+1
I like the idea of switching between the optics on weapons, and seeing as the Auto-Rifleman is being added as a spawnable kit it would mean he wouldn't be stuck with a scope on maps that require a lot of CQB.
The idea of spawnable LAT/Grenadier kits is good too, and wouldn't be too spamy IMO, and in the British army a L85/UGL is available to most 8 man sections, not so sure about the AT4, have a feeling it is issued on a more "as needed" basis.
Ideas regaurding the new spawnable kits.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: Ideas regaurding the new spawnable kits.
i to , would love to see the UGL on spawn screen. its realistic and like the SAW a vital part of a squad.
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masterceo
- Posts: 1914
- Joined: 2008-08-25 23:00
Re: Ideas regaurding the new spawnable kits.
i agree on UGL on spawn screen.
Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
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Qaiex
- Posts: 7279
- Joined: 2009-02-28 21:05
Re: Ideas regaurding the new spawnable kits.
'[R-DEV wrote:Jaymz;1009106']The idea with the new system is that the core infantry kits are spawnable,
but specialized kits require you to obtain them from designated supply areas.
- Offier
- Rifleman
- Machine Gunner
- Medic
The problem is that you lose the kits so easily in this game. Unlike reality where you don't normally get shot that much, in the game, as an infantry soldier you have to expect to go down at least a couple of times during each map. And even if you got shot down IRL your weapons aren't going anywhere.
The thing is, even if the smoke goes down seconds before you do, that still makes it more than 30 seconds before a medic gets to you and by then your kit is gone.
We need some way to keep at least the more mobile weapons in action. That means the marksman rifles, grenadier kits and LAT.
The marksman rifle simply needs to be spawnable. The M203 is extremely prevalent among squadleaders, so I suggest giving the officer kit the M4 with the M203 and then you can do something else with the grenadier kit.
And apparently there is some reluctance towards making the LAT spawnable, something about it not being THAT common and being used as an anti-infantry grenade. And while that is a legitimate issue, that doesn't stop that most players do use it correctly and right now APC's are getting a free pass, without access to anti-armour, and logistics being handled poorly or not at all on most maps, they are not as afraid as they should be.
Summary: All frontline kits must be easy to aquire, these are marksman, LAT, and the M203 should be given to officers, removing the need for grenadiers.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Ideas regaurding the new spawnable kits.
Marksman kits are fine the way they are. Most of the rifles in game are accurate enough that in the majority of situations, you don't need the marksman kit. If you think you will need to reach out and touch someone, you can grab it ahead of time.
The reason we don't see LAT spam is because there are not enough of them to spam. I could go for them being spawnable if your spawn point is ~50m from a firebase, representing the logistics available there, but spawning with them anywhere on the battlefield will lead to many cases of LATing single infantry/very small groups that are not in cover.
Any time I play as an SL or get my hands on an officer kit, I'd rather have actual throwable grenades than an M203.
There was a thread a while back about using the Sandbox mod's system of spawning, and that looked a lot like something we could use. We really should give the player as many options as we can for what they want to spawn with.
Ideally (imo, of course) we start you off with your factions main battle rifle, and you drag and drop the equipment you want into slots/you click equipment you want leading to a weight limit. You want 9 frags and 8 smokes? Ok, but you're going to have to cut down on the mags for your rifle kind of deal.
Squadleaders can lay out guidelines (CBQ layouts and what have you) or they can go for finer control. (You get the 'nades. You. Get the extra ammo. etc)
The reason we don't see LAT spam is because there are not enough of them to spam. I could go for them being spawnable if your spawn point is ~50m from a firebase, representing the logistics available there, but spawning with them anywhere on the battlefield will lead to many cases of LATing single infantry/very small groups that are not in cover.
Any time I play as an SL or get my hands on an officer kit, I'd rather have actual throwable grenades than an M203.
There was a thread a while back about using the Sandbox mod's system of spawning, and that looked a lot like something we could use. We really should give the player as many options as we can for what they want to spawn with.
Ideally (imo, of course) we start you off with your factions main battle rifle, and you drag and drop the equipment you want into slots/you click equipment you want leading to a weight limit. You want 9 frags and 8 smokes? Ok, but you're going to have to cut down on the mags for your rifle kind of deal.
Squadleaders can lay out guidelines (CBQ layouts and what have you) or they can go for finer control. (You get the 'nades. You. Get the extra ammo. etc)
Last edited by mat552 on 2009-10-14 14:29, edited 1 time in total.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Silly_Savage
- Posts: 2094
- Joined: 2007-08-05 19:23
Re: Ideas regaurding the new spawnable kits.
Bear in mind that placing the grenadier and L-AT kits on the spawn screen can be quite spammy and exploitative. You have to remember that if you get revived after your limited kit disappears from the virtual world, you are revived with full ammo of whichever base kit you had selected on the spawn screen.
Which means, that if the grenadier and/or L-AT is added to the spawn menu, you can essentially have an unlimited amount of L-AT and 40mm grenades raining down on your position, just by reviving someone after they have already expended their ammo.
It can already get a bit spammy with all the AR's running amok. I propose keeping the AR on the spawn screen, but making it only available when you have at least three people in your squad. If grenadier and/or L-AT also get added to the spawn screen, I would like to see them available only if you have four or more people in your squad. That should cut back on all the limited kits running around.
Which means, that if the grenadier and/or L-AT is added to the spawn menu, you can essentially have an unlimited amount of L-AT and 40mm grenades raining down on your position, just by reviving someone after they have already expended their ammo.
It can already get a bit spammy with all the AR's running amok. I propose keeping the AR on the spawn screen, but making it only available when you have at least three people in your squad. If grenadier and/or L-AT also get added to the spawn screen, I would like to see them available only if you have four or more people in your squad. That should cut back on all the limited kits running around.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
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Qaiex
- Posts: 7279
- Joined: 2009-02-28 21:05
Re: Ideas regaurding the new spawnable kits.
I can agree with that.
But I also think the marksman is essential on many maps. And should be spawnable, even if only a limited number of times, say each squad with +3 members gets marksman kits, but only 5 of them.
Meaning if the marksman goes down more than 5 times, he goes back to a standard infantry kit again.
But I also think the marksman is essential on many maps. And should be spawnable, even if only a limited number of times, say each squad with +3 members gets marksman kits, but only 5 of them.
Meaning if the marksman goes down more than 5 times, he goes back to a standard infantry kit again.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Ideas regaurding the new spawnable kits.
I think that if you could press a button twice you would remove the Acog (ex. when you change firing modes... but it removes the optics).

