Agreed 100%One concern about the SAW spawnable kit that just sprang to mind. Take an insurgency map for example, say the SAW gunner is killed and the enemy steals his kit (as seen ALL the time with any kit). Now, this squad member who just died would normally have to spawn on the RP, now no longer equipped with this powerful weapon. However, now he can spawn straight back into the fight with his trusty SAW again, again potentially to be stolen once more.
I foresee a Taliban team equpped with many 4x scoped SAW's because its no longer limited and too plentiful, possibly tipping the balance. The argument against of course is players should be more careful, not spawn in if too dangerous yada yada. Players are hardcoded and do stupid things.
I'm not saying I don't like the change, in fact I really like the fact that a squad can always have a SAW gunner. Just thought I'd point out a potential game play change that could tip the balance slightly.
i don't say that change is BAD but i think that my version is more balancedMic's version of limiting kits:
Normal kits (unlimited)
Rifleman (optics and ironsights)
Rifleman Specialist
Infantry kits (squad limited)
Officer (optics and ironsights)
1xMedic
Automatic Rifleman (ironsights)
Infantry kits (Requestable from crates; squad and team limited)
3-4xAutomatic Rifleman (optics)
(^one free slot i t rose or you want comando back? :twisted
Marksman
Rifleman AT
Grenadier
and you can have only one AR ironsights or optics in one sq
we now can see M249 optics(Brits USA) so other(PLA, MEC ect.) might not have optics
or need new models/versions of AR
IRONY? or TRUTH?We didn't have time to work on the unlock system. We will try for the next version.





