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  • The Age of the Engineer

    _________________________The Age of the Engineer


    ______________________________Infantry____________ __________________________

    “And blessed is the courageous engineer who roars my name as they wade into the blood and mud of the battlefield.”

    The Book of Aries. Chapter 3. Verse 16.

    Blessed indeed, fellow PR players.

    Here are the new layout of the engineer taken from the PR field manual (http://prguide.realitymod.com/index....bat_engineer):

    Combat engineer
    There are two types of combat engineer in PR. Combat engineer and urban combat engineer. The combat engineer is issued a rifle with iron sights, whereas the urban combat engineer receives a combat shotgun. The type of engineer playing is dependent on whether the map is of an urban style or not.

    The combat engineer has a key role in the vehicle gameplay. They can repair vehicles much like BF2 with a wrench, and destroy them with AT mines.

    The engineer has been given a single pack of powerful C4 explosives. This can be used to destroy heavy vehicles, obstacles such as walls or buildings, and most importantly, key objectives such as bridges or ammo dumps.

    For the urban combat engineer the two ammo types vary. The slug round fires a single lead ball that causes a high amount of damage to personnel and can be used from short to medium range. The buckshot shell fires a spread of small lead pellets that can be damaging at close range. However at medium and long range the buckshot round is ineffective.


    Combat engineer kit
    • Knife
    • Rifle with open sights (4+1 magazines)
    • AT mines x 2 (maximum 8, 10 minutes persistence after death)
    • C4 x 1 (very large explosion)
    • Wrench
    • Night vision goggles
    • Field dressing x 1
    • No body armor


    Urban combat engineer kit
    • Knife
    • Slug shotgun shells (20 shells)
    • Buckshot shotgun shells (20 shells)
    • AT mines x 2 (maximum 8, 10 minutes persistence after death)
    • C4 x 1 (very large explosion)
    • Wrench
    • Night vision goggles
    • Field dressing x 1
    • No body armor

    Egg posted early that the engineers will have the crosshairs back. (Most likely for the zoom mode).


    Aires has enlightened a kit class that was seldom used and seldom appreciated.

    Now that the engineer is not dependant on the Spec Ops on destroying things, both kits can play their roles they way they are meet to be played. Even a civilian puke knows that engineers do more demolitions than repairs on the battlefield.

    Furthermore, the big’ol C4 package allows the engineer to be a good defender of flags and key choke points. Compound this with the up to 8 mines that can be laid down, forget about it. In fact I would argue that the engineer is the numba one defensive kit with armored vehicles on the map and nearly tied with the anti-personnel kit with just infantry.

    The kit variation on the two kit sub classes always a engineer to use a moderate to long range weapon on open maps. Brilliant!

    The urban engineer is going to be sick nasty thanks to the decreased hit points of the personnel, with regards to using the buck shot rounds. Due to the cross hairs coming back, the slug round will do well for some nice sharp shooting.


    _______________________________Pilot______________ ____________________________

    “Hark your name, while your allies’ are in awe, as you deliver them from evil.”

    The Book of Aries. Chapter 5. Verse 25

    Due to having 7 seats in the transport choppers, and the little birds having 6 seats, chopper pilots are needed to quickly transport infantry on the battlefield.

    Gone are the days of a infantry squad using a transport to crash a flag. Such folly will end in your deaths and the lose of a asset for some time.
    The infantry are stronger than before.

    Instead the introduction of competent/cunning/brazen/coordinated pilots are in order for the transport choppers to be best used by the team.

    Simple Chopper transport philosophy:

    1. When transporting friendlies to defended areas that need support, a approach from the rear of the battle lines is warranted so that cross fire does not happen.



    2. When transporting friendlies to a enemy position that are hot, air support is needed, period. Aeries rewards those who dare and achieve not those who dare and fail.

    These insertions will require using geography and building cover to achieve success.
    These insertions will require excellent communication with the CO and gunship radio/gunner for best results.

    Insertions that do not have air support will require the pilot to deploy the infantry away from the hot position. This distance will vary based upon the situation at hand.

    3. When transporting personnel in on large maps, the pilot will need to employ false insertions to confuse the enemy on the friendly infantry or sniper/recon deployments.

    4. When giving the order to insert infantry on a enemy position that is believed to be cold, as with any situation, the pilot has the prerogative to wave off the insertion if the area is becomes hot and the chopper is taking damage.

    5. Spec Ops insertions. Good communication between CO and Chopper pilot will need to be in order to perform HELO jumps.

    6. Transport Chopper gunner. Most likely used in scrims were the infantry squads can be set at five per squad, these 50 cal gunners will suppress enemy infantry fire. These warriors have the option to through out and blow up bridges and other enemy assets with their big’ol C4.
    (Note: if PR has their Chopper gunner seats as piss weak as vanilla, this will be 86).


    I am not putting the recon scout lil bird in this jurisdiction. I recommend the 4th Force Recon to handle that.

    I’ll go a head and put the gunship with the transport chopper detail. Communication is needed for success is the reason.



    Transport Chopper squad training and practice:

    1. Contour flying. Having the chopper fly just over the land in order for stealth.

    2. Insertions. A ridiculous decrease in speed and elevation that puts the chopper at a predetermined away point in order for the safe deployment of infantry.
    **Gunship assaults should be well coordinated here before the insertion**.

    3. Pick-ups. Just as potentially dangerous, this involves picking up friendlies from UCBs, to saving a surrounded squad from being wiped out.

    4. Gunner sharp shooting. These enlisted and NCO personnel simply practice their 50 cal aiming and repairing the chopper while in flight.




    _______________________________To Arms Engineers

    This would be the cool time to announce a In-House Squad that is engineer related, but I do not have the time nor the skill to focus on such endeavors. If anyone would like to, be my guest.

    Another option would be having a set uf players who are commented to playing the engineer kit and sticking with their current in-house squad. Simply writing down in their sig they are a Engineer or whatever is cool. I’ll go ahead and make up the class list.

    1. Infantry
    A. Combat Engineer
    B. Urban Engineer

    2. Armoued

    A. Tank


    3. Transport Chopper

    A. Pilot
    B. Gunner.

    4. Gunship

    A. Pilot
    B. Gunner

    That is all.

    Feel free to post comments and concerns. A cool name for the engineer specialist would be tight to put in the sigs. or a badge that can be put in the sigs would be in order.

    Perhaps a wikii page would be keen.


    P.S., I can see were the lil bird recon detail could be put in with the chopper pilots.

    1. You need a good pilot.

    2. In smaller maps the lil bird does not do recon put attacks.

    Acid, your thoughts?
    Last edited by Rick_the_new_guy; 11-26-2006, 03:22 PM.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
    (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
    (LCDR) Marcinko_R. (BF2 PR .509) Commander

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  • #2
    Re: The Age of the Engineer

    Remember, those new to the server, be sure to check the squad names before joining a squad.

    Also, remember to create properly named squad names for the function you desire, and to explain your function when players join your squad.


    On maps with choppers, I am going to try to be on trasnport chopper detail or gunship detail.

    On maps were there are infantry, I will use the engineer kit unless ordered otherwise.
    (PO3) Marcinko_R. (BF2 PR .509) Squad Member
    (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
    (LCDR) Marcinko_R. (BF2 PR .509) Commander

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    • #3
      Re: The Age of the Engineer

      I played have been playing as engineer recently on PR and it is very usefull. The slug on the S12k is lethal. Imagine semi auto slug fire :) . It is a great defensive kit.

      Comment


      • #4
        Re: The Age of the Engineer

        Great writeup Rick :). For the little bird:

        You have to keep in mind this thing isn't a tank and small arms fire can damage it a good deal if you take it right up to a flag. You want to keep it flying low to the ground, behind buildings and out of sight as much as possible. This is best used for demo work (bridges, crates, objectives) with a engi/specops hanging out the side. Coordination is the key to using this effectively as a demo carrier, as the pilot and engi/specops have to be in sync when coming in for a takeout. You can also use it to flank/distract enemy forces by buzzing them and showering some nades over a choke point, but get out as fast as you came in as you will take hits trying to hover.

        For recon, get a specops hanging out one side with binocs and fly along roadsides and pathways looking for enemies. Pretty simple for survalance, just keep moving.

        Comment


        • #5
          Re: The Age of the Engineer

          I posted a recon/scout chopper squad make up on the squad and kit layout thread. The one with the light bulb icon.

          After writing it, it seems like that detail should go with the chopper pilot out fit. mmm...
          (PO3) Marcinko_R. (BF2 PR .509) Squad Member
          (CPO) Marcinko_R. (BF2 PR .509) Squad Leader
          (LCDR) Marcinko_R. (BF2 PR .509) Commander

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