Rifleman specialist-new lonewolf kit?

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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Rifleman specialist-new lonewolf kit?

Post by alberto_di_gio »

Bellator wrote:The grappling hook climb doesn't consumes stamina at all, so the specialist can quickly climb on top of a building and then proceed to accurately shoot anyone below.
Never thought this way. Making it stamina consuming is a good idea. Climbing up 15 m. with 30 kg on your back should not be that easy. May be a new arrangement can be done for that. Any suggestion thread about this?
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Jarryd_455495
Posts: 175
Joined: 2009-02-19 06:20

Re: Rifleman specialist-new lonewolf kit?

Post by Jarryd_455495 »

I'll check cause that shows great.

edit: nope, got up to pg 7 and all i found was suggestion about slowing down climbing because of the 30Kg weight, nothing about stamina. (seached term: rope stamina)

Hope it can be done, but i wouldn't like all the stamina gone maybe like a third for gameplay and half gone would be my max.
Last edited by Jarryd_455495 on 2010-06-15 12:57, edited 1 time in total.

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Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Rifleman specialist-new lonewolf kit?

Post by Bufl4x »

alberto_di_gio wrote:In our situation if an important kit drops while we are in action another one grabs it or protects it until a medic comes. Or the worse they secure the perimeter until the owner comes back at retake it. If we all die... well... than thas a well deserved kit I say :)
This usually works in AAS, but not so much in insurgency. As soon as you fire your leet special kit (saw, marksman, sniper, grenadier) enemies will come swarming to your postition. The more powerful the kit, the more insurgents the sound will attract. And they dont even have to worry about deaths most of the time, so they can just keep coming back until they get that kit.

We all know whats it like when half of the INS team has blufor SAWs, it makes getting caches a lot harder because they have the advantage in both short and long range combat.
It could be a well deserved kit, but it also will be a nightmare for your team if you keep losing them

Obviously it depends on the role you do, but if you are going cache hunting in the city, please don't take powerful scoped kits, you'll end up doing more harm to your own team then to the enemy.

Also, considering how your death will affect the course of the battle is something everybody should do.
BobTheSilensious
Posts: 49
Joined: 2009-07-04 15:50

Re: Rifleman specialist-new lonewolf kit?

Post by BobTheSilensious »

Like others said before, 1 per 2 player squad should be just right. But if you go above, like 1 per 3 or 4 player squad, it will destroy the mobility of the recon team (aka 1337 squad). No seriously it will sure hurts the mobility of real squads who want to get to the objective by the hardest way, or not...

I dont think its real lonewolf since must of the server, well the good ones, completely forbid anyone who's not part of a squad. So, as far as you play on the right server, in AAS and, of course, in a squad, no wolfsh*t will be on your way. Well, I hope so...
raw157
Posts: 66
Joined: 2009-03-15 16:13

Re: Rifleman specialist-new lonewolf kit?

Post by raw157 »

alberto_di_gio wrote:Never thought this way. Making it stamina consuming is a good idea. Climbing up 15 m. with 30 kg on your back should not be that easy. May be a new arrangement can be done for that. Any suggestion thread about this?
I like that idea, and also never even thought about it like that. Yeah, that would def. make you tired and you should lose some stamina because of it.
Rest assured, that with a heart that's pure, we'll be victorious and not let our hate get the best of us.

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Phantom2
Posts: 195
Joined: 2009-04-04 01:27

Re: Rifleman specialist-new lonewolf kit?

Post by Phantom2 »

Majority of people I see ramboing are the people with rifleman specialist.
Lt.Dan_991
Posts: 47
Joined: 2008-07-29 02:52

Re: Rifleman specialist-new lonewolf kit?

Post by Lt.Dan_991 »

I say leave it how it is.

It's a fun alternative to being in a conventional squad. Sometimes you just get sick of leading/squad membering in a 6 man Inf squad on insurgency. It can rapidly become very frustrating.

Being covert with a specialist is a nice way to keep it fresh, at least for me.
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Rifleman specialist-new lonewolf kit?

Post by Killer-Ape »

Lt.Dan_991 wrote:I say leave it how it is.
Sure.

But,

at least give the insurgents something “real” to counter this, like also giving a weapon wielding kit the grappling ability. The grappling hook is so much more than a climbing tool. See it as a metaphor for urban mobility. And this makes coalition forces much more mobile than insurgents in their own city? Shouldn’t it be the other way around?

Collaborators are a rare sight as nobody likes to play them, and that’s a fact. And even when I SL on insurgent side I never force people to pick collaborators as I know we play this game for “fun”, yea teamwork is so much easier when you got more attractive kits.
You can’t just restrict lot of important stuff to one "passive" kit just to make us players pick it. It won't happen.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Rifleman specialist-new lonewolf kit?

Post by Arnoldio »

Climbing should be slower and stamina consumig yeah... also ladders maybe.
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Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: Rifleman specialist-new lonewolf kit?

Post by Pirate »

Killer-Ape wrote:Sure.

But,

at least give the insurgents something “real” to counter this, like also giving a weapon wielding kit the grappling ability. The grappling hook is so much more than a climbing tool. See it as a metaphor for urban mobility. And this makes coalition forces much more mobile than insurgents in their own city? Shouldn’t it be the other way around?

Collaborators are a rare sight as nobody likes to play them, and that’s a fact. And even when I SL on insurgent side I never force people to pick collaborators as I know we play this game for “fun”, yea teamwork is so much easier when you got more attractive kits.
You can’t just restrict lot of important stuff to one "passive" kit just to make us players pick it. It won't happen.
Why don't YOU go collaborator then? They have a phone, so you can set down hideouts still.
Killer-Ape
Posts: 387
Joined: 2007-02-26 16:00

Re: Rifleman specialist-new lonewolf kit?

Post by Killer-Ape »

Pirate wrote:Why don't YOU go collaborator then? They have a phone, so you can set down hideouts still.

Because I like to have FUN when I play computer games and playing as a collaborator is NOT FUN.

Plus I don’t get any shovel so it’s pretty useless when I want to make hideouts alone, and this happens allot.

The shotgun made collaborators pretty easy to kill and you only end up giving Intel to the other team.

I don’t care if somebody is really passionate about collaborators on this forum. Just go to any insurgency game and check how many riflemen-specialists are active.. Now switch teams and count the collaborators. You won’t find many.

In any case, getting “urban mobility” on the insurgent side requires more effort and teamwork as opposed to the coalition side. Why is that? Why do I need more planning and effort while fighting on familiar ground? This is my neighborhood, why should I get less access to buildings?

Are you unable to recognize this problem?
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: Rifleman specialist-new lonewolf kit?

Post by Hunt3r »

This is ridiculous. A shotgun and rope is not the end of the world. Defeating a specialist is all about keeping your distance and surprising them.
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DDT
Posts: 23
Joined: 2009-06-08 11:53

Re: Rifleman specialist-new lonewolf kit?

Post by DDT »

Make it limited.
MaxBooZe
Posts: 2977
Joined: 2008-03-16 09:46

Re: Rifleman specialist-new lonewolf kit?

Post by MaxBooZe »

Return Slug as shotgun ammo.. That way it's less awesome vs Inf but still a valuable squad asset..

TBH It's no big deal, as Insurgent you have some of the biggest and meanest anti-personnel guns/weapons.. RPGs/AKs, all perfect against infantry targets!
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Rifleman specialist-new lonewolf kit?

Post by Arnoldio »

Get the slug backy yeah, with very low deviation so its easier to hit the civies.

Or limit the kit as said before, wont hurt anyone.
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Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Rifleman specialist-new lonewolf kit?

Post by Cassius »

You can turn every kit you want into a lonewolf kit.
Sgt. Mahi
Posts: 984
Joined: 2008-03-27 07:44

Re: Rifleman specialist-new lonewolf kit?

Post by Sgt. Mahi »

Killer-Ape wrote:Sure.

But,

at least give the insurgents something “real” to counter this, like also giving a weapon wielding kit the grappling ability. The grappling hook is so much more than a climbing tool. See it as a metaphor for urban mobility. And this makes coalition forces much more mobile than insurgents in their own city? Shouldn’t it be the other way around?

Collaborators are a rare sight as nobody likes to play them, and that’s a fact. And even when I SL on insurgent side I never force people to pick collaborators as I know we play this game for “fun”, yea teamwork is so much easier when you got more attractive kits.
You can’t just restrict lot of important stuff to one "passive" kit just to make us players pick it. It won't happen.
Statement in bold: I totally see the point of this statement. Insurgency should be more mobile in their own city to simulate insurgents to be more familiar with the environment and using that as a huge advantage. If anything every insurgent player should have a grappling hook.
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Freelance_Commando
Posts: 130
Joined: 2007-06-05 08:03

Re: Rifleman specialist-new lonewolf kit?

Post by Freelance_Commando »

Every insurgent having a grapple? Perhaps not to that extreme as it sounds more like these insurgents are mountain climbing rather than fighting in an urban battlefield.

I think this is more a problem with the Specialist Kit being too close the Ironsights Rifleman kit, as instead of a situation sensitive ammo bag you recieve a shotgun with plenty of ammo and a grapple. I think they have the same amount of rifle ammo and both incindinary and fragmentation grenades (not sure on this one), so for a loss in resupply you gain another weapon and greater maneuverability.
No wonder it's a popular lone wolf kit.
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Lange
Posts: 306
Joined: 2007-02-28 23:39

Re: Rifleman specialist-new lonewolf kit?

Post by Lange »

Actually you have a good point there freelance(forgot quote). I actually only rarely ever see the rifleman with aimpoint/irons used if people don't want optics they just go specialist. There's nothing really to constitute the use of the irons rifleman to be honest that i've seen and that's a problem. Ammo bags aren't a top priority in most cases or even thought about and when you need smoke in a squad you generally just rely on your medic or your squad.

Thinking about this then yeah for CQC the specialist pretty much has everything over rifleman irons so its very rarely used.
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