Rifleman AP

General discussion of the Project Reality: BF2 modification.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Rifleman AP

Post by Tim270 »

I think the Kit needs atleast 2 claymores or more as the base number for people to use it more. Another thing is the detonator. Having the same deploy time as C4 is kind annoying and forces the user to sit there with the detonator out constantly rather than being able to function as a rifleman, then blow claymores when the time comes.

Its only really useful if you are strictly defending. I have attempted to use them 'offensively' when taking ground then trying to establish a perimeter to defend. Cant say I have ever killed anyone with them.
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eMeRgEnCyLeMoN
Posts: 22
Joined: 2010-04-15 04:20

Re: Rifleman AP

Post by eMeRgEnCyLeMoN »

'[R-MOD wrote:Mongolian_dude;1372230'] FM 23-23 Chptr4 Tactical Employment
... I think its also important to note that this manual specifically says:

"Small groups can easily carry a large number of CLAYMORES; for example, one man can carry six CLAYMORES, enough to cover a frontage up to 300 meters."
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Rifleman AP

Post by Bellator »

I think that the AP kit should have 2 grenades and 2 claymores in addition to the usual assault rifle, field dressing and so forth.
Jarryd_455495
Posts: 175
Joined: 2009-02-19 06:20

Re: Rifleman AP

Post by Jarryd_455495 »

Bellator wrote:I think that the AP kit should have 2 grenades and 2 claymores in addition to the usual assault rifle, field dressing and so forth.
That or maybe split up the claymores so you can detonate them individually, not sure but the same way you do the 'deployed' could be used to split them up.

kit load out:
1X Knife/restrainers
1X Shovel
9X Rifle w/ Mags
2X Smoke
2X Grenade (maybe)
2X Claymore 1 (linkedv)
2X Claymore 2 (linked^)
1X Field dressing

The ammo is linked so you can choose to use 1 detonator or 2.

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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: Rifleman AP

Post by RHYS4190 »

not seen any one take the kit, and iv not seen a clay more since bf2. i guess it comes down to the fact, that it a limited kit and really there are a lot more kits that are useful in more situations, and i can imagine the problem coursed by taking a limited kit you are barely going to use taking up a slot meaning you can't get medic nor anti tank or LMG.

and there’s the fact you only get one and that nothing , you really need 5 to 7 of them so you can really get a effective kill zone happening, and you can set It up quick enough to make the time and effort worth it, you can't be running back in forth from a supply create in the middle of a battle.

If you can't cover a large area then, it not really worth it.


we need more of them, same really with trip flares, be a lot better if the actual black line was made much longer and invisible id say make them 5-10m or better yet 15m-30 m long, then we would see a very big return by actually going through the effort of setting them up,

most situation there pretty use less, but there proximity range is too low and there so obvious it very hard to miss them,
=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Re: Rifleman AP

Post by =]H[=CubCadet1972 »

The current loadout and game types don't offer much reason to use this kit at present. I rarely see it used.
Nakata
Posts: 102
Joined: 2010-02-05 02:24

Re: Rifleman AP

Post by Nakata »

This is a defense kit... The most players dont like defend Flags becose idf the enemy dont como he dont fight, and it is boring. So this kit isnt always used, but is a good kit.

Like the insurgency traps, it is used to block the passage. The advantege is the remote control and the controled direction of explosion... It works more for HAMAS and Taliban then USMC/USARMY, the first who really defend position.
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Rifleman AP

Post by Gosu-Rizzle »

Jarryd_455495 wrote:That or maybe split up the claymores so you can detonate them individually, not sure but the same way you do the 'deployed' could be used to split them up.

kit load out:
1X Knife/restrainers
1X Shovel
9X Rifle w/ Mags
2X Smoke
2X Grenade (maybe)
2X Claymore 1 (linkedv)
2X Claymore 2 (linked^)
1X Field dressing

The ammo is linked so you can choose to use 1 detonator or 2.
This. That would bring it up to the standards of Taliban/Hamas (having 2 sets of killzones) and it would be a great addition to the kit.
kumade
Posts: 130
Joined: 2009-04-05 21:17

Re: Rifleman AP

Post by kumade »

split up the claymores so you can detonate them individually
I think it's the main reason why this kit useless now. Really, whatever you can say for support this kit, it's very stupid to place all claymores in different places (to defend a perimeter) and blow up all at a time, because of enemies incoming only from one of directions. So we need a way to choose what claymore to blow up, or add kinda proximity detonator (or add both things :) )
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Rifleman AP

Post by Arnoldio »

Actually, though sounds very hardcoded aka notpossibleuntilmadepossiblebyMosquill, it would be good it only those would go off where enemy is in proximity (for auto detonation, but there would be no auto detonation ofcourse).
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Bupi
Posts: 2
Joined: 2009-06-02 12:40

Re: Rifleman AP

Post by Bupi »

My personal idea would be, that you give the AP kit a submachine gun and sharpnell mines, who can't be seen by people passing them
the reason for the submachine gun:
the most effective way to use an AP kit is :A Ambush or defensing a compound or a crossroad.
both things got one thing together, and thats the small space and the short range
the reason for sharpnell mines:
claymore mines got only i think 45° and 20 to 30 (max) meter of effective explosive power, while the sharpnell mine got 360 ° and up to 25 meters radius of massive damage, just imagine this massive power!

I hope you like my ideas
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Rifleman AP

Post by Spec »

So you want invisible mines that kill everything around them for this kit?

Do you not think that'd be... overpowered?
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Bigglestheman
Posts: 309
Joined: 2010-03-26 21:05

Re: Rifleman AP

Post by Bigglestheman »

theiceman wrote:I was just thinking and I realized how I have never seen anybody use the "rifleman AP" kit. I used it once on Operation Archer as Tali, but got bored after 30 mine of waiting...

so i was wondering does anybody use/has some good tactics when using the AP mine?
I think it would be great for defending a very hostile area other than that I see not much use for it.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: Rifleman AP

Post by anglomanii »

i know this may sound as i am trying to overstate the position, but in the real ADF, every man has a claymore in his pack, the way i figure it if a soldier has acces to his sections claymore's he would have atleast 8 mines. this to me even sounds crazy, but it would be the reality, but i understand the balance issues with the game and can under stand why limiting the mines has happened.



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the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Re: Rifleman AP

Post by the_ganman »

how bout split it into 2 - 3 slots so every slot has 1-2 claysmores, and each set of 1-2 can be detonated seperatly from the other 2-3 slots.

Also, im down for the submachine gun, make it so that you dont need a crewman to do CQB. Would make the kit good at defence with clays but not over power it normal rifle + clays,
Turner
Posts: 60
Joined: 2010-01-07 01:11

Re: Rifleman AP

Post by Turner »

The only use I see for it, is in a sniper team, in a urban area such as fallujah, (since you can access more building on that map), just have your sniper and spotter in a room, and you (W/AP kit) sits and keeps an eye on the door. It would help if you could disarm the Claymore, since you would have to move from building to building. But oh well.
Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Rifleman AP

Post by Bufl4x »

Guarding a snipers back is just a waste of this kit, you got the rifleman specialist for that. The AP kit is great for defending buildings and undeground compounds, where the enemy has to come trough some sort of chokepoint to get to you.
I would love to see it get more and separated claymores and maybe some tripflares. Other than that it's good as it is, one of my favorite kits.
You do need a lot of patience to use it effectively, but if you don't have that you shouldn't be playing PR in the first place.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Rifleman AP

Post by ytman »

Give the kit trip flares and I think it will be the perfect defensive kit.

I find it silly that the AP INS kits get a mon-50 and IEDs (2 times none the less) while the conventional forces only get 2 directional explosives.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Rifleman AP

Post by HAAN4 »

well i posting here because my tread has bloked,

i guess the actual rifleman AP is quite useless, because he got only one claymore, and that sucks.

if he carry over some other explosives. and be like a ''demo man''. will be fine.

rebering. that some people would thick having a C4 will be overpowerd. in my opnion no. because to destroy a tank whicht a C4 require Balls of steel, or pacience of iron. so it's not overpowerd.

instead giving back the eginer some extra mines will help he to make up a mine field. because no one is placing just one mine for time. and that also will make eginer life's easy and mines widely used in AAS maps, camon ONU may have banished mines, but generals will send ONU to put a dig in it's ******* if russia enter in war agaist USA because he will not loose men to defend a place just because some greenpeace *******, so alot of mines will be deployed.

some door breching explosives will be good to.

or self detoned claymores.

or AT grenades.

hoever, i don't care. any ideias of some cool AND USEFULL explosives for rifleman AP?
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Rifleman AP

Post by rampo »

HAAN4 wrote:well i posting here because my tread has bloked,

i guess the actual rifleman AP is quite useless, because he got only one claymore, and that sucks.
They have 2, do play PR a bit before coming up whit this stuff first mmkay?
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