Idea for RKG-3
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Idea for RKG-3
I think the RKG's are a very useful weapon, but in game they don't seem to be used to their full potential. I think they are an opportunity to make the insurgency a bit more varied and dynamic.
Basically my idea is thus. Make all of the insurgents which carry RKGs and the civilians have a similar appearance (an alternative is to add a new class with just the RKG-3). Then change the 3p idle animation for holding the RKG to hold it behind the insurgents back but still in a quite casual pose. This way when using the weapon the blufor wouldn't be able to differentiate between the civilians and the armed insurgents apart from a slight visual clue from their stance and the weapon behind their back. This would add a more realistic use of the weapon and keep blufor on edge, whilst also improving the use of the weapon.
Because the weapon has to be thrown from behind the back the moving vehicle has time to evade if they are aware and it also means that the insurgents are less accurate when timing the throw, this was from my other suggestion thread but I think it needed more attention.
~Ed
Basically my idea is thus. Make all of the insurgents which carry RKGs and the civilians have a similar appearance (an alternative is to add a new class with just the RKG-3). Then change the 3p idle animation for holding the RKG to hold it behind the insurgents back but still in a quite casual pose. This way when using the weapon the blufor wouldn't be able to differentiate between the civilians and the armed insurgents apart from a slight visual clue from their stance and the weapon behind their back. This would add a more realistic use of the weapon and keep blufor on edge, whilst also improving the use of the weapon.
Because the weapon has to be thrown from behind the back the moving vehicle has time to evade if they are aware and it also means that the insurgents are less accurate when timing the throw, this was from my other suggestion thread but I think it needed more attention.
~Ed
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Idea for RKG-3
Sorry but I really don't like this idea. Civilians have a hard enough time as it is, regular soldiers don't care about who they shoot and this won't help civilians.
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Dude388
- Posts: 404
- Joined: 2008-07-21 21:15
Re: Idea for RKG-3
Pretty much sums up my opinions tooSkaterCrush wrote:Sorry but I really don't like this idea. Civilians have a hard enough time as it is, regular soldiers don't care about who they shoot and this won't help civilians.
Though points for thinking outside the box.
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mosinmatt
- Posts: 223
- Joined: 2009-03-02 03:10
Re: Idea for RKG-3
I would like to see the radius of the RKG3 increased. It blew up, like a foot away from a guy and it didnt hurt him at all. Same with various vehicals. It bounces off, or barely misses, and does no damage.
Do they even do anything against the APCs?
Do they even do anything against the APCs?
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Idea for RKG-3
they are very effective, but afaik they do have deviation like any weapon.mosinmatt wrote:I would like to see the radius of the RKG3 increased. It blew up, like a foot away from a guy and it didnt hurt him at all. Same with various vehicals. It bounces off, or barely misses, and does no damage.
Do they even do anything against the APCs?
when I use them, I like to hold down right click so I have it ready, then run round the corner and toss it.
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: Idea for RKG-3
Good points, I understand it could make it very difficult for civilians. Maybe it would work combined with harsher penalties for civi-killers
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Idea for RKG-3
So an insurgent is holding a grenade and about to throw it and your NOT going to shoot him?
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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: Idea for RKG-3
The idea is that it's difficult to see the rkg and therefore difficult to differentiate from civilians and insurgents until close up.
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gclark03
- Posts: 1591
- Joined: 2007-11-05 02:01
Re: Idea for RKG-3
The RKG isn't as powerful as it used to be...
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Taliban-IED
- Posts: 190
- Joined: 2008-03-17 18:54
Re: Idea for RKG-3
I just tested RKG ...they do almost no dmg to APC´s.(stoped counting after 20 rkgs lol)mosinmatt wrote:I would like to see the radius of the RKG3 increased. It blew up, like a foot away from a guy and it didnt hurt him at all. Same with various vehicals. It bounces off, or barely misses, and does no damage.
Do they even do anything against the APCs?
Here are some funny facts... 2 rpg round´s take out APC same as Humvee/Truck
2RKG´s take out Humvees/Trucks.....but no damage to APC
RKG can penetrate any armor up to 125-165 mm + 20meters fragmentation radius....
Make those RKG kit look same like civilian...without covered face/rag
E-Terrorist fan boys are not welcome on the forums.
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Darkkas
- Posts: 83
- Joined: 2009-06-26 20:42
Re: Idea for RKG-3
Dont like new rpg damage too.. it taked 3 rocket hits to kill soldier
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Taliban-IED
- Posts: 190
- Joined: 2008-03-17 18:54
Re: Idea for RKG-3
E-Terrorist fan boys are not welcome on the forums.
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burghUK
- Posts: 2376
- Joined: 2007-10-18 13:33
Re: Idea for RKG-3
I find that RKG-3s and other grenades travel far too slowly. Its extremely difficult to hit a moving vehicle 5m from you because the grenade moves unrealistically slow




