Specialist optics.

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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Specialist optics.

Post by Qaiex »

I think we should give the specialist default optics instead of being stuck with either red dot or ironsights.
At the moment it seems not alot of people are willing to go specialist because of it. As we all know the game being on the BF2 engine, doesn't allow very good visual over distance, and most of the time, seeing how helmets tend to dissapear, it is difficult to determine whether someone is an enemy or a friend.
And optics do help alot, instead of having to switch from your weapon to your binoculars to check it out, (which btw I have gotten flak for more than a few times) or getting everyone all riled up about nothing, checking the map and trying to see if it's a friend that way, you can just scope up and look, takes a few seconds.
Instead I say give the red dot sights to the medics, for them it's a step up.

The ACOG is the standard for most US infantery soldiers, and right now 3 out of the 5 US starter kits are using either the red dot or ironsights, and for all the other armies it's 3 out of 5 with ironsights.


For the people who really like the red dot/ironsight there is always the medic or the regular rifleman.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Specialist optics.

Post by Vege »

Combat engineer needs to be sneaky with his mines/ieds/and c4 and when he actually attacks he should attack from really close up and defense only.
Please, don't give him optics that makes him bad in a situations where he should be in.
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Specialist optics.

Post by arjan »

Combat engineer, and Rifleman Specialist are different kits Vege.. :S

Also, its nice how it is right now.
Its a good CQB kit, thats where the kit is for.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Specialist optics.

Post by Qaiex »

Isn't that what the standard rifleman is for, though?
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Specialist optics.

Post by DankE_SPB »

bad idea
now if smbd wants to camp with optics on roof he needs mate with hook, this requires some teamwork ;-)
if you give optic to standart specialist, you'll get snipzorz on everyroof
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Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Specialist optics.

Post by Spaz »

qaiex wrote:At the moment it seems not alot of people are willing to go specialist because of it.
One of the reasons why I like to play as a specialist is because of the ironsights/aimpoint.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Specialist optics.

Post by Rudd »

Specialist is a must for the shotgun on maps like korengal, but not much point ina CQB sight if its his friends who have to cover him when he opens the door.

Better he had optics, and a CQB rifleman was close to cover.
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Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: Specialist optics.

Post by Vege »

arjan wrote:Combat engineer, and Rifleman Specialist are different kits Vege.. :S

Also, its nice how it is right now.
Its a good CQB kit, thats where the kit is for.
Ahh, im blind, ty for correcting me.
BF universe: Jorma[fIIn], Tahanmikaansovi, Vge, Lou Bang, Marjapiirakka
llPANCHOll
Posts: 233
Joined: 2007-11-12 21:37

Re: Specialist optics.

Post by llPANCHOll »

Cast my lot with the "NO" crowd..
I prefer Ironsights to Aimpoint/ Aimpoint to Scope
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nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Specialist optics.

Post by nick20404 »

All standard kits should have a red dot/ acog variant in the selection menu. Pretty sure soldiers get to chose what they use so why shouldn't we be able to.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Specialist optics.

Post by badmojo420 »

DankE_SPB wrote:bad idea
now if smbd wants to camp with optics on roof he needs mate with hook, this requires some teamwork ;-)
if you give optic to standart specialist, you'll get snipzorz on everyroof
I agree with this reason for keeping the red dot. In fact i feel the rope should be on a limited kit, but i'll live with it being spawn. But giving them a scope would just be over kill. And reduce the team work factor.
TempesT
Posts: 152
Joined: 2009-04-11 05:08

Re: Specialist optics.

Post by TempesT »

It will promote Specialists grappling onto roofs and sniping alone.
Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Specialist optics.

Post by Qaiex »

I have my doubts about the validity of people trying to play sniper with the ACOG, even so, this is again changing the game, not to favour realism, but to keep the few newbies and idiots in check.

Isn't one of the tenants of this dev team, not to do that?


The fact is that unless you have a monitor the size of a wall, ironsights and red dot sights are worthless on the maps where the specialist is effecient. And even though they make up for some of it in door breaching ability and the rope. It's not nearly enough to warrant the lack of help they are in a combat situation where the biggest advantage you have over your enemy is range.
Last edited by Qaiex on 2009-04-29 12:20, edited 1 time in total.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Re: Specialist optics.

Post by Ragni<RangersPL> »

Sorry but Specialist rifleman must stay without the scope.

Giving them a scope will make it an ultimate kit for all the lonewolf campers.
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Specialist optics.

Post by rampo »

naah... if that would happen evreyone would only take specialist because its got dah ultra h00k
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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Specialist optics.

Post by Qaiex »

Then remove the hook and give them a couple of breaching charges, to blow holes through walls instead of climbing over them.
And give the hook to another kit. The most use you get out of the hook for a sniper spotter, but the shotgun is vital to an infantry squad.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: Specialist optics.

Post by DankE_SPB »

but the shotgun is vital to an infantry squad.
meh, where??? sometimes there is lack of breaching tools, but saying its vital... give example please
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Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Specialist optics.

Post by Cheditor »

On any city map the hook becomes a great strategic tool, if im SL on muttrah i always request someone to grab a grappling hook.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: Specialist optics.

Post by Ace42 »

DankE_SPB wrote:meh, where??? sometimes there is lack of breaching tools, but saying its vital... give example please
Fallujah west, many caches are behind breachable doors. It's easy for terrorists to get pinned down (esp by APCs or hummers) and for a breach-and-run through buildings to be the only escape route.

Likewise, on Korengal, there's a ton of scaleable / breachable surfaces which are vital for circumnavigating ambushes and grenade-traps.

Hopefully there'll be more breachable doors in future maps. A handful of gates in key locations (especially denying road-access!!!) is more significant than a ton of doors on empty 1-roof destroyable buildings.

As for aimpoint / iron vs optics - Aimpoint all the way. Firstly, avoiding lone-snipers on roofs is a must; secondly - breachers should be hopping over walls and breaking through doors, and generally sneaking up and getting in the face of people. That = CQB = ironsights not scope.

Personally, I think the "specialist" rifleman should be merged with the regular iron-sights rifleman. The choice of "grapple + breacher" vs "ammo and grenades" is no choice at all, generally. Grapple wins over a couple of grenades, and ammo's very rarely an issue with most of the squad spawning with acog + ammo pack. Greater delineation is needed.

Either: Give the specialist better armour (breaching point-men do get the heaviest body armour IRL - first through the door is the most likely to get shot) and ditch the optics-rifleman ammo pack, bulk up ironsight's rifleman's ammo bag.

Or, ditch the ironsights rifleman, ditch trip-flares (totally useless except for snipers, really. Slightly more use for ins, who don't even get them) - give the new specialist / ironsights hybrid either grenades, ammo bag, or smoke / flash-bangs (yes, I know why they were removed) to aid breaching / building assault.
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galzohar
Posts: 1827
Joined: 2009-04-27 17:09

Re: Specialist optics.

Post by galzohar »

Iron sights are a thing of the past. There is practically no reason to not have some kind of optic on your weapon, unless you have pretty much no budget at all to get a good one.

It's funny how in every game when someone mentions acog someone else mentions that "everyone will be snipers", when in fact the "snipers" are the guys that shoot stuff at like 100 meters and the riflemen are the guys that shoot stuff at 20-40 meters, when in reality it'd be riflemen shooting stuff at 100+ meters, riflemen with 4X scopes at 300+ and snipers at 500+. Taking a sniper rifle/acog to hit something at 100 meters isn't being a sniper - it's taking a sniper weapon so you can do the rifleman's job because the rifleman can't do it himself due to game limitations. These limitations are hard to get around, yes, but it's still wierd that every time someone mentions zoom in any shape or form a bunch of people go and cry "but everyone will play 'sniper'".
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