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Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - General Discussion - Kit ideas for Tac Mod 1.4 - Greetings Tac Mod community. I am creating a forum that focuses on the make up
  1. #1

    Rick_the_new_guy's Avatar

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    Post Kit ideas for Tac Mod 1.4

    Greetings Tac Mod community.

    I am creating a forum that focuses on the make up of the kits.
    My reasons for doing this:

    1. Make things more fun and give the kits a little bit of a shack up for a game that is one plus years old.

    2. Make things more realistic.

    Here goes:

    Assault: This guy is as good as it gets. Once the grenades were added it became the infantry killer that it is supposed to be. Awsome stuff.

    Sniper: I feel good about this one also. two smokes and a two frags would be good for escaping and evading an enemy antisniper detail or team. If possible and extra claymore for protecting their sniper nest would be o.k. if the nades are not given.

    AT: This kit is dialed in well also. With three big rounds, one more smoke (two total) would be good, or two frags would work out well for the enemy engineer that is fixing their tank and knowing the AT guy has had their three rounds of fun. The MP5/Type 85/ PP-19 accuaracy is at Low/Medium. So giving them a couple of frags or one more smoke would help them out.

    Medic: Good kit, a like the two smokes for concelment while working on somebody. However, a little weak in ammo. Our TG trained medics can do wonders keeping us a live, but they our weak on suppresive fire. One more 30 round clip would be good. This would give them one clip in the rifle and three on their webb gear. That or give them one or two frags. Either or.

    Special Forces: Due to the fact that the assests are gone, armour is limited, it does not have body armor, the sniper rifles are stronger, the M4/GBZ-97 does only 25 damage vanillia the AK-74U does 29 vanillia, and flag cap radius are larger, this kit does not get much play time.
    Option 1: Greater independece Giving the Spec Ops two claymores would refresh this kit. This would allow them to have an extra card to play on the table. This would allow them to be more of a defensive threat. A couple of Spec ops personnel could hold off an entire squad with their goodies. For example, in a city map: Place C4 sticks in a alley choke point that leads to the flag were the enemy would most likely transverse. In a blind spot put a claymore, Once the point man turns the corner at the alley they will activate the claymore, The Spec Op guarding another entrance would know were they killed someone, inturn they would then hit the C4 and possible collect kills and wound the squad that just saw their point man get wasted.
    This would also make them more of a threat when working their way into enemy territory and flanking the enemy. If they think they are being followed they can place a claymore around a conner and know latter if they are. This will also give them more offense when sneaking in a boobby traping enemy positions and then fanishing into the shadows. Special Forces and claymores go hand in hand baby!

    Option 2: psudo assault kit. If possible give them a couple of flash bangs, and a totol of two frags. That or give them, I doubt it is possible, body armor.

    Option 3: instead of two claymores, give them 2-3 AT mines. Much like option one, it gives them more independece. Going behind enemy lines and Boobby traping enemy positions would be even more potent and their bread and butter. This would be the Platoon leaders solo flag cappers and sabatours before an assault begins.

    Support: This kit is also good. Good stuff.

    Engineer: The biggest thing engineers do is blow stuff up in the battlefield. In fact they most likely do that almost as much as repairing things. For that reason C4 is needed. 3-4 sticks would work out well. This would give them complete indepence on repairing and blowing up things. This would free the Spec ops to do what they do best, make the enemy go boom boom on the front lines and beyond. Although the shot gun is a good offensive weapon what with the higher damage from bullets and all, the Engineer kit can be more of a saftey and guard back flags instead of just focusing on the tank repair. Well place mines and C4 could do some damage on defence if planned out by the player.
    One cool thing they could do is put a C4 stick on their tank and when they need to jump out cause it is smoking they can blow the C4 so that it will respawn quicker. Sometimes enemy tanks are litered all over the battle field after personnell ditch them. The C4 would allow the Engineer to make sure their puppy does not fall into enemy hands by hitting the self distruct button, sort of. Another thing the Engineer kit could do would be to go with a Spec ops player and help out there, The shot gun is nasty and both the kits would magifiy the other cause they both have C4. One bad thing that would happen is the C4 being used as more of a offensive weapoin instead of defensive. I am o.k. with this, the Engineer is vunerable for those couple of seconds so get them while u can. The biggest resaon for the C4 use is to give make them more realistic by repairing things and blowing things up. This would make the SL and CO job easier cause one person can do both if needed. This would allow them to mine areas and and lay C4 at the bridge incase they need to blow it up.

    Thanks for your time.

    Feel free to make comments or make your suggestions.

    The Tac Mod rocks, just thought i would throw some things out there that would make TG enjoy it more.
    Last edited by Rick_the_new_guy; 08-03-2006 at 01:10 AM.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
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  3. #2

    Bodofooko's Avatar

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    Re: Kit ideas for Tac Mod 1.4

    Quote Originally Posted by Rick_the_new_guy

    be o.k. if the nads are not given.
    Ok...I don't think anyone needs more than 2 nads...but please don't take any away, thats just cruel.

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  5. #3

    Rick_the_new_guy's Avatar

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    Re: Kit ideas for Tac Mod 1.4

    lol. I edited it, but u checky bastard got there first. Cruel indeed. lol.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
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    Re: Kit ideas for Tac Mod 1.4

    One remark about the Engy kit: Look at Robocop and think "Do I really want him to have C4?"
    Retired 6th DB

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    Re: Kit ideas for Tac Mod 1.4

    One thing I would like to see change is binoculars. Don't get me wrong, they're a great tool, but should everyone have them? I know this came up before and I can't seem to find the thread, but I think it's worth a second consideration.

    As it is, sneaking up on anything is much harder than it used to be. You get spotted from halfway across the map by people not even defending the flag you're after! And that is the reason we removed scan? Therefore I suggest two kits to get binoculars: snipers and a reformed 'SL-kit'.

    Since there are no co-assets, transfer c4 to the engineer and let them do all the blowing up. Take the spec ops and create a special SL-kit. To cater for the more agressive SLs, give them body armour, keep their primary weapon for the variation (maybe up the damage?), throw in smokes for good measure and round of with binocs.

    Now I realise not every SL would want to play with this kit, and maybe it's best to just keep spec ops the way they are and let the SL assign someone to be his 'spotter'. Best thing would be to give binocs based on squad status, but we can't do that. This is a middle ground to everyone being a mini-scan and would give the sniper back some of his strengths in hiding out of sight.

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  11. #6

    Dark Viper's Avatar

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    Re: Kit ideas for Tac Mod 1.4

    What about just letting people select whatever weapon they wanted? Like take every basic weapon for a team (except sniper rifles) and allow people to cycle through them with the unlock button. For example: you want to play engineer so you can get mines but you don't like the shotgun, you could cycle through and pick which weapon you are best with/best weapon for the job at hand. Be it the carbine, basic rifle, LMG, shotgun, or the SMG. Support would still keep ammo bags, medics would still have defibs/health packs etc. Exceptions would be assault would be the only class that could get the GL and snipers would get a choice between a pistol and a SMG, or something like that. Just throwing ideas out there.
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    Re: Kit ideas for Tac Mod 1.4

    Oh how I would love to have an AK and an Eryx.

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    Re: Kit ideas for Tac Mod 1.4

    On a serious note I really think that the Tac Mod is close to perfect on weapons and kits. The binocs don't really throw off the balance and really add to teamwork. I was palying my usual support kit and used the binoculars to lead the fire on a .50 cal that someone in my squad was using once. It was very cool at the time.
    Retired 6th DB

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  17. #9

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    Re: Kit ideas for Tac Mod 1.4

    Quote Originally Posted by Dark Viper
    What about just letting people select whatever weapon they wanted? Like take every basic weapon for a team (except sniper rifles) and allow people to cycle through them with the unlock button.

    oooooo - i really like this idea...

    Quote Originally Posted by Cain
    Take the spec ops and create a special SL-kit.
    I like this idea too!

    |TG-12th|WhiskeySix

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    Re: Kit ideas for Tac Mod 1.4

    Quote Originally Posted by Dark Viper
    What about just letting people select whatever weapon they wanted? Like take every basic weapon for a team (except sniper rifles) and allow people to cycle through them with the unlock button. For example: you want to play engineer so you can get mines but you don't like the shotgun, you could cycle through and pick which weapon you are best with/best weapon for the job at hand. Be it the carbine, basic rifle, LMG, shotgun, or the SMG. Support would still keep ammo bags, medics would still have defibs/health packs etc. Exceptions would be assault would be the only class that could get the GL and snipers would get a choice between a pistol and a SMG, or something like that. Just throwing ideas out there.
    The last thing I want to see is an assault carrying around an m4 on the other side.

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    Re: Kit ideas for Tac Mod 1.4

    Quote Originally Posted by Cain
    One thing I would like to see change is binoculars. Don't get me wrong, they're a great tool, but should everyone have them? ...
    Medic kit: lose the binoculars, add the shotgun

    DB
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  23. #12

    Rick_the_new_guy's Avatar

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    Re: Kit ideas for Tac Mod 1.4

    I can't argue with lossing the Binocs for certain classes, but I still like everyone to have one.

    It would be intruging to give a medic a shotgun. They tend to be close to the action when aiding a friend so having a short range/weak moderate range weapon sounds logical.

    Also it is a good change of pace.

    I think it would be cool for assault kits to have the option for shotgun if someone wants it.
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  25. #13


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    Re: Kit ideas for Tac Mod 1.4

    You are just swiching the Engineer and Spec Ops kits around? C4 to the Engi, AT mines to the SpecOps. SpecOps needs body armor, but thats all. Snipers need the claymores, and SpecOps are good at setting C4 traps. It isn't a fling and forget weapon, you have to watch your trap.

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