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Topic-icon Recommended BF3 Unlocks by Kit

  • spartans
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14 years 2 months ago #683



There are specialized items that were standard in BF2 that became unlocks in BFBC2. I believe the BFBC2 development crew tried to maximize the number of unlocks. Let’s get back to a standard set of tools for each kit.

The 40mm grenade launcher should be an unlock for the Assault class and to provide a lesser compensation High Explosive (HE) hand grenades should be provided.

The engineer should have some initial Anti-Tank (AT) capability with a starting point being 2 AT mines and a wrench to administer repairs to vehicles.

The sniper’s primary responsibility should be to spot enemy forces and report them to a Scout Leader. The duration of an enemy spot should be longer for the Sniper class. Fractions of a point should be awarded for spotting. Other classes would not receive points for spotting, but would have the incentive to spot in order to warn and encourage support from nearby friendly players. The frequency of spots and the audio queues should be limited.

The medic should provide first aid using a hand-held first aid bag and be able to revive using shock paddles as standard kit.

The support class should provide ammunition using a hand-held ammo bag.

Weapon type and capability should be limited to each class. Assault should have a more capable rifleman type weapon. Engineer should have a short-range weapon. Snipers should have a lower cycle of fire with higher damage, longer range, and greater accuracy. Medics should be focused on saving the lives of team mates and their weapon should have a shorter range and lower damage. The support class should have a higher cyclic rate of fire to suppress enemy personnel. SF should have a weapon of similar capability of the Assault class, but in a more compact form. All primary weapon unlocks after the standard issue should get progressively more lethal and accurate.

All the standard classes should start out with a pistol and knife. Pistol unlocks could be offered with the silencer being available to only the sniper and SF classes. I really like the ideas provided by “TheValiantSoul” which were to have the rifle butt stroke be the primary melee weapon. He also suggested there be a selectable knife with two attack modes. I quantified the speed, range, and damage for each action as such:

Rifle butt-stroke - Fast, medium-range.
No armor 60% damage. Body armor 40% damage.

Pistol-whip - Fast, short-range.
No armor 30% damage. Body armor 15% damage.

Knife stab - Slow, short-range.
No armor 90% damage. Body armor 70% damage.

Knife slash - Very fast, medium-range.
No armor 40% damage. Body armor 20% damage.

I really like the arcadish deploy/repacking parachute. The standard classes would have a less maneuverable round parachute, where as, the Special Forces (SF) unlocked class would have a more maneuverable rectangular chute. Distant recognition could also be made on the type of player parachuting based on his parachute type.

To provide a greater depth of playing experience with more emphasis on defense, shovels could be added to all but the SF class. The shovel would provide a different capability based on the class using it. A hasty fighting position (shallow prone-type foxhole) could be dug by most classes. A deeper off-hand (standing) depth dug-in position could be dug by engineers while the support class could prepare hasty fighting positions with overhead cover. The support class could end up digging multiple positions to assist his team mates in preparing for a counter attack or surviving splash damage from near by explosions. The sniper could dig a hasty fighting position with a camouflaged top to conceal his position. The sniper position would not afford overhead protection. The SF class would forfeit their ability to dig-in, but could temporary conceal themselves with a cammo net which provide no protection. These capabilities may encourage some players to defend a recently captured control point.

To add melee unlocks for some classes:

Bayonet (Only Assault-class) - Fast, long-range.
100% damage. [stab only]

Axe over-head swing (Only Engineer-class) - Slow, short-range.
No armor 80% damage. Body armor 60% damage.

Axe side-to-side swing (Only Engineer-class) - Medium, medium-range.
No armor 60% damage. Body armor 40% damage.

Machete overhead swing (Only SF-class) - Slow, short-range.
No armor 100% damage. Body armor 80% damage.

Machete side-to-side swing (Only SF-class) - Medium, medium-range.
No armor 60% damage. Body armor 40% damage.

Throwing knives (Only SF-class) - Fast, long-range.
No armor 60% damage. Body armor 40% damage.

The Assault class could pick between their standard issue 2 HE grenades and an unlockable 2 Flash Bangs (FBs) for room clearing. Engineer, Support, and SF could unlock two grenades each. Snipers could unlock one FB to facilitate breaking enemy contact. The medics would have an unlock of two White (HC) smoke grenades to obscure areas in order to treat casualties with less chance of getting shot.

Some classes would be afforded scopes and some red dot attachments to their primary weapon.

Body armor would be unlocks for all classes expect snipers and medics. The later two classes should be avoiding enemy contact.

A First Aid (FA) bandage unlock would provide kits the ability to self heal or provide limited assistance to a buddy until a medic can arrive.

Only the sniper and SF would be allowed a silencer unlock for their pistols. The sniper would likely use his silencer to protect himself at short range without attracting the attention of nearby enemy forces, where as, SF would likely use his silenced pistol in an offensive role.

The assault class is the shock-troop on point for offensive forces and would be able to gain access to high-level terrain for his squad members with an lockable grappling hook. Engineers could pull out a telescoping short ladder unlock to gain access over short walls. Snipers could evade enemy movements and seek-out more advantageous positions with a zipline unlock. Once an SF player was parachuted or air-assaulted behind enemy lines, he could use a mountain bike unlock to move quickly with less noice.

The sniper could use a GLID (Guidance Laser Illumination Device) unlock to laze targets for the commander to direct artillery against. SF could use a beacon to mark and designate targets.

In BF2, there needed to be more counters to aircraft. Snipers and/or SF could select a MANPADS (Man Portable Air Defense System) [shoulder launched anti-air missile] unlock to engage enemy aircraft. Snipers and SF classes have a greater tendency to be Lone Wolves in BF2. Those two classes are also more likely to be working in very small groups. Snipers are more likely to be setup on a ridge line overlooking a town or on a roof top in a sniping position. SF has a greater likelihood of being deep behind enemy lines where aircraft base from and return. Both classes would, therefore, be in a better position to employ MANPADS and would be more likely to survive an aircraft counter attack. They are harder to detect due to their small organizational footprint and use of camouflage. The support class could build progressively more lethal Anti-Air (AA) emplacement unlocks. Stationary weapon plan would be determined by the team’s XO (Executive Officer) and the Defense Squad Leader (SL) would designate exact placement before a support player could emplace the weapons system.

The Assault Class would get progressive unlocks for under the barrel of their primary weapon.

The engineer class would start with 2 AT mines and would have additional unlocks to counter vehicles. Door charges could be used to blow open doors and man-size holes in walls. Line charges would be used primarily to blow a path in mine fields and wire obstacles big enough for a tank to pass.

A lot of complaining has occurred over the unmanned proximity-detonated claymores used in BF2 andI think this would a good fix for the sniper class. This way a sniper could evade or turn and kill an opponent trying to approach his position once a Flash Bang (FB) proximity mine detonates.

A thermal device unlock for snipers to view through walls and during hours of limited illumination (at night).

The support class could unlock and build stationary medium/heavy machineguns, heavy AT emplacements, and AA emplacements. The stationary weapon plan would be determined by the team’s XO (Executive Officer) and the Defense Squad Leader (SL) would designate exact placement for a support player to emplace the weapon systems. The support class could also unlock a wire obstacle ability. Supply crates could be concealed by the support class’s ability to dig caches and mark them on a common friendly map.

Increased damage unlocks should NOT be apart of BF3 and soldier ability enhancements (speed, health, accuracy) should be limited to the Special Forces class.



Kit limits per team:
Assault - unlimited
Engineer - unlimited
Sniper - 4 per team (1 position available after every 10 players per team)
Medic - one in every 4 players
Support - one in every 4 players
Special Forces - 4 per team (1 position available after every 10 players per team)

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  • spartans
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14 years 2 months ago #684

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14 years 2 months ago #685

Wow thats a long and intresting post with Some awesome ideas in there, i hope they dont give medics, guns with zero recoil and 200 bullets :O i really have mixed feelings about BF3 the way things are going right now :(

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  • spartans
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14 years 2 months ago #692

I added the Night Vision Goggles (NVGs), Infared (IR) Laser Aimpoint for most classes, and the NVG Zoom for the Sniper and SF. The green stars mark the changes. The aimpoint is not visible to the naked eye, but visible with NVGs. The device emitts an IR laser that designates the point of impact for the round (bullet) of your weapon.

I also removed the 2-flashbangs unlock for the Assault class. Although it sounds nice to have flashbangs, I did not really enjoy the experience in-game. I know it is realistic, but for me, it detracted from the game play. Gas masks and Tear gas (CS) munitions were intentionally left-off as well for the same reason.




I substituted the text for another image matrix for the melee attacks:

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