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Engineer suggestion I believe the engineer class is a bit too good. It's being more or less whored by everyone. I recommend the following: First off there should be only one form of explosives either Mines OR ExPacks. Mines are rather heavy and running around with four along with a rifle with ammo and explosive packs and a detonator is a lot of weight. No engineer would be able to run around as fast as he can in game with all that gear which is one of my reasonings for either giving them mines OR expacks not both. Secondly perhaps less of the mines and expacks as well, how about 2. That way engineers are still useful and deadly but need a ammo truck or ammo point to remain useful. Thirdly either a rifle OR a pistol not both. Besides the lack of grenades I believe they should have a negative for regular combat as well and that could by only having a rifle OR a pistol not both. These I'm opting for these changes so that in game you won't see a team full of engineers with a small number of other classes. No need to flame, I can live if no changes are made but I just want this to be in the air at least. |
Re: Engineer suggestion In BF:V's weapon loadout system, you can have the engineer either equipped with mines and lets add timed-expacks, or the second loadout to have regular expacks and a rifle. This way, the player can choose if he wants to be a "defending" engineer (mines and time-delayed expacks), or be an "attacking" enginer, with a rifle and regular expacks (but limit them) BTW, awsome sig :D , is that a Russian women with a broom? :lol: |
Re: Engineer suggestion It's a panzerIV Ausf B in Poland. I saw it in a book and couldn't resist scanning it, it goes great with my quote of Russian military doctrine though. |
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Anyway, I don´t think the engineer class is been whored a lot. In my experiance, people only really pick the enginner if there is an obvious reason. For example for driving tanks, blowing up doors or just defending against armour. I also don´t think that the engineers loadout is unfair, although I do agree they should not have a pistol. I can see, that maybe 3 detpack and 3 mines might be a bit fairer, without really nerfing the engineer to much. My only real flaw about the engineer class is, that in most armys, the engineer carrys the same rifle as the Assault class. Therefor you have the choice, either to have 2 grenades+ 1 rifles grenade, or you can have 4 detpacks, 4 mines + a wrench. So I often trade in the few grenades for the ability to take out tanks. My suggestion would be, that every country needs some weaker rifles for the enginner class, similar to the M1 Carabine. Maybe there are some shorter versions of the K98 or Moisin Nagant. |
Re: Engineer suggestion Later in war the engineer sticks to the old bolt action rifle while the assault gets G43/Sg44/SVT40/Garand.... |
Re: Engineer suggestion is there anyway u can make sticky bombs like in saving pvt ryan |
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Re: Engineer suggestion Well... i am sort of sure that they could spend several months trying to make them in vanilla BF, but then again, they could turn out buggy and laggy. However, they are already fully implemented in BF:V, so it will require only to switch the models around :naughty: |
Re: Engineer suggestion oh ok i was just a little curious |
Re: Engineer suggestion I agree that the loadout of the engineer should be much lighter. Weight is a huge burden to any foot soldier. I think thats what is great about this mod, is the realistic ammo loadouts (especially the Pz Faust). This should be carried over to the Engineer. Also maybe the engineer should lose the wrench.. and give it to a new vehicle crewman class. This would also free up a spot in the engineer class. The empty space could hold grenades, AP mines, or some other exotic engineer stuff (like the German Heft-Hohladung magnetic AT mine). The vehicle crewman gets the wrench, knife and pistol, and Binos. |
Re: Engineer suggestion actaully it would probally take about the same amount of time to make sticky weapons as it would for them to tool the whole mod over its alot more than just a few models. I mean look how many different vehicles and other shit there is in fh and the coding for bf:v is probally a slight bit different as well. Perhaops they could consider tooling over to bf:v when the populerity of fh takes off more but for now it wouldnt be worth it to tool the whole thing over. Yes engineers are the most whored class they have it all. I rifle pistol mines expacks and the wrench. I would agree the engineer does carry to much wieght wise as well. Engineer loadouts should be different per map depending on what the map calls for or what was used in rl. Also I'd like to see the american engineer with a grease gun. I wanna grease gun |
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Lightly armored/transport vehicles can be driven by anyone. Vehicle crew: Tanks only Pilot: Planes only Maybe even have some ship crew? Not sure about the equipment though - what about a wrench, knife and a pistol? |
Re: Engineer suggestion No No No - The idea about the Pilot is to prevent people from just using the planes as transports. If u made Vechile crew it would ruin the idea of BF AND FH. Pilots are great - no vechile crew. |
Re: Engineer suggestion Devs said many times that they will not make a tank-crew, nor make tanks "multi-crew" like in SH |
Re: Engineer suggestion I believe my words were twisted... I am not advocating making a crewman class that is the only one to enter vehicles. In my opinion any class should be able to use vehicles. I just think the engineer class should be more realistic (give the wrench to a crewman class, and give the engineer mine probes to remove mines and ex packs). Real combat engineers emplace obstacles, and clear them... they don't run about the battlefield fixing vehicles. I think a crewman class could be permanant or utilised like the pilot kit. In either case any class could enter a vehicle, and they could still be repaired, just not by the engineer. No loss of functoinality, or play of the game, and it becomes more realistic. I'm sure all of this has been in previous threads, I just was'nt sure what I said had been exactly thought of before. There are like 61 pages of threads! If I inadvertantly rererereiterated anything then I apologize. |
Re: Engineer suggestion I've seen two sets of operation with the engineer and explosive packs, some engineers throw all 4 expacks at a tank and blow it, others mange to throw only one? and kill it. How do you throw and detonate only one? |
Re: Engineer suggestion I like that. It'd be like the planes are now. Anyone can get in and fly one but only pilots have parachutes. Now anyone could drive a tank but only a "tanker" would be able to repair it. Should give the "tanker" binoculars as well. WOuld help out those arty boys in the bank to get a target here and there when the tankers need to repair and arty support at the same time. |
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You throw the expack by pressing the "fire" button, you change to the detonator by pressing the "alt-fire" (default RMB), once the detonator is in hand you press the "fire" button again to blow up any expacks that have been laid down. Wasting 4 expacks on a single tank (unless it's a Tiger) is just plain stupid, 1-2 expacks is enough for almost anything in FH :nodding: And i don't think tankers could repair their tanks in the field |
Re: Engineer suggestion russians tank drivers placed inner spring matteress on their tanks to stop hollow charge explosives damagaing them....rather stop gap, but it worked a bit |
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Re: Engineer suggestion funniest thing was yesterday on berlin outskirts, then entire russian team (well, like 8 or 9 guys that were engies) were swarming over the kingtiger with xpacks. They were all whineing about the guy being a hacker and not dieing from the 800 xpacks they hit him with. damn newbs. |
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Why can't the explosive packs simply be reduced in power, against tanks. I mean, an explosive pack might be able to damage a tread if placed next to them, but certainly it wouldn't be able to penetrate the actual armoured skin. The explosion isn't contained; it expands into the air. Right now FH is like DC, with the damn C4. Can you believe that up until the recent patch, the M1 Abrams and T-72 took only ONE C4 stick to destroy? Now it takes two, and the n00bs are all upset. My God... :( |
Re: Engineer suggestion hehehe, c4 was soooooooooooo cheap. Especially because it took like 8 AT rockets to kill a tank. |
Re: Engineer suggestion Untill FH0.6, 1 expack could kill 4 tanks side-by-side ;) |
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Back to the topic at hand: In place of the explosive packs, I want some of those magnetic mines... bad... real BAD... So that I can recreate that scene from "Stalingrad" where teh Germanz wait for the T-34s to roll by, in order plant the mines underneath the hulls, IIRC. |
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On Breakthrough the other day the ENTIRE 24 person team of Axis was Enginieers, except for me and one other guy (occupying spaces #1 and #2) who were Anti-Tank. It was a harrowing experience. I think the entire class loadout should be changed to more realistic stuff. No person carries 4 mines on their back. |
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I think X-pack should work as explained in Armageddon: "If you explode a firecracker in your open hand, not much is going to happen (maybe a few scratches). However if you close you fist around it, you might loose your whole hand". This means, that X-packs detonated on the open surface of a tank should only do very little damage (still enough to kill light armour though). However, if the X-packs detonate underneath the tank, it should cause some SERIOUS damage. (No tank should be able to take more than 3 or 4 X-pack that detonate underneath it). |
Re: Engineer suggestion I don't believe you can remove mines entirely, or else the engineer can't remove them without the game crashing (this bug effected an older DC version) Reduction of mines/tnt (2 of each?) and the removal of the pistol would be nice. Then again, it would be nice to see assault engineers in some FH maps, armed with SMGS and explosives (but without a wrench). |
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