demanding task, which needs the collaboration of many different troops, beginning with reconnaissance, over fire support, infantry protection and of course engineer work. For a real military operation there would be of course a lot more different branches of service, like signals, artillery or logistics. As far as i know they want to implement the latter in the next update, but i think that should just be the beginning to have a real MilSim. Imagine a huge battle with 6 squads per team, of which there is one recon squad and one combat engineer squad, for example, scouting the battlefield with drones and laying mines and tank traps on strategically important positions, giving the players much more complex tasks than "take this village". What do you think?
Hello! Not sure if this has been suggested before in this way, but I would like to share it. I propose a new role for all factions, a Combat Engineer The purpose of the combat engineer would be to set up defenses (Such as land mines for vehicles and anti-personnel mines for people...duuurrrrr), clear mine fields, repair vehicles and set up mountable machine guns (Much like the SL can place stuff the engineer can place the machine guns) The kit will include: 1. (Insert main generic faction weapon here) 2. (Insert main generic faction side weapon here) 3. Landmines x 3 + Anti-personnel mines x 5 4. Mine sweeper + Repair tool (Spanner?? tool bag??) 5. Bandages 6. Shovel + Binoculars I couldn't see much on a suggestion like this so I thought I would see what you guys think
Do not know if this has been suggested or not, but here it is. Have a specific kit, some sort of Engineer (Combat Engineer) mandatory to build and deploy CERTAIN assets. More balanced out FOB building mechanics, especially with the new build-able defensive asset that seem VERY powerfulMore usefulness for Engineer kits besides mines and explosivesNot all emplacements should require an Engineer kit, only things like a Hesco Barrier wall/bunker, .50 cal HMGs, TOW System etc. (Heavy Systems ONLY)What do you guys think? Questions, comments concerns please and thank you
As a new engine brings new possibilites has there been any ideas so far that can be discussed about what they can do? Be it all new defenses like tank traps which can only be done by engineers with wielding gear, etc.? It was a shame in PR:BF2 how the engineer did not really do anything (I don't think I ever really touched the class) which I can guess was due to engine restrictions.
well this might be just me but from my experiences i have never felt mines and IEDs of their sort have been effective in PR as they would IRL. Mines and IEDs serve the purpose of area denial but this is hardly achievable in PR. there have been many times when i was an insurgent sapper waiting somewhere to trigger my mines for 15 minutes just to be killed while breaking cover for a second wondering why nothing ever comes my way. An idea i have that might make mines more viable as an area denial would be to give commanders the power to set mine fields. this would be an ability available only for insurgent commander. the insurgent commander would get a cool-down ability(30 mins?) which would allow him to lay down an IED field of specific kind (AP or AT) with a medium spacing between each and a set amount of IEDs. this would make area denial for insurgents a more viable tactic allowing easier ambush. in Addition it would relieve insurgent sappers from trying to lay mines every where just to be shot leaving 5 mines which would be never activated due to kit loss. and here comes the balancing part. The BLUFOR commander would get instead a cool-down ability (15~20 mins) which would basically detect mines at a certain radius. this ability would mark only mines which were in the radius and it would take around 2~5 mins to receive (mark) the intel. this might lead to the introduction of minesweeper role, making the breacher more viable (giving him a minesweeper as kit customization?), and/or making the engineer a more viable role and possibly a necessity for armor crews. this would also make gameplay a lot more tactical on both sides making insurgents consider ambush routes, and BLUFOR consider possible ambushes a more tactical approach to caches and a lot more communication on both sides with command making him more useful. i know there is a lot more balancing i haven't discussed but if i sat here to write them all i would miss my launch so i want to know what you guys think and what possible balancing should be applied.