I was discussing with some friends during a unidad base supply raid some issues concerning stealth role play.
What do you guys think about adding a blowtorch or some sort of pliers to cut through metal net fences? It would be a major improvement for flanking and entering bases while remaining stealth and not needing to rely on a chopper and pilot to base jump (easily countered by SAM or snipers eagle vision) or a vehicle/ explosive (which automatically alert enemies) just to get through the fence....Maybe a grappling hook for climbing those would also improve the roleplay...
Another improvement not-exclusively-stealth-related that I wanted to discuss is the possibility of a fast rope/rappel mechanism to descend from choppers (maybe a 90ft. rope?)..... We think it would be amazing to be able to get out of a chopper not needing to land it first! It can add a dynamic flow to base raids and HVT extraction
Let me know what you think of those ideas and I would love to hear more opinions!
Kind Regards,
Parallax_Joker
Coyote-2-Bravo Leader
Originally Posted by Jedimindtrxx Go to original post
A special interaction with short animation would be badass when melee prompted at fence....
Sniper rifle bipod, smoke grenade, more room for customize all rifles. The 30 rounds magazine on AUG A3 looks like 50 rounds instead of 30 rounds. Honey Badger looks really tiny. The handguard on every gun is too close to the magazine. The range gadget on the sniper rifle I assumed it would show the distance between the shooter and the target, instead it didn't. AI teammates. even fully upgraded, still don't know how to hide themselves from the enemy, that's why I never bring them on stealth missions or infiltration, instead purely for reinforcement or reviving myself.
Yea, I've never understood the lack of in game wire cutters. Uber Spec Ops Dudes-----Damnit! We've got to cancel the mission; Bob forgot the wire cutters (as the Team mills about dejectedly outside the perimeter fence).
As an aside---I spent most of my career in High Risk Facility Management. Some had solid walls, some had fences. The least secure of them had better security than any of the GRW bases.
For fenced facilities (going as far back as the early '90s)---the fences at minimum would be wired with a vibration sensor (computerized of course), and the inside of the fence was covered top to bottom in razor wire. Snipping/vibrating the fabric would set off an audible alarm in the Ops Center, and ID the section of fence being disturbed. On better systems, the alarm would trigger pan/tilt/zoom CCTV cameras to slew automatically to the disturbed fence section so security could ID the issue, and deploy the proper response (might be internal, or external, or both; responses were always armed). ALL fence alarms were responded to by dispatching multiple personnel to visually check the area (even if nothing was visible on the CCTV system). Alert status was maintained until the responding personnel had verbally cleared the area as secure. Raccoons, cats, marmots, and musk rats were amazingly good at getting through drainage culverts, and the raccoons would climb up and over the fences no matter how much razor wire was on them!).
Fence fabric vibration sensors were complemented by microwave zones, magnetic field influence sensors, and more recently non visible lasers. All of which are activated by anything passing through them (MFIS sensors could be tuned to ignore small objects e.g. cats, raccoons, birds, etc).
Many facilities backed all that up with manned armed guard towers (usually numbered just like the Unidad base towers in GRW) interconnected with intercoms, hardline phones, and radios, and panic button operated alarms. Our guards all had their eyesight checked, so we knew they could see more than 50 ft (unlike the Unidad Guards). Guard tower weapons ranged from rifles (5.56 or 7.62mm), M240 GPMGs, M249 LMGs, M82 Barrets in a few instances, M110 7.62mm DMRs, and the odd M79 40mm. Security personnel in any tower with a M110 or M82 had to have passed US Armed Forces DMR Qualification courses or their equivalent, and requaled on the company course, scoring 95% or better! Yikes!! All towers with MGs had at minimum; 1200 linked rounds available [for unexpected guests!
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Ssssoooo the next time your stealthing into that Cartel or Unidad base, and you find yourself cursing your luck, Team AI, Co-Op Partners.........................it could be worse!![]()
Note to self: hire more raccoons for large scale industrial break ins.Originally Posted by Flanker1Six Go to original post