Improving Rifleman Specialist kit - shotgun

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Expendable Grunt
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Re: Improving Rifleman Specialist kit - shotgun

Post by Expendable Grunt »

Cheotip: The specialist is the last one in the room or up the rope. He blows the door and in that instant the other 5 guys rush in; after which he comes. He is not a CQC kit man person.

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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Improving Rifleman Specialist kit - shotgun

Post by HAAN4 »

Make he able to choose betwhen a SMG or ASSAULT RIFLE.

MP5 to me is the BEST assault weopow on game. and many Coutrys use it.

about have a Shotgun rounds, good. but also remenber to use Flashbags. this will make Rifleman Especialist Exertent to take buildings

USA use it,
MEC use it.
BRITAIN (i guess use it to).
Jigsaw
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Re: Improving Rifleman Specialist kit - shotgun

Post by Jigsaw »

JKRMAUI wrote:Grenades would be very nice, but that would just make this is a riflemen kit with a hook.
To avoid just that I would say i'd prefer him to have both shotgun rounds than grenades. This would make him unique from the other rifleman in the squad, more proficient at close quarters yet at the same time avoid making the kit an overpowered ninja rifleman with a rope.
http://www.youtube.com/watch?v=8CKjNcSUNt8
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JKRMAUI
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Re: Improving Rifleman Specialist kit - shotgun

Post by JKRMAUI »

jigsaw-uk wrote:To avoid just that I would say i'd prefer him to have both shotgun rounds than grenades. This would make him unique from the other rifleman in the squad, more proficient at close quarters yet at the same time avoid making the kit an overpowered ninja rifleman with a rope.
I could go for that.

Knife
Spade
Shotgun-00 Buck
Grenades-Frag
Rope-With hook
Shotgun-Slug
Binos
Phosphorous

And make it a spawn able limited kit, because we don't need 3 guys armed with shotguns rampaging around.

Well, and are we going to make a CQB kit? That's a tad excessive don't you think? We don't need a Riflespec and a RifleCQB. I believe blending them would work just fine. For the sake of gameplay.

The only issue is that they spec would have to breach the door, switch to 00, than assault..... I don't see that being much a pain. Normally the spec if the first squadie through the door anyway. If he gets cut down, every one else throw grenades in.
Last edited by JKRMAUI on 2009-08-01 01:25, edited 1 time in total.
Adetter
Posts: 604
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Re: Improving Rifleman Specialist kit - shotgun

Post by Adetter »

Shotgunner...................I think its called that...........
Masaq
Retired PR Developer
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Re: Improving Rifleman Specialist kit - shotgun

Post by Masaq »

[R-CON]nedlands1 wrote:The British Army is apparently equipping each lead scout in the 'Green-Zone' with a Benelli M4 semi-automatic shotgun with an EoTech Holographic sight and buckshot/slug ammunition. From what images I've seen, it looks like the scouts don't carry an L85A2 rifle.


Sources:

Quick, offtopc question - that youtube vid, the camera shows you the view down the eotech. Can anyone else not see the holographic recticule, or is it just my colour-blindness? I can't see it against that grass....

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Conman51
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Re: Improving Rifleman Specialist kit - shotgun

Post by Conman51 »

'[R-DEV wrote:Masaq;1099725']Quick, offtopc question - that youtube vid, the camera shows you the view down the eotech. Can anyone else not see the holographic recticule, or is it just my colour-blindness? I can't see it against that grass....
nope...was the sight on?
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rampo
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Re: Improving Rifleman Specialist kit - shotgun

Post by rampo »

MY opinnion

knife
showel
M4-M68 or ironsights
shotgun(slugshot)
shotgun(buckshot)
rope
1xfield dressing
3x or 2x inceniary grenades

im not sure if it fits anymore an ammo bag should belong to a specialist too, since IRL a specialist is the guy that carries ammo and other important things
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Tarantula
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Re: Improving Rifleman Specialist kit - shotgun

Post by Tarantula »

Ingame name: OfficerJamesPrice

"Heavy is good, heavy is reliable, if it doesn't work you can always hit him with it"
Viper5
Posts: 3240
Joined: 2005-11-18 14:18

Re: Improving Rifleman Specialist kit - shotgun

Post by Viper5 »

Its fine as it is IMO. They have some tools at the expense of others, as it should be. I don't want to see a full squad of uber1337 CQB guys rolling around.
00SoldierofFortune00
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Re: Improving Rifleman Specialist kit - shotgun

Post by 00SoldierofFortune00 »

Why not instead make it an alternative to destroying Firebases? A Specialist busts out his shotgun and if he is within 10-20 feet of the firebase and shoots it (either the radio or maybe just the whole FOB?) it is destroyed. Either 1 or 2 shots would destroy it.

Would give incentive for people to take it and give them some slight range when taking down FOBs without making it stupidly easy.
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Adetter
Posts: 604
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Re: Improving Rifleman Specialist kit - shotgun

Post by Adetter »

So why not make a new kit kalled Shotgunner or Breacher,CQC,CQB.........?????Whatever its called.........
Spaz
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Re: Improving Rifleman Specialist kit - shotgun

Post by Spaz »

Why try to fix something that isen't broken?
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Rudd
Retired PR Developer
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Re: Improving Rifleman Specialist kit - shotgun

Post by Rudd »

00SoldierofFortune00 wrote:Why not instead make it an alternative to destroying Firebases? A Specialist busts out his shotgun and if he is within 10-20 feet of the firebase and shoots it (either the radio or maybe just the whole FOB?) it is destroyed. Either 1 or 2 shots would destroy it.

Would give incentive for people to take it and give them some slight range when taking down FOBs without making it stupidly easy.
that an interesting idea, what happens if you shotgun the radio now? I'm gonna test that to see if this might already be ingame...

IMO

Rifle specialist needs grenades, just one grenade will do.
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Expendable Grunt
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Re: Improving Rifleman Specialist kit - shotgun

Post by Expendable Grunt »

Viper5 wrote:Its fine as it is IMO. They have some tools at the expense of others, as it should be. I don't want to see a full squad of uber1337 CQB guys rolling around.
As opposed to a squad full of "uber1337" long range guys?

M.
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Jigsaw
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Re: Improving Rifleman Specialist kit - shotgun

Post by Jigsaw »

rampo93(FIN) wrote:MY opinnion

knife
showel
M4-M68 or ironsights
shotgun(slugshot)
shotgun(buckshot)
rope
1xfield dressing
3x or 2x inceniary grenades
I'd go for this, but without the incendiary grenades.
Dr2B Rudd wrote:Rifle specialist needs grenades, just one grenade will do.
In a way I agree but I think if you add grenades then hes is just a normal rifleman who can be uber ninja with his rope, whereas a shotgun means he is very different to a normal rifleman, hopefully creating some balance.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Rudd
Retired PR Developer
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Re: Improving Rifleman Specialist kit - shotgun

Post by Rudd »

from the POV of a squad leader, I would just like it if some equipment was standard with very few exceptions, I actually think the SAW should have a grenade as well. (makes very little sense for the marksman to have it and the rifle specialiset and SAW not to)
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Jazz
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Joined: 2009-04-19 17:45

Re: Improving Rifleman Specialist kit - shotgun

Post by Jazz »

Expendable Grunt wrote:Cheotip: The specialist is the last one in the room or up the rope. He blows the door and in that instant the other 5 guys rush in; after which he comes. He is not a CQC kit man person.

M.
This.

There is no need to take the vanilla approach of saying this person has to have this weapon because it is special. (IE engineers with shotguns, AT with smgs.) Close quarters is always going to be rough on the attacker. I like the specialist how it is now. Especially on insurgency it is a must have to provide mobility to your squad. Knowing how to effectively use a specialist sets a good squad apart from the others.
abbadon101
Posts: 87
Joined: 2008-12-30 13:17

Re: Improving Rifleman Specialist kit - shotgun

Post by abbadon101 »

I would like to see all kits loose their Incendiaries apart from the specialist and engineer (and MAYBE th SL kits have 1 each) who have theirs bumped up to 3 each. This would mean they are much more valuable to the squad as no one else have the means to destroy caches and assets. Ths way the specialist would realy live up to its name.
Dev1200
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Joined: 2008-11-30 23:01

Re: Improving Rifleman Specialist kit - shotgun

Post by Dev1200 »

Scared_420 wrote:how about a cqb class than greedonevershot,, get rid of the m4 and give him a p90 or something like that, i think stungrenades might be too hard to do but a p90 would be ownage, lots of people use the mp5 on ejod
Regular armies don't use SMGs any more.. since SMGS/PDW's are useless because of armor. They're issued carbines.. =\

Anyway, regular armies don't use buckshot because of the geneva convention.. it's consitered a "destruction" weapon, also "unnessesary pain" or something similar to that. Since it's just a bunch of little shreds of bullets being fired at you.. unless it's 10m or less you probably won't die, but it'll feel like someone put a blended up a bunch of knives and shot it at you at 450fps =P
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